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Otherwhere wrote:

I'm waiting for a "Join the Raiders" faction option. Sully Mathis was an excellent opportunity for that. ** spoiler omitted **

I'd also like unlocks to allow me to play: as a Ghoul (!!); as a Super Mutant; as a Synth.

I know there's the Ghoulish perk, but it's not worth taking. But becoming a Ghoul - not a Feral, but like the intelligent ones who are NPCs - would be cool. And have radiation heal you rather than harm you!

Awaiting Mods and DLC.

I'm holding out on a male protagonist playthrough for a possible Raider/'monster' options set.

Becoming a 'pre-war ghoul'/FEV victim strikes me as quite fitting, perhaps a side effect of tampering with (or deliberate design on Vault-Tec's part) the protagonist's cryo pod...

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Tvarog wrote:
CapeCodRPGer wrote:
Tvarog wrote:


Sided with Minutemen, so the only faction I had to wipe out was the kidnappers; this was on the third and final playthrough. On a previous one I got the other 3 endings by reloading before the decision point.

I am trying to get all PS4 trophies. Where is the decision point? I want to save right before that so I don't have to do other play throughs.
I believe I saved right before finishing Hunter/Hunted (after locating the courser but before entering the building to kill him). During the next quest, The Molecular Level, is when you have to choose a faction, and I'm not sure you can do anything useful once TML has started to change your faction choice. If you need to get a faction to like you in order to choose them for the ending, do it before TML starts.

You can change factions after the Molecular Level -- who you choose to help you build the Array is NOT who you have to stick with. For example, in my current playthrough, I built the Array with the Brotherhood, but then talked to the Railroad and told them I would really help them out. I actually have the Railroad and Brotherhood main questlines running concurrently, though at this point I've stopped at Blind Betrayal with the Brotherhood and am focusing on helping the Railroad (but if I messed that up, I could then go tell Preston I need the Minutemen's help and switch to them, etc.).

You can talk to any of the factions afterward for awhile to switch to them, but there's stuff like--if you get Banished from the Institute before completing the Railroad's Underground Undercover quest, then you will fail the Railroad's main questline and have to switch to one of the other three. Sticking with the Railroad and/or Institute will eventually make you an enemy of the Brotherhood, and vice versa. You can go pretty far before absolutely having to pick a side, which takes place during Mass Fusion if you didn't do it prior.


Abraham spalding wrote:
Hama wrote:
And the institute could convert you into a synth.

How do you know they didn't?

If they could memory resurrect Nick Valentine why couldn't they thaw, drug, and brain dump you into a synth and then put the synth back in the vault?

What if you are the reproductive model and they just needed to deep cover you?

Well, there is the fact that all synths (IIRC, even the Brahmin ones) show up in VATS as having energy resistance even when not wearing armor, and the main character pretty clearly does not have that trait.

Still, if you prefer that headcanon, you can just pretend they hacked the PipBoy you found as well so it doesn't show your own energy resistance.

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You could kill yourself and see if you leave behind a synth component!

Wait...

Okay, more seriously: if you are a synth, and you decide to side against the Institute, why doesn't one of the Institute scientists just shut you down with your recall code?


I wanted to play thru my Bishop character as a Synth who didn't know that he was a Synth.

Like in Bladerunner where some of them had no end date, maybe they made some without a recall code in order to experiment with free-will and all that?

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Otherwhere wrote:

I wanted to play thru my Bishop character as a Synth who didn't know that he was a Synth.

Like in Bladerunner where some of them had no end date, maybe they made some without a recall code in order to experiment with free-will and all that?

To be nitpicky, would rather defy the point that they keep insisting synths don't and shouldn't have free will. If the Institute wanted to try to give synths free-will, the SRB nor the Railroad would exist.

But if you want to go for it... perhaps instead, a rogue Institute member gave you free-will without permission from the directorate? :)


Yeah, something like that. I'm sure not EVERYONE at the Institute is evil. And there must be SOME scientists who would do it simply because they're curious.

Aren't some of the Railroad former Institute members? Isn't that how this got started?

(Haven't played thru enough of the story-line yet to know.)

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I'm not sure about that but the Institute Scientists do have differing opinions on the nature of the 3rd gen synths and so on.


Well, there's definitely a Bladerunner omage in FO4, aside from the Courser outfits, so maybe someone will do something with that in one of the DLC.

Bladerunner Easter egg:


I finally got around to paying a visit to the Glowing Sea, safe inside my Mark VI X-01 power armor modded out with leaded parts. That is one cool, disturbing place.

Also, having had a few run-ins with them, the Children of Atom can all just die. Hate those guys.

The Exchange

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Matt Filla wrote:

I finally got around to paying a visit to the Glowing Sea, safe inside my Mark VI X-01 power armor modded out with leaded parts. That is one cool, disturbing place.

Also, having had a few run-ins with them, the Children of Atom can all just die. Hate those guys.

I came over one small hill in the Glowing Sea and got to watch a really awesome little battle between a Deathclaw and a Radscorpion it was pretty epic until I mini-nuked them both....lol.


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Matt Filla wrote:
Also, having had a few run-ins with them, the Children of Atom can all just die. Hate those guys.

I'm with you on this! I was over near the Dartmouth Professional Building when a 3-way battle broke out between Gunners, Super Mutants, and the damn Children of the Atom. It sounded like a fireworks display!

I crept over and finished off the Gunners - mainly the Gunner Commander. I went in, grabbed some loot, and as I came back out, MORE Super Mutants, Gunners, Scavengers, and Children spawned. And, of course, they focus on ME! The 3 Children were all pounding me with their Gamma guns, and I jumped behind a counter, downed some RAD-X and RAD-Away, and tried to let them fight it out again.

Great day of looting, but almost got cooked to death by the damned Children. I hate those guys, too!


The Children of Atom have that extreme religious devotion vibe in spades. Why/how they're not dissolving into toe jam is something that will hopefully be explained-sort-of either in a DLC or in FO5.

I've been seeing BoS vertibirds getting their dumbasses shot down all over the Commonwealth. Amazingly the crews generally manage to bail entirely intact. Just last night a legendary Knight-Captain clad in some sort of T-60 nastiness was tango-downing Supermuties, Gunners and Raiders. A Knight had fallen not far behind him, so I snagged all of those sweet "BoS II T-60b" power armor parts from the wreckage/corpse and strapped them onto the USAF station Olivia's power armor frame, then upgrading them to shielded f-grade pieces after repairing them. Pretty pretty BoS power armor ... *drools*


I love the BoS loot squads. Especially if I am with them. Let them take the heat and I will take the loot.

Paizo Employee Developer

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I don't have anything to add at the moment, but I wanted to pop in and thank everyone who's participating in this thread. I got Fallout 4 right after release and it's the first video game I've really played since the Baldur's Gate and Icewind Dale games (because I finally have a computer that's robust enough to run robust games). Everyone's comments and discussion has been pretty helpful, especially since I started the game not knowing what the hell I was doing. So, thanks everyone!


If you like Fallout 4 you'll probably love Fallout New Vegas Ultimate Edition.

Or even Fallout 3. :-)

Paizo Employee Developer

From what I've heard from folks, I think you're right.

One of the things I'm really liking about Fallout 4 is that it feels like 3 games in 1. There's the straightforward shooter-style game, then there's the RPG element, and finally the resource management/settlement building. I don't get a lot of time to play video games, so sometimes I'll fire it up and just manage my settlements and maybe do a little building. When I have more time I try to complete some quests. It works with my schedule. :)


Aluminum. If you see ANYTHING that has aluminum in it, take it. That goes double for adhesive and oil. Ballistic fiber is also very useful, if you do the Railroad quest that give the mod for that.

This site might also be useful.


One thing that I do when establishing a new settlement is to allocate 20 pounds of material for the new base that gets carried in by me. I first make sure that I have enough for four heavy machinegun turrets. Next is 2 to 4 water pumps and enough food to get a basic setup for an adhesive farm - 3 tatos, 3 corn, and 3 multfruit. I can then take those and replant the seeds later to expand it.

RPG Superstar Season 9 Top 32, RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

Found an explosive minigun last night!

...about half an hour after using console commands to make one myself. Oh well. With max ranks in Demolition Expert and Heavy Gunner, I can kill anything in about half a second. I might take a stroll over to Fort Strong with this baby.

RPG Superstar 2015 Top 8

Sharoth wrote:
Aluminum. If you see ANYTHING that has aluminum in it, take it. That goes double for adhesive and oil. Ballistic fiber is also very useful, if you do the Railroad quest that give the mod for that.

Don't forget screws--at least if you plan on weapon modding. It's why every Sole Survivor has an extensive Desk Fan collection.

Oil is less of an issue if you make cutting fluid at a chemistry station.

It requires 2 Acid, 8 Bone, 2 Purified Water, and 3 Steel. If you've been looting a lot of corpses, you should have plenty of the former two (if not, go attack a super mutant camp and loot their meatbags). Water and steel are usually plentiful (especially if you have a water purifier).

This yields 1 steel (you get one of your three back) and 3 oil. Worth if it you need oil for making turrets or certain weapon mods. While it requires a LOT of bone and acid, it's not like you need those components for a lot of other items.


In my experience, you can get plenty of bone at most any super mutant spawn location (in their gore bags). Same with acid at bloodbug spawns (can also be found in gore bags). The most convenient point I found was Medford Memorial Hospital, just north of Taffington Boathouse (which is a possible settlement, thus a decently safe fast travel point once you've put in some defenses). The canal area immediately northeast of Taffington usually spawns about 6-8 bloodbugs, and the hospital is immediately north of that. Easy to clean out in a few minutes, plus plenty of respawning gore bags. If you have any of the "extra caps" or "extra ammo" perks, you can find those in the gore bags too... and they're all over the place, hiding in plain sight.


Fortune Finder 3 has me at ~24k caps, after buying Home Plate. Caps in FO4 don't seem to be all that important, unlike the predecessor games. Scrounger ("extra ammo") is invaluable, although at top tier it turns up an inordinate amount of .50 ammo. If nothing else, .38 ammo becomes a combination of caps and car-brewing ammo to feed an auto .38 pipe pistol with either version of the large drum.

RDN, I feel your pain on the legendary weapon. However, there's a gun merchant that is often found out in front of Vault 81 that sells Spray-n-Pray, an SMG with the Explosive legendary weapon ability.

Currently, my go-to "killer of men" is an Assassin's SMG. I "transferred" that via console to the Silver SMG and stored the former once I undertook the Silver Shroud quests.

Up to a 3rd "Staggering" missile launcher via loot now. *facepalm*

There are a LOT of things that have the aluminum you'll need: TV dinner trays, hubcabs, coolant caps, aluminum [items] ... some are combined with that precious oil for all the turrets.

I'm not sure what use plastic really has right now, so I skip over cafeteria trays and the like. I get more than enough from scrapping Institute weapons as it is.


If you're end-game enough to be getting an inordinate amount of .50 ammo, I'm curious why you're still using something that shoots .38. At least move up to the combat rifle in .45, if not the assault rifle in 5.56 (which I'd think you would be swimming in by now).

Unless you just prefer the SMG or homemade aesthetic, in which case rock ('n roll) on, you crazy diamond!

I'm really hoping one of the DLCs ends up with something else that can use the 5mm ammo. The minigun's damage is so ridiculously low that it's only worth using if you have one with Explosive or Fire damage on it. I think when I finished (full ranks of Scrounger and max Luck) I had somewhere in the range of 80k rounds, and I'd have started ignoring it entirely if it wasn't both weightless and at least of minimal value to NPC vendors.

Sovereign Court

I'm still using a .50cal sniper and a 6 crank laser musket. The 6 crank kills ANYTHING I hit, anywhere.


Turin the Mad wrote:
I've been seeing BoS vertibirds getting their dumbasses shot down all over the Commonwealth.

Yeah, they don't seem to have a high survival rate. I didn't think the Prydwyn carried that many of them. :) I was over near a supermutant-infested junkyard near the Glowing Sea where not one, but two vertibirds got shot down, one of them pretty much right on top of me. Yet another reason why the BoS sucks.


I don't like .50 cal weapons. I find their are significantly slower than the other sniper options available without a significant enough increase in lethality.


Fair enough. In fact, I find the (non-Legendary) assault rifle to be sufficient as a DMR (designated marksman rifle) equivalent, when using the best semiauto mod and the rifleman perk appropriate to your level (about 1 per 4 levels, I find). If one headshot can't kill it, you're probably out of your league. There are exceptions, such as the mirelurk queens and behemoths, but it's a decent guideline.

At least the .50 is worth picking up, still. ;)

RPG Superstar 2015 Top 8

I am disappointed by the scripting for Paladin Danse. It's rather... incomplete.

Spoiler:
If you do the quest where you learn he is a synth and he leaves the Brotherhood, half of his barkstrings still have him act like he's with the Brotherhood. This makes the follow through from the quest really disappointing--he acts like nothing happened. And while I haven't seen this particular part of it myself, since you are actually considered ENEMIES of the Brotherhood while you are with Danse, you can be attacked by the Brotherhood which will result in him gleefully slaying Brotherhood members right and left while shouting "For the Brotherhood! Ad Victoriam!" It's rather f!~+ed up.


I finally got an Explosive combat shotgun yesterday, off of a mere Legendary Alpha Wild Mongrel of all things, and man does that take things down fast!

I can only imagine an Explosive minigun! Seems totally OP.


DeathQuaker wrote:

I am disappointed by the scripting for Paladin Danse. It's rather... incomplete.

** spoiler omitted **

Considering how ingrained that behaviour would be, after years of reinforcement, I'd be more surprised if he stopped immediately.

That can lead to some messed up scenes though.


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Hama wrote:
I'm still using a .50cal sniper and a 6 crank laser musket. The 6 crank kills ANYTHING I hit, anywhere.

The 6-crank laser musket is probably the 2nd or 3rd deadliest weapon in the game after the gauss rifle and (presumably) anything shooting mini-nukes, not accounting for legendary combinations.

A Poisoner's syringe rifle won't kill lots of stuff right out of the gate, but it'll sure make a whole lot of brigand-types run crying for their mommies.

I looted an Instigating hunting rifle and converted it to a .50 sniper rifle with silencer and trimmings. It's my go-to weapon to first-shot-kill almost everything without giving away my position so easily.

Fully kitted with shadowed armor featuring muffled legs, stabilized arms and an asbestos chest takes care of the more typical body armor needs for the stealthily-inclined.

Dark Archive Bella Sara Charter Superscriber

Tvarog wrote:
In my experience, you can get plenty of bone at most any super mutant spawn location (in their gore bags). Same with acid at bloodbug spawns (can also be found in gore bags). The most convenient point I found was Medford Memorial Hospital, just north of Taffington Boathouse (which is a possible settlement, thus a decently safe fast travel point once you've put in some defenses). The canal area immediately northeast of Taffington usually spawns about 6-8 bloodbugs, and the hospital is immediately north of that. Easy to clean out in a few minutes, plus plenty of respawning gore bags. If you have any of the "extra caps" or "extra ammo" perks, you can find those in the gore bags too... and they're all over the place, hiding in plain sight.

I've claimed Taffington, and just about every time I show up, bloodbugs are spawning in the house. I finally put a turret inside the bathroom to deal with them.

On a quasi-related note, is there any way to get corpses to stop spawning in settlements (on a console)? New spawns seem to go away, but the corpses of the original inhabitants of my settlements never seem to (and even re-spawn if I drag them somewhere and dump them).


Tvarog wrote:

If you're end-game enough to be getting an inordinate amount of .50 ammo, I'm curious why you're still using something that shoots .38. At least move up to the combat rifle in .45, if not the assault rifle in 5.56 (which I'd think you would be swimming in by now).

Unless you just prefer the SMG or homemade aesthetic, in which case rock ('n roll) on, you crazy diamond!

I'm really hoping one of the DLCs ends up with something else that can use the 5mm ammo. The mini-gun's damage is so ridiculously low that it's only worth using if you have one with Explosive or Fire damage on it. I think when I finished (full ranks of Scrounger and max Luck) I had somewhere in the range of 80k rounds, and I'd have started ignoring it entirely if it wasn't both weightless and at least of minimal value to NPC vendors.

I use the .38 almost exclusively for brewing up vehicles and the occasional lower-end mook-types. The pistol configuration is considerably lighter than most longarms, making deploying it that much faster on-screen than the heavier weaponry.

Regarding the combat rifle and assault rifle, it boils down to the aesthetics for me. I can't stand 'em on looks alone, enough to not want them. I burn enough .45 via tommy gun that I keep it set aside solely for that weapon. The Silver SMG is a purty weapon, oh yes.

I generally prefer one weapon per ammo type, but I do have a converted .50 bolt-action pipe pistol I may thread a silencer onto for maximum ninja/sneak carnage to back up the rifle. It's a lot easier to sneak around with a pistol than the rifle, with damage being identical if all else is equal perks-wise.

Most of the .308 and shotgun shell ammo I've scrounged up has been going to settlers. I do wish we could save templates, as it would make converting the latest batch of drop loot double-barreled shotguns and hunting rifles go a lot faster.

5mm rounds are horrible without a legendary property, even with the mini-gun modified to the 3-barrel configuration and topped-out heavy gunner perks. It would be nice to modify one to fire .38 rounds (which are significantly larger than the 5mm rounds). 6k rounds in 5mm at present, but I've got 4 mini-guns (including Ashmaker), so I'm inclined to start stashing a mini-gun and 1k ammo in a container adjacent to each suit of power armor, keeping a properly-modified Ashmaker and 3k rounds for myself.

I think that this is endemic to all automatic weapons in the game: the damage drops precipitously because 'reasons'.

2mm EC rounds, fusion cells and plasma cartridges I've been deliberately hoarding. The first because I've yet to find the gauss rifle, the latter two because I'm not quite happy with the weapons I want to use to go with them. A FC-based pistol (converting the alien blaster to fusion cells, once I re-discover the crash site) and some form of super-nasty plasma rifle are my current thoughts on energy sidearm/longarm.

I'd love to snag that funky-looking 'That Gun' for FO4, something besides Deliver to showcase the 10mm round would be awesome.


Sebastian wrote:
Tvarog wrote:
In my experience, you can get plenty of bone at most any super mutant spawn location (in their gore bags). Same with acid at bloodbug spawns (can also be found in gore bags). The most convenient point I found was Medford Memorial Hospital, just north of Taffington Boathouse (which is a possible settlement, thus a decently safe fast travel point once you've put in some defenses). The canal area immediately northeast of Taffington usually spawns about 6-8 bloodbugs, and the hospital is immediately north of that. Easy to clean out in a few minutes, plus plenty of respawning gore bags. If you have any of the "extra caps" or "extra ammo" perks, you can find those in the gore bags too... and they're all over the place, hiding in plain sight.

I've claimed Taffington, and just about every time I show up, bloodbugs are spawning in the house. I finally put a turret inside the bathroom to deal with them.

On a quasi-related note, is there any way to get corpses to stop spawning in settlements (on a console)? New spawns seem to go away, but the corpses of the original inhabitants of my settlements never seem to (and even re-spawn if I drag them somewhere and dump them).

I've never figured out how to remove the decorative corpses other than that an indeterminant amount of game time must pass for the scavengers to eat them *before* you claim the place. I'm sure there's a way, as it is bewildering that anyone would let carcasses decompose on the floors ...

I'd love the same option for the perma-skeletons littering some places (Starlight Drive-In, looking right atcha).

Edit: I've not yet built up Taffington, perhaps a tower with missiles/lasers atop it will suffice to deter insectile infestations before they latch onto the place? Otherwise, there'll be dead settlers all over the joint, those vampire/high-end bloodbugs are gawdawful nasty.

RPG Superstar 2015 Top 8

The only way to get corpses that won't disappear to go away is on PC with the dev console. Click the corpse (make sure it is selected), type "markfordelete" and hit enter, then type "disable" and hit enter, and it should go away. "Disable" alone will make it disappear but the first I believe helps keep it from loading at all.


There's not really any way to completely pacify settlements (as in, prevent nasties from showing up). The "enemy"/"monster" spawns are generated at random when you load the cell (by traveling to it, usually), and apparently do not take into account the level of defenses you have emplaced.

My Taffington settlement ended up being the one chosen for the Railroad safe house replacement, and it was more heavily defended than the BOS base... still got bloodbugs every couple days.

Best I could do was make sure there were enough turrets with good lines of sight to basically instakill them when they do spawn, so they don't have time to murder the civilians.

On the subject of Ashmaker, it's needlessly weak because the legendary fire property doesn't stack with itself the way the legendary bleed does. The bleed effect is even more overpowered because basically nothing is immune to it. No, not even vertibirds. You can murder them at level 1 with a crappy pipe pistol if it has the bleed property and you have enough ammo (and survive the return fire, but this is theoretical anyway :)

There's at least one vendor-sold gauss rifle in-game, once you

Spoiler:
reclaim the Minuteman fort.

There might be another one

Spoiler:
on the BOS airship vendor or the Institute vendor.


Sebastian wrote:
Tvarog wrote:
In my experience, you can get plenty of bone at most any super mutant spawn location (in their gore bags). Same with acid at bloodbug spawns (can also be found in gore bags). The most convenient point I found was Medford Memorial Hospital, just north of Taffington Boathouse (which is a possible settlement, thus a decently safe fast travel point once you've put in some defenses). The canal area immediately northeast of Taffington usually spawns about 6-8 bloodbugs, and the hospital is immediately north of that. Easy to clean out in a few minutes, plus plenty of respawning gore bags. If you have any of the "extra caps" or "extra ammo" perks, you can find those in the gore bags too... and they're all over the place, hiding in plain sight.

I've claimed Taffington, and just about every time I show up, bloodbugs are spawning in the house. I finally put a turret inside the bathroom to deal with them.

On a quasi-related note, is there any way to get corpses to stop spawning in settlements (on a console)? New spawns seem to go away, but the corpses of the original inhabitants of my settlements never seem to (and even re-spawn if I drag them somewhere and dump them).

The ghoul corpses at Sunshine Tidings do this to me, always returning even if I move them. It's especially creepy because I scrapped the table beneath the one, so it's now a levitating reclined corpse.


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That is a bit ghoulish.


Sharoth wrote:
That is a bit ghoulish.

Indeed, it was my first saved screenshot. :P

RPG Superstar 2015 Top 8

Odd, I never had bloodbugs show up IN Taffington once I reclaimed it. They've attacked the settlement since, but came from the edges of the area (i.e., not necessary to put a turret in the bathroom. :) ).

It's the pre-set corpses that are the problem--you've probably noticed there's a dead raider and a dog in front of Sanctuary that never disappear either. The corpses are apparently basically set there as (refillable) containers.

I wish you could scrap bodies--they should be good for oil, bone, and maybe acid. Same goes for those effing skeletons that are in places like Starlight as someone else mentioned. Problem with those is they aren't even grabbable, you have to move them by sprinting into them or getting creative with explosives.


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Oh!!! That was FREAKING hilarious! The BoS landed a vertiberd and the gunners took it over. I downed the vertiberd and then claimed the holotags for return later.


And I now have five full sets of BoS power armor, minus the frames. Jamacia Plains is turning out to be very profitable.

The Exchange

Sharoth wrote:
Oh!!! That was FREAKING hilarious! The BoS landed a vertiberd and the gunners took it over. I downed the vertiberd and then claimed the holotags for return later.

I am loving the BOS vertiberd shenanigans.....I have an area where something like 4 have been downed. Power armor and bodies everywhere. It was glorious.

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My favorite was the BOS attacking the supermutants in the water supply station. They blew up a bunch of super mutants and vice versa, leaving me little I had to do to finish what I was doing there and lots of loot.


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~laughter~ A Vertibird just got downed and Hancock just said "It lasted longer than the other one, I'll give them that."


I just want an instigating laser musket...

The Exchange

Sharoth wrote:
~laughter~ A Vertibird just got downed and Hancock just said "It lasted longer than the other one, I'll give them that."

Where the heck do they get them all too....hard pressed to find running water but they can drop Vertibirds like they are running out of style...


~shakes my head~ And I WANTED to join the Brotherhood of Steel? I have seven or eight FULL sets of BoS power armor (in need of repair and a frame) and over 28 holotags. WTF is going on with these suicidal people? Don't they know when to retreat and when to cover each other?

OTOH I am working on building up Starlight Drive In, Red Rocket and Jamaica Place at the moment. Near Jamaica Place is where I got all of the BoS goodies.


Abraham spalding wrote:
I just want an instigating laser musket...

As the proud owner of one I can say that, yes you do.

Edit: I have to give the Brotherhood credit. They put on a hell of a good first impression. First you meet Danse, who is great, and gives you a free gun, and a strong LG vibe. And I do mean capital LG. Then the Pyrdwen shows up, majestically.

Too bad Maxon is a dick and dumb enough to wear a coat cool enough to literally kill for, or I might like them more. I still like them the most out of the factions actually. There's no reason to believe the Minutemen will be able to keep themselves together this time. The Railroad is too narrow and small goal oriented. The Institute? They might as well have given the building itself an evil goatee, and maniacal cackling. They're so obviously evil its ridiculous.

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