Fallout 4


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Ah! Didn't notice the trailer!


And now I am looking at specking out a new computer.

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Adam Daigle wrote:
I think I'm most excited about the planters.

Oh, I've had those for ages from mods. They are handy; that's how I was able to spruce up The Mall at Hangman Alley.


Otherwhere wrote:
DeathQuaker wrote:

Should I feel bad I did okay with the Mechanist on the first try? I'm normally not that good at combat...

... But I am stupidly high level (66). That probably accounts for a lot of it.

No - that's great! You used a good build and played a good strategy.

Plus, being level 66 means the enemies should be tougher than at level 30, right?

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Congrats, Scythia! You've got more tenacity than I do.

I had just beat the Duelbot on my sixth try, and then somehow got killed by something that exploded and electrocuted me. I was not happy, and was not going to go thru that fight one more time in the hopes that I'd do as well and finally confront The Mechanist.

Plus, the alternate approach actually suits Myron better because he's not a fighter.

Yeah, that happened to me the first time I beat it as well. I think it was one of those falling fuel drums.

I was only lv 20 when I did the fight. :P


The information on the release date for the WW has had an unexpected effect on me: I'm playing less because I don't want to start developing any settlements until I get the new features this will add.

The planters were exactly what is needed for sites like The Mechanist's Lair and Hangman's Alley.

Being able to capture (and tame?) dogs [and cats :)] is a welcome feature as well!

Not sure if you can tame a Deathclaw and have it patrol, but being able to pit Raiders against them in an arena seems fitting!

RPG Superstar 2015 Top 8

I'm delighted about the release date because I'll have just turned in some freelance work and will be due a long play session. :)

I'm excited about taming some animals, but couldn't care less about the arena. (But am glad other folks are psyched for it--I'm sure it's something a lot of people wanted.)


I saw that we can trap Raiders, but I wonder if we can trap other (faction) humans - like the g@dd$mn#d Children of Atom! I'd love to throw their sorry a$$es in the Arena!

--

@DeathQuaker: Congrats on the freelance work!


Just watched an analysis of the WW trailer video, and there are some interesting things re: the taming of creatures:

1) It takes both Animal Friendship and Wasteland Whisperer to create the Beta Wave Emitter, which means it will be a CHA focused character who can build this;

2) the creatures are only tamed as long as the Emitter is turned on. So if your settlement gets attacked and they destroy the Emitter &/or the generator powering it - well, things could turn very interesting...

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On a side note: Somehow during an attack on my Sanctuary Hills settlement, the attackers managed to damage my generators that were in an enclosed space at the top of a 3-tier tower!

I was away doing the Mechanist confrontation at the time, so I didn't return to Sanctuary to help defend it. I don't know who (or what) attacked it, but I can't figure out HOW they managed to destroy any of the generators behind wood walls (no doors or windows) all the way up there! ??


Explosives (such as missiles) readily penetrate walls on impact. It's size-intensive to truly immunize generators against such attacks, as you need at least a full size floor tile with 2 walls plus roofing to be generally effective.

I beat the Mechanist on the first go-round ~umpteenth level on non-beta Survival difficulty. Sentinel armor farming ftw at the time, packing Lorenzo's Artifact Gun (tricked out), General Chao's Revenge and a metric ton o' gamma charges, chems, buff-chow and stimpacks.

RPG Superstar 2015 Top 8

Thanks!

On the upside, generators are fairly cheap to repair and will eventually be re-repaired on their own eventually.

Also, I think some property damage is simply more calculated in than the result of a specific type of attack. Since settlers can't be killed (except by you), it's the only way to show the effects of an attack.


I had an attack at Oberland station once that was four raiders, three of which had missile launchers, one had power armour and a missile launcher.

That's how some things got broken.


I got broken at Oberland Station - by a group of Supermutants, one of whom had a missile launcher!

(No idea what the others may have been armed with because they one-shotted me!)
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Will a metal wall stop the explosion better than a wood wall?

I guess it's time to just try it out on a save and reload when I'm done.
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Ah, Oberland Station... I've never bought the story that the two settlers there are sisters.

It's a step up from Tenpines Bluff, though, which is so resource starved, a better solution would simply be to relocate the two settlers there to another settlement...


So after taking a few weeks off deciding whether to add the DLCs to my original character or start a new one. I decided to just finish the main quest with my 1st character then start a new one once the survival mode hits consoles.

Anyway, I've been juggling all the factions but reached a decision point, so now the BoS is not my friend. Just need to stay under cover a bit longer to bring the institute down from the inside...


Otherwhere wrote:

I got broken at Oberland Station - by a group of Supermutants, one of whom had a missile launcher!

(No idea what the others may have been armed with because they one-shotted me!)
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Will a metal wall stop the explosion better than a wood wall?

I guess it's time to just try it out on a save and reload when I'm done.
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Ah, Oberland Station... I've never bought the story that the two settlers there are sisters.

It's a step up from Tenpines Bluff, though, which is so resource starved, a better solution would simply be to relocate the two settlers there to another settlement...

Space behind the impact surface plus a high solid roof is the only thing I've found of any help at all. Metal surfaces with as few holes (for grenades to go through) as possible are your best hope.

Tenpines' have the [PP] bracket on them as do Oberland's. The pair at County Crossing have [EP], which let me use the console to relocate them to Abernathe Farm.

Tenpines has enough allocated growing space to easily accommodate 18-21 (much more if you're not doing mutfruit or corn) food growth. I'd slap down a metal condo for a 3rd and/or 4th meatbag settler before ringing the place with turrets and (later) stuffing your limit in robot settlers into the joint.


Turin the Mad wrote:

Tenpines' have the [PP] bracket on them as do Oberland's. The pair at County Crossing have [EP], which let me use the console to relocate them to Abernathe Farm.

Tenpines has enough allocated growing space to easily accommodate 18-21 (much more if you're not doing mutfruit or corn) food growth. I'd slap down a metal condo for a 3rd and/or 4th meatbag settler before ringing the place with turrets and (later) stuffing your limit in robot settlers into the joint.

Do you happen to know: If we create an entire settlement of robots, would you need: Beds? Food? Water? Seems like you could get 100% settlement happiness fairly easily! (Except, maybe the robots NEED people to serve?)

And defenses would be easy because all of them are walking turrets of one sort or another!

Maybe a modder will create the robotic equivalent of: power stations (for beds); and oil (for food & water) for robot only settlements.


Otherwhere wrote:
Turin the Mad wrote:

Tenpines' have the [PP] bracket on them as do Oberland's. The pair at County Crossing have [EP], which let me use the console to relocate them to Abernathe Farm.

Tenpines has enough allocated growing space to easily accommodate 18-21 (much more if you're not doing mutfruit or corn) food growth. I'd slap down a metal condo for a 3rd and/or 4th meatbag settler before ringing the place with turrets and (later) stuffing your limit in robot settlers into the joint.

Do you happen to know: If we create an entire settlement of robots, would you need: Beds? Food? Water? Seems like you could get 100% settlement happiness fairly easily! (Except, maybe the robots NEED people to serve?)

And defenses would be easy because all of them are walking turrets of one sort or another!

Maybe a modder will create the robotic equivalent of: power stations (for beds); and oil (for food & water) for robot only settlements.

As with Graygarden, when it's all robots, happiness sets in at 50%. Don't need beds/food/water for them, just something for them to do.


With Automata, ceramic has become the new commodity for me. I run out of it more often than screws on a character that doesn't have Scrapper or adhesive on every character.


I did the Mechanist quest with another of my characters, and this time I did it in the Tesla Power Armor kitted out with Energy Resistance and Explosive Resistance, and it was much easier.

Although my first run with it glitched and the battle never ended after I destroyed the Duelist bot.
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Yeah - ceramic is another one of those "I gotta grab EVERY ashtray and coffee cup I find" kinds of junk now.

Rubber is important, too.

My current character is a Grognak build, so I'm already running into challenges because he isn't intelligent enough for: Hacking; Scrapper; even the Gun Nut perk! No way he's ever going to get Robotics Expert. It will be interesting, and testament to the replay value of the game.

RPG Superstar 2015 Top 8

With rubber, if you're desperate, you can grab (with the grab key, not put in your inventory) tires and traffic cones lying around the landscape and carry them to settlements and then scrap them. (There's some other grabbable objects too, like traffic barriers which you can get wood from.)

For example, I needed rubber in Warwick Homestead to build them a purifier. That place is oddly devoid of rubber, but just outside the settlement are crashed cars and piles of tires. The piles you can't do anything with (they are a single solid object you can't pick up), but any single tires you can carry over to Warwick's borders and then scrap.

Liberty's Edge

I am always looking for adhesive. Anyone know how I can get some easy?

RPG Superstar 2015 Top 8

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The easiest thing is to make vegetable starch, worth 5 adhesive--you make it at the cooking station out of tatoes, mutfruit, and corn iirc. If you have settlements that farm these you should have an abundance.

In a pinch, Percy, the nighttime junk vendor in Diamond City, sells shipments of it.

The Exchange

DeathQuaker wrote:

The easiest thing is to make vegetable starch, worth 5 adhesive--you make it at the cooking station out of tatoes, mutfruit, and corn iirc. If you have settlements that farm these you should have an abundance.

In a pinch, Percy, the nighttime junk vendor in Diamond City, sells shipments of it.

and of course purified water. I stopped totally planting gourds, melons, or carrots...the others are too important for adhesive. I was roaming around with a companion in power armor and after a while I am suddenly low on adhesive, aluminum, steel....guess that repairing the 2 suits put quite a drain on certain resources. Funny thing is I have been roaming around almost constantly in power armor since level 4 or 5 and I am around 40 in this run and I have 25 full power cores. I only took the one level of finding ammo perk and nothing to extend their lives.

It just stuck me as odd that it is so easy to be constantly suited up.

RPG Superstar 2015 Top 8

Yes, water of course--I knew I forgot something! 'Course most settlements with adequate water supplies should produce a reasonable surplus of that as well.


Melons are supposed to be a very good food source in the new Survival Mode (beta anyway) because it satisfies both food & water needs.

Looking forward to the addition of the Wasteland Workshop Tuesday!

Happy gaming, everyone!


Fallout 4 - Wasteland Workshop, all new items are displayed here.

Spoiler:
Planer boxes, powered water pumps, and Fusion Generators that provide 100 power? Nice!!!

RPG Superstar 2015 Top 8

Very much looking forward to this. Is it weird I'm excited about the signs and neon lettering? Because I very much am.

The concrete walls and the like look awesome too. I think the intent is to build jails and the like but obviously massive fortresses are coming.

And I'm totally gettin' me a kitty cat.


Fake Healer wrote:
DeathQuaker wrote:

The easiest thing is to make vegetable starch, worth 5 adhesive--you make it at the cooking station out of tatoes, mutfruit, and corn iirc. If you have settlements that farm these you should have an abundance.

In a pinch, Percy, the nighttime junk vendor in Diamond City, sells shipments of it.

and of course purified water. I stopped totally planting gourds, melons, or carrots...the others are too important for adhesive. I was roaming around with a companion in power armor and after a while I am suddenly low on adhesive, aluminum, steel....guess that repairing the 2 suits put quite a drain on certain resources. Funny thing is I have been roaming around almost constantly in power armor since level 4 or 5 and I am around 40 in this run and I have 25 full power cores. I only took the one level of finding ammo perk and nothing to extend their lives.

It just stuck me as odd that it is so easy to be constantly suited up.

Gourds have their recipe uses, as does razorgrain for a chem or syringer round. Carrots are essential for making orange mentats for that super sweet +10% VATS accuracy bonus (potentially lasting 12 minutes with certain perks and torso armor mod).

Melons finally getting a use is amusing. That's the one crop I won't plant, in part b/c I personally despise most melons IRL. ;)


Decontamination arch, nice. I put it at the entrance of the stairs to my base.

That fusion generator too, that will really open up new options.


DeathQuaker wrote:

Very much looking forward to this. Is it weird I'm excited about the signs and neon lettering? Because I very much am.

The concrete walls and the like look awesome too. I think the intent is to build jails and the like but obviously massive fortresses are coming.

And I'm totally gettin' me a kitty cat.

I want to neon sign Sanctuary Hills' entrance sign. Just because. :)


I can't find the new planters. Are they locked behind a Picket Fences magazine or something?

And why doesn't the fusion power generator require a fusion core?


Planters are in the misc section where you find food, water, and the other stuff.

RPG Superstar 2015 Top 8

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Building... addiction... starting all... over... must... go... to bed.....


Sharoth wrote:
Planters are in the misc section where you find food, water, and the other stuff.

I was trying to find them with my character in the Mechanist's Lair, and no food option comes up. ?? I was able to put down a new Powered Water Pump in a spot - I guess it had enough "dirt" to qualify. But no food options come up at all.

Maybe that space can't have food grown in it, even with the DLC?

Or it's a glitch?
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I totally get what you mean, DQ. It is way too easy to spend HOURS adding stuff/changing stuff in settlements with all the new toys. Street lights! Lamps! Fire barrels!!

RPG Superstar 2015 Top 8

I haven't tried it yet, but I've read that both the Mechanist's Lair and the Boston Airport still restrict resource building of things like food sources. I am really unclear on why they restricted it. For the Mechanist's Lair, I can see the reasoning that it's indoors, so you have no sunlight to grow plants (although that could be easily fixed with a sun lamp), but that doesn't apply to the airport. Especially when yes, you can build water pumps.

The planters should still show up in the Misc Resources menu elsewhere.

OMG yes. I got really unnecessarily excited about candles last night. I love the new electric lights too (what's up, strings of lights?), but I also like having lighting sources that I don't need a power source for. Especially since I'm pretty sure that even as resource limited as it is, the wasteland is not in short supply of tallow.


Rendered fat is rendered fat. Just don't ask where the fat comes from. ;)

RPG Superstar 2015 Top 8

Exactly.


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Turin the Mad wrote:
Rendered fat is rendered fat. Just don't ask where the fat comes from. ;)

Soylent Green is people!!!


I've also spent a couple hours bedecking my base with new lights, it's a complete hodgepodge of different styles now.

The flame lights I mostly use for accent, like putting a working campfire under the cooking spit, or a lantern on an outdoor table.


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And what are you up to, Sole Survivor?

"Well, I started out trying to locate my stolen child and the murderer of my wife. But I got so sidetracked with putting up lights and decorating my community that I kind of lost focus...
"I figure, if he isn't dead already, he's probably fine, and I'll likely run into him at some point after I help re-establish the Commonwealth and some sort of 'normalcy'.
"In the meantime, do you think some neon lighting here is too much? Or is that just what this settlement needed?"

RPG Superstar 2015 Top 8

One of the whole points of my sort of completionist playthrough I've been on for awhile was that I largely ignored the Minutemen for the first part of the game. I established a couple settlements (one just for me, one for minions to start a glue farm) but focused on the main quest and other quests I wanted to do first. Then after I did the main quest, I rescued Preston's sorry ass and started doing the Minutemen proper, having no further pressing personal business to take care of. Feels a LOT better this way.

On the other hand, the "Defend the Castle" scenario still happens post-MQ if you don't side with the Minutemen during the MQ. Since I sided with the Railroad in the MQ and blew up the BOS, the Brotherhood attacked the Castle. Since I'm level 68, the enemies were leveled accordingly, and DAMN was that a tough fight! And I didn't even get a chance to loot all the bodies before they disappeared (lost some Legendaries, but given 99% of Legendaries give me troubleshooters switchblades and poisoners leather legs, I don't really give a s%!% about Legendary drops anymore). The bastards killed one of my provisioners and a few of my Minutemen. On the upshot, with the Prydwen already gone and now all of those Paladin Commanders and Knight Commanders dead, there can't be much in the way of Brotherhood leadership left in the Commonwealth.

I put up neon signage in the Castle to help note what certain areas do, very historically accurate, along of course with the fusion generator (the Castle's a great place to stick one of these since it's already well-wired up and decreases generator clutter).


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Hindsight is always better, but: I wish that settlement building actually had an effect in game.

In the new Survival Mode, yes - they have a purpose. But I'm talking about an actual effect in terms of: take this settlement from that group of Raiders, and less Raiders spawn in that region (unless & until they take it back); this settlement has a good spot for mining iron; this settlement has a rich supply of concrete; and so on.

It would put some strategy into the game. "Take that location, even though it would be a tough fight, because it gets me [fill in the blank]." I mean, you take The Castle, and it unlocks another quest that will gain you artillery. More things like that would be very cool and worthwhile.

It would have added to the factions as well. Taking a settlement away from another faction could be as useful as taking one for a faction, and deprive them of needed resources.

Ah well - like I said, hindsight, what-could-have-been's...


My character made for Automaton, Sophia, has had great luck with legendary drops, over 2/3 have not only been weapons she uses, but actually decent properties. She's got a 10mm with ice damage (had a -25% VATS cost one before that), an instigating laser, and just switched out a +50% to humans sniper rifle for a plasma infused combat rifle.


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Otherwhere wrote:

And what are you up to, Sole Survivor?

"Well, I started out trying to locate my stolen child and the murderer of my wife. But I got so sidetracked with putting up lights and decorating my community that I kind of lost focus...
"I figure, if he isn't dead already, he's probably fine, and I'll likely run into him at some point after I help re-establish the Commonwealth and some sort of 'normalcy'.
"In the meantime, do you think some neon lighting here is too much? Or is that just what this settlement needed?"

"You took Shaun. I don't know who you are. I don't know what you want. If you are looking for ransom, I can tell you I don't have money. But what I do have are a very particular set of skills, skills I have acquired over a very long career. Skills that require duct tape. Or possibly three very specific vegetables and some purified water. Oh, and sometimes screws. And gears. When I find those things, I will use my skills and come kill you."


You've been very lucky, Scythia!

I keep getting the same damn leg or arm piece of armor! If I find, say, an Acrobatic Synth Left Leg, I'll also get a Cunning or Sharp something-or-other Left Leg.

That makes the system rather frustrating, too. Aside from the useless weapons that have cool mods on them as DQ mentions.


I finished the main quest finally, with the Railroad ending. I was kinda disappointed I didn't get an ending montage dealing with my accomplishments in the wasteland.

Natasha, the smart, charismatic, fiery redhead has just discovered that her property, one Mr. Handy robot, has survived the apocalypse.

RPG Superstar 2015 Top 8

Otherwhere wrote:
Hindsight is always better, but: I wish that settlement building actually had an effect in game.

If we don't see some of this (remembering this the first time they've tried settlements) in Fallout 4 DLC, hopefully they will consider it for Fallout 5.

Quote:


In the new Survival Mode, yes - they have a purpose. But I'm talking about an actual effect in terms of: take this settlement from that group of Raiders, and less Raiders spawn in that region (unless & until they take it back);

Hell to the yes. Tho I also want less respawning in general. I don't care about loot resets, I'd rather a cleared area stay cleared; as it is I feel like I can never truly accomplish anything.

Quote:


this settlement has a good spot for mining iron; this settlement has a rich supply of concrete; and so on.

That would be AWESOME. Especially as, say, some settlements are near things that would be good resources. For example, in the Finch Farm quest, you have to clear Saugus. Why not have Finch overtake Saugus and become a source of steel? (also Saugus is one of those places that cell-resets WAAAAAAAY too f%&~ing often).

Sanctuary is near a quarry, it could be a source of concrete. An area near a forest could be a source of wood. Etc.

Quote:


It would have added to the factions as well. Taking a settlement away from another faction could be as useful as taking one for a faction, and deprive them of needed resources.

Yeah. It would be interesting for example if you do Proctor Teagan's quests to extort settlements (which puts the settlement as affiliated with the BOS) and it weakens the Minutemen (outside of depriving the player of a controllable settlement) and vice versa.


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I'd rather, say as the General, when confronted/asked/ordered by Teagan to requisition chow, be able to answer to the effect of:

" Hey dumbass, you see this Minutemen General's rank? It isn't bling. It means I have forty mortars able to rain holy hell on your zeppelin. It also means I control the entirety of significant agriculture and water purification in the whole Commonwealth.

" This means your hungry, thirsty power-armored thugs are going to find themselves stepping on landmines they can't see when they go to grab my crops. This means they'll find themselves assaulted by tamed radscorpions and worse while anti-material rifles provide supporting fire when they steal what's not theirs and kill simple folk.

" Or you can negotiate like the civilized people you say you are instead of acting little better than the Raider scum that infest the Commonwealth. I'm pretty sure you can patrol the Commonwealth to protect the settlements that provide you food and non-irradiated water to drink.

" So you have to ask yourself one question: are you hungry? Are you, Proctor?!"


I kid you not: my gaming Legendary drops today - 5 drops, ALL frakking LEFT LEGS!!!

WTF is going on? That's crazy!

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Thanks, DeathQuaker, for the approval of teh settlement ideas!

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Turin - that's very funny!
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Quibblemuch: LMFAO! That - that was brilliant! "Taken" totally works!


I now have an explosive combat shotgun named Vesuvius. I now also have 4 Sentinel armor pieces. Chest, left leg, right leg, and right arm. It would just be nice to be able to move those properties to better armor.


Maybe Left Legs are a Thursday thing?

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