| DeathQuaker RPG Superstar 2015 Top 8 |
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I have never understood the gamers who think options should be taken away from people just because they want to play differently from someone else. What is so frightening about someone else having a choice that you have to argue so adamantly about it? Especially when their counterargument is, "well if you don't like it you don't have to choose to use survival mode!" What's so terrible about compromise? God forbid everyone have the ability to play the game the way they want...
Seriously, can someone explain this to me?
| MeanDM |
Yeah. I don't get that either. The only time such an issue should come up is if it's some type of player vs player game. I mean, who cares if I (or anyone else) wants to play differently.
Edit: I'll play complete devils advocate here. Maybe they don't want to see game companies change difficulty so much as the baseline that it loses challenge for them and therefore any compromise downward is a slippery slope? Maybe they feel the badge of honor you get for completing something in the hardest way possible will be diluted if someone else gets to opt out of some of it?
I dunno.
| Otherwhere |
| 1 person marked this as a favorite. |
I understand their thinking, but it's based on an illusion.
If you say: "I beat Fallout 4 on Survival Mode!", you think that everyone knows what you mean. You don't have to follow up with: "I mean the REAL Survival Mode. Not the watered-down version some players are playing."
And for those people, that's really, really, really important, even though it means nothing outside their own consciousness.
And - in this case - unless they ban all mods whatsoever - it will be meaningless because you can't guarantee that someone else who "beat Survival Mode" was playing under the same restrictions as you.
Ah well. God bless 'em all!
| Otherwhere |
It'd be easy enough to have a toggleable menu, then something along the lines of "Painful Death Mode" or whatever they want to call it.
I wonder if there are achievements for dying due to horrible means in the new Survival Mode?
Water, water, everywhere...: die from Thirst while playing Survival Mode.
Outcast, unclean!: die from a disease while playing Survival Mode.
Stuff like that.
Although, I am hoping that most of these new mechanics will not be locked behind Survival Mode!
| Claxon |
Sophia finally got the caravan signal. Out of curiosity, has anyone found a way to increase chances a robot body part will be lootable? One of the logs mentioned them shooting off an arm, but I think that was just a story. I've started targeting specific parts but haven't seen them drop.
Well, the robot body parts are just plans for the robot workshop, and they're all unlocked once you complete the Automatron quest line.
| Turin the Mad |
Sophia finally got the caravan signal. Out of curiosity, has anyone found a way to increase chances a robot body part will be lootable? One of the logs mentioned them shooting off an arm, but I think that was just a story. I've started targeting specific parts but haven't seen them drop.
Sometimes the loot "roll" coincides with the way a given combat went, which is often entertaining. The same "roll" governs radroaches that are carrying legendary weapons and so forth.
| DeathQuaker RPG Superstar 2015 Top 8 |
| 1 person marked this as a favorite. |
DeathQuaker wrote:Seriously, can someone explain this to me?But someone is having fun wrong! How is this NOT a crisis?
TO THE INTERNET!
I'm sorry, what was I thinking. You are of course right as usual, quibblemuch. :)
Otherwhere: Also, yes, I expect they have some kind of sense of competition except they don't realize no one's competing with them and there's no prizes.
Besides, I get to win. Always. ;p
In other news, since of course you have to kill the Minutemen's old sentrybot during Old Guns, I made them a new robot guardian. I named him Revere.
| Turin the Mad |
Hoping that this attempt to "save" Professor Feelgood in Sunshine Tidings Co-op will be successful.
This was accidentally accomplished by way of 'scrapall' after clearing the joint and firing up the workshop. I'm hoping that the 25 HMG turrets liberally providing him covering fire will keep him intact long enough for me to finish conquering establishing almost all of the settlements.
Once I snag Taffington over the next hour or so, then it's off to Tenpines, Oberland, County Xing, Nordhagen, Greentop and Somerville.
I'm hoping, but not expecting, that it is possible to relocate the named settlers. If so, Sanctuary will wind up with ~19 named occupants (before any 'tier 4' vendors are accounted for). If not, then the intent is to consolidate the human-occupied lanfills to Abernathe, Finch, Warwick, Sanctuary and the Slog.
I like having ghouls hanging out together, so any stragglers I come across will be kitted out and sent to the Slog.
Sanctuary is the final human-occupied landfill.
Current understanding, not accounting for beacon recruits and settlers of happenstance, is that Abernathe will end up with 10 people (3 named plus 7 generics from Tenpines, Oberland and CXing). Finch Farm gets Greentop Nursery's generic settlers, so 6-8 total people (4 named plus however many generics survive). Sanctuary gets the 6 settlers from Nordhagen and Somerville bringing it to 10-11 total people (Preston, 4 named and 6 generic), increasing with the influx of named traders (Anne Hargrave, the Vault-Tec Rep, etc).
Boston Airport will be an experiment. At worst it becomes a small "wastelander condo", good for current Survival difficulty as an R&R bolt-hole for making junk deposits and hosting the usual suite of crafting stations. At best, it's a robot scavenger paradise.
Once this is done I'll opt into the Beta Survival.
Then it's on to Goodneighbor and Automatron's content before grabbing Graygarden. Graygarden (if at all possible) will be an entirely "Handy" population.
After all of this is the Castle - i.e., Act 1 of the Main Quest won't begin until after all of the above are acquired.
Home Plate is a late-game acquisition, only Covenant will be later (after concluding the Main Quest).
| Turin the Mad |
quibblemuch wrote:DeathQuaker wrote:Seriously, can someone explain this to me?But someone is having fun wrong! How is this NOT a crisis?
TO THE INTERNET!
I'm sorry, what was I thinking. You are of course right as usual, quibblemuch. :)
Otherwhere: Also, yes, I expect they have some kind of sense of competition except they don't realize no one's competing with them and there's no prizes.
Besides, I get to win. Always. ;p
In other news, since of course you have to kill the Minutemen's old sentrybot during Old Guns, I made them a new robot guardian. I named him Revere.
Nicely done. :)
| Otherwhere |
Hoping that this attempt to "save" Professor Feelgood in Sunshine Tidings Co-op will be successful.
I usually send Sheffield from Diamond City to the Sunshine Tidings Co-op because he seems a natural fit.
I've never kept Prof. Feelgood around. I always select the "send for repair" option. Will he keep drifting around the place if you don't?
I appreciate the details of your plans and strategies, Turin!
| Turin the Mad |
Turin the Mad wrote:Hoping that this attempt to "save" Professor Feelgood in Sunshine Tidings Co-op will be successful.I usually send Sheffield from Diamond City to the Sunshine Tidings Co-op because he seems a natural fit.
I've never kept Prof. Feelgood around. I always select the "send for repair" option. Will he keep drifting around the place if you don't?
I appreciate the details of your plans and strategies, Turin!
I've left him alone before and he just up and disappears. When I've previously sent him off for repairs, he becomes scrap in short order or simply vanishes. As long as that terminal was around &/or I sent him off &/or the Raider spawn shed wasn't covered by turrets of extreme prejudice, poor Feelgood always bought a plot.
Even when I've covered the place, fully enclosed the perimeter with Feelgood inside and had 3 missile turrets specifically covering the spawn shack, the poor bugger has up and vanished/been found as a robot corpse.
This time I'm really hoping to be able to drop a robot workstation inside the main hall-shed and haul him in for repair and upgrade... then cutting him loose to meander about stoned out of his gourd. :)
re: Sheffield, previously I'd send him to Hangman's Alley as the sole person in that HoL. Ironically, that's what got me the 100% happiness achievement. Since robot-settlers are my go-to option (see above build), that frees up a LOT of size limit for other concerns, specifically: provisioners (sentry bot provisioners don't go down too easy) and the whole "doesn't need water/food/beds/sleep" facet of robots. They also don't need ammo, armor or weapons (since you build them into them), freeing up vast quantities of carry weight over time.
Equipping a maximum of ~100 settlers is much easier than attempting to equip as many as 500 settlers.
| Scythia |
Scythia wrote:Sophia finally got the caravan signal. Out of curiosity, has anyone found a way to increase chances a robot body part will be lootable? One of the logs mentioned them shooting off an arm, but I think that was just a story. I've started targeting specific parts but haven't seen them drop.Sometimes the loot "roll" coincides with the way a given combat went, which is often entertaining. The same "roll" governs radroaches that are carrying legendary weapons and so forth.
Yeah, I figured that was probably it. Just annoyed to have cleared out a room with a sentry bot, assaultron, and two protectrons, (which at lv 15 took a few tries to survive), and not gotten a single part.
| Turin the Mad |
Turin the Mad wrote:Yeah, I figured that was probably it. Just annoyed to have cleared out a room with a sentry bot, assaultron, and two protectrons, (which at lv 15 took a few tries to survive), and not gotten a single part.Scythia wrote:Sophia finally got the caravan signal. Out of curiosity, has anyone found a way to increase chances a robot body part will be lootable? One of the logs mentioned them shooting off an arm, but I think that was just a story. I've started targeting specific parts but haven't seen them drop.Sometimes the loot "roll" coincides with the way a given combat went, which is often entertaining. The same "roll" governs radroaches that are carrying legendary weapons and so forth.
If memory serves, the parts accrue in part due to one's Luck - the higher, the more likely parts drops are to occur.
Funny enough, the L/R Mr. Handy eyes are something I previously didn't come across nor did they unlock for me in the robot workbench. I could cannibalize Curie's and Codsworth's original eyes for other robots down the production chain. Never did get to build them as original parts.
This character hopefully fares better on this...
| DeathQuaker RPG Superstar 2015 Top 8 |
Professor Feelgood just literally disappears in most people's games. He's just buggy--it's not raiders or attacks. I've heard the best thing to do is to let him "just be" but even then most of the time he just disappears. Folks who have looked into the code have found him in a disabled state, and if you re-enable him with console commands he comes back.
If you send him for maintenance he'll be at one of the repair shops in town (I think Hester's but I'm not sure).
Too bad you can't cannibalize Curie's old body if you've transferred her to the new one.
Settlers who start out at a settlement can't leave (Abernathys stay at Abernathy farm), and the same goes for the Sanctuary settlers. I think even in some cases unnamed ones get stuck (e.g. the family at Nordhagen Beach, but it just might be the little boy who can't be moved). I've tried sending Marcy Long to live out her days alone at an undeveloped settlement and it doesn't work. (You can of course relocate Preston because he's a companion.)
I keep getting that bug where wandering traders you send to settlements just disappear (but still show up in your population total). I've lost Smiling Larry, the doctor lady, and Rylee that way. I managed to get Smiling Larry back with console commands, but for some reason he auto-assigned himself to vegetable tending and I can't reassign him to tend a shop instead (that too can be fixed with console commands, but I haven't gotten around to it). The only people I've successfully relocated and assigned are Sheffield and the Vault-Tec Rep, and their dialogue gets buggy sometimes.
| Turin the Mad |
Feelgood went to the great commune in the sky while I was away conquering acquiring more settlements (15th is Sanctuary, having realized that I've yet to pry Preston and company out of the museum - oopsies). I'm not so hung up on him that I'm willing to prid him out of the state he vanished into.
Seems like his sole purpose is to add Hester's Electronics to one's map.
Settlers that have names seem to be the ones that can't be relocated. Generisettlers don't seem to have that issue, although I will be affirming this sometime tonight.
Named settlers, at least some of them, can be tasked as provisioners if memory serves.
That's a shame about Sheffield and the V-T Rep. I'll be making an effort to kit them out in advance in case they are assaulted by hungry super mutants en route.
| DeathQuaker RPG Superstar 2015 Top 8 |
No, Sheffield and the VTR made it. It was the others who didn't. The doctor was RIGHT near Oberland Station when I sent her there. While I stood there, she just wouldn't move (I was thinking of escorting her, but she wouldn't leave) and when I left and came back she never showed up. I DOUBT she was attacked within the short distance she had to travel... they just disappear for some reason. In fact, exact same thing happened in my other playthrough--I encountered her very close to Croup Manor and sent her there, but she never made it.
| Turin the Mad |
No, Sheffield and the VTR made it. It was the others who didn't. The doctor was RIGHT near Oberland Station when I sent her there. While I stood there, she just wouldn't move (I was thinking of escorting her, but she wouldn't leave) and when I left and came back she never showed up. I DOUBT she was attacked within the short distance she had to travel... they just disappear for some reason. In fact, exact same thing happened in my other playthrough--I encountered her very close to Croup Manor and sent her there, but she never made it.
Odd, very odd. :(
| Turin the Mad |
I appreciate the details of your plans and strategies, Turin!
Thanks, Otherwhere!
Currently: 15 settlements conquered and completed, including Sanctuary on a "good enough for hobbit work" perimeter.
Coastal Cottage. There's only one semi-useable building, so I walled it in, basic functionality with a bed, locked the one door leading in and liberally sprinkled turrets about to massacre any mirelurks and raiders that come too close to my stuff.
Croup Manor, as a result of a Minutemaid request from Oberland's sister occupants. Thus, 2 settlements acquired in short order.
Egret Tours Marina. Whatsherface is there, doesn't count as a settler - but at least she doesn't require management.
Hangman's Alley. I left all 3 locks intact, using the platform adjacent to the chained door to jump over to the funky roof-bit, then down into the interior area. Cleared out most of the rest, set up basic functionality, a bed and now it's a death trap for any super-mutants that decide to walk past the alley mouth on the riverside entrance.
I relocated the settlers I do have (Anne Hargrave and three Nameless Mooks) from Starlight Drive-In to "the Hill" to begin agricultural operations under substantial cover of turrets. 1 Clothier and 3 farmers is a decent start, albeit resulting in a sad looking wallet of barely more than 1,000 caps.
Jamaica Plain I had to exploit the "scrap weapons/armor on the ground via workshop" bug to make this a tolerably functional location.
Kingsport Lighthouse is now the current top water purification location with 3 large industrial purifiers. Basic functionality and a bed within the lighthouse itself.
Murkwater is a basic 'stuff+bed' location festooned with HMG turrets. I'm not sure if I'd return before the next Mirelurk Queen spawns in and barfs acid all over everything. This is one of the rare locations I have no plans to install a robot workbench with which to swarm the vicinity with scavenger assaultrons.
Oberland Station (HoL) is up and running with the 2 mook farmers. They're slated for being sent to Abernathe Farm.
Outpost Zimonja is merely a functional operations base awaiting its scavenger detail to be constructed on-site.
Red Rocket Truck Stop has received its preliminary preparations. Crafting stations ring an open spot in the garage that should be of sufficient area to churn robots out via the raised door.
Starlight is now my personal demesne, not even Dogmeat keeps my Sole Survivor company. A sole missile turret perched atop the projection building that is a personal tiny condo with enormous outdoor recreational space keeps overwatch where the standard raider spawning point is while HMG turrets thwart water poachers. A reserve sleeping space has been secured within the Back Shed. 30 or so frag mines have been sprinkled about the area to messily deter burglars.
Sunshine Tidings Co-Op's central building has been converted into "my base", complete with a roof-mounted generator shed, sleeping space and an inordinately large stash of fragmentation grenades.
Taffington I stuffed a pair of regular purifiers into the boathouse, attached a dedicated generator to them, locked the door and nailed sheet metal walls over the gaping windows. Liberally applied turrets both atop the boathouse, the interior of the main house and pairs dotted about the landscape should massacre almost any deathsquitos with ease.
Tenpines (HoL) has another pair of future Abernathe residents. For now, they're safely under the cover of some HMG turrets.
Tomorrow's plan is to liberate County Crossing (HoL) before Abernathe. Then send Count Xing's mooks to Abernathe, bamf to Oberland (HoL) then Tenpines (HoL), sending their mooks to Abernathe, before applying the readiness touches to Abernathe. Thence back to Xing to prepare it for assaultron scavengers. IIRC, Xing can accomodate at least a single purifier, so that gets up and running even if I must rely upon turrets to protect it.
Afterwards it's off to Nordhagen (HoL) & Somerville (HoL) to snag a gaggle of mooks to ship off to Sanctuary.
Thence Saugus, Greentop (HoL), Finch Farm (receiving Greentop's mooks), the sub and grabbing Buddy.
THEN it's Warwick Homestead, Boston Airport, the Slog and into Goodneighbor for a romp 'em stomp 'em good time.
Whew! Sorry 'bout the wall o' text...
| DeathQuaker RPG Superstar 2015 Top 8 |
Regarding the disappearing merchants, I think the problem is that they actually DON'T walk to the settlement, the way, say, settlers do when you move them. They effectively "fast travel." Except half the time, they get teleported into an NPC test cell rather than arrive correctly at their destination.
Typing their prid, then "disable", then "enable", then "moveto player" while you're in the correct settlement. Smiling Larry I also had to make him assignable with extra devconsole commands. Rylee and Doc Anderson were assignable as soon as they showed up.
I also built Doc Anderson a nice little surgery center with a hospital bed and chem station and decent lighting. And an obligatory kitten picture.
Let me know if you can relocate the child at Nordhagen--you usually can't do anything with child characters.
| Turin the Mad |
Settlers who start out at a settlement can't leave (Abernathys stay at Abernathy farm), and the same goes for the Sanctuary settlers.
Thanks for pointing this out DQ. I'd been operating on the incorrect presumption that unnamed settlers could always be reassigned. I'm going to hold out hope that if one replaces the original settlers' roles with, say, robotic mini-onions that they can then be swapped out.
Doc Weathers IIRC is population triggered, one which at the moment my Commonwealth is far below the threshold for...
:/
| DeathQuaker RPG Superstar 2015 Top 8 |
Doc Anderson is the one you can send to a settlement (pop 20 requirement I believe). Doc Weathers is the roving one that looks like John Waters (and whose caravan guards were wandering around in their underwear for awhile, which contributed to my associating him with John Waters).
I think the issue with some of the settlers pre-set at certain locations is they will have unique dialog with each other.
| Turin the Mad |
So far, 19 settlements "acquired".
HoLs are Abernathe Farm (5), Greentop Nursery (2), Nordhagen Beach (2 adults, 1 minor), Oberland Station (2), Sanctuary (4 plus Dogmeat, Codsworth and a junkyard dawg - Preston's gang remains in the museum in Concord) and Tenpines Bluff (2). 6 settlements at a total population of 18.
The rest are Coastal Cottage, CXing, Croup Manor, Egret Marina, Hangman's Alley, Jamaica Plain, Kingsport Lighthouse, Murkwater, Outpost Zimonja, Red Rocket Truck Stop, Starlight Drive-In {defacto "home"}, Sunshine Tidings Co-op and Taffington Boathouse. 13 settlements with 0 population.
Remaining 'known' HoLs are Finch Farm, Somerville Place, Warwick Homestead and the Slog plus Graygarden. While I'm all about snagging Finch Farm, Graygarden and the Slog, Somerville and Warwick are far enough out of the way that they remain a distant thought, although in the more immediate future by far than Covenant.
The remaining 'known' unoccupied settlement is Boston Airport - which the workstation is telling me that I can't snag despite having [CLEARED] the entire vicinity. *Le Sigh*
At present the inclination is to finish acquisitions in this order:
- 1st.) Finch Farm by way of clearing Saugus Ironworks. This acquires the settlement and provides the major outside quest item for the submarine in the harbor. Finch Farm is a significant supply chain linchpin in the current plan as it will have the largest number of provisioners operating from there (5). Starlight will have 4, Red Rocket, Greentop and Jamaica Plain will each have 3.
- 2nd.) Warwick Homestead simply to sew the area up for future operations.
- 3rd.) The Slog solely to bring the tar-berry farming into the fold.
- 4th.) After doing the Goodneighbor 'run' along with defeating the Mechanist will be the final piece of the grand puzzle: Graygarden.
- Once these are incorporated into a supply chain and have the requisite salvage and starch production systems up and running, that should tally 24 settlements wrapped around or dipping into downtown Boston proper.
At the moment, Home Plate, the Castle and Spectacle Island are 'unknown'. Somerville Place will join Covenant as settlements that are going to be ignored.
When I finally get to acquiring the Castle, all I'll need to do is make the trek down to Jamaica Plain and activate or construct a provisioner robot. Then the fun of installing mortar batteries all across the Commonwealth begins. Hopefully having 240+ robot-crewed scavenging stations will generate sufficient scrap to provide the necessary materials...
| Otherwhere |
@Turin: don't mines tend to blow up Trashcan Carla, and other wandering merchants?
-----
Does anyone know: do Provisioner robots also become immortal like humans do?
-----
Automatron:
Myron, being an avid comic book fan, discovered The Silver Shroud costume at Hubris Comics and took on that persona while giving the Grognak costume (and axe) to Cait. Together, the crime-fighting duo has been helping to save the Commonwealth from the scourge of The Mechanist and his robot minions!
I managed to save Kent, but only by having the baddies target me first. (I simply could not prevent Sinjin from killing Kent before I'd gotten off a shot in VATS, no matter how hard I tried.)
Sadly, when I tried to confront The Mechanist, I died way too many times as The Silver Shroud. I got a little further in each fight, but by the sixth time, I gave up. I'm going to go back and try the alternate route, bypassing the main big fight, and see if that works better. Myron's not very good in combat!
| Turin the Mad |
Mines won't blow them up if they're off the roadway. Usually. Since Starlight has no trade posts or population or campfire, they're sidling along on the pavement when they pass through. As long as they don't run behind any of the guard rails where raiders like to take position, the trade caravans should be fine.
Using the Shroud armor to speak in character doesn't preclude one from carrying your combat armor for actual use. ;) Think of it as a 7 lb. "tax" for the privilege. The moment combat engages, Pip-boy your armor on (since that pauses the game) before kicking butt.
There's a "Back Door" method to bypass the final fight with the Mechanist. Someone's already posted it on YouTube.
I went in the first time wearing a full set of Sentinel armor, although ideally you'd be wearing a full set of Troubleshooter's armor for the Mechanist's Lair. 90% damage reduction is nice like that! Sentinel armor and a Sentinel weapon will let you almost completely ignore all enemies so long as you're standing still as they do very little or no damage to you. This gets truly vicious if you're sporting Rooted, especially at tier 2 or 3.
At the moment I'm not nearly so well geared, packing a Troubleshooter's Supersledge w/ stun pack and a Powered armor set (increased AP regeneration). Not nearly as effective on defense, but VERY nice on the offensive, especially if I'm hopped up on Jet Fuel. I do have adamantine skeleton 3 and a metric ton of stimpacks in combination with Medic 4 @ 70th level though, so even if I went in right now I'd have an excellent chance (with a healthy dollop of chems and a few choice food and/or booze items) of making through intact. Probably in dire need of using a refreshing beverage or three to make it through the lair without 11 addictions...
Given my current gear options, Humongous would ideally go in after getting Action Critter 2 and Blitz 2 at a minimum. Other perks have priority however, it depends on how much experience is accrued gathering Finch Farm, Warwick Homestead and the Slog into the Empire of Massachusetts before heading into Goodneighbor.
Provisioners are immortal only as long as you can't see them as I understand it. This is why, with the release of Automatron, robot provisioners are ideal for the task, ideally sentries fully tricked out. It's very resource-intensive, but short of super-death-claws they can hold their own just fine, especially if you have a robobrain head on it with an activated personality subroutine (which means they don't indiscriminately massacre everything they perceive). While I detest the ethos of robobrains, since the Lair is literally full of them, well ... the mechanics of them are too great to pass up.
| Otherwhere |
I don't have any Troubleshooting armor. :(
My only special chest piece is a Punishing Leather Chest piece. I've got a Fortifying Synth Leg piece, and that's about it as far as armor, aside from the Shroud armor.
I've got Spray & Pray in place of the silver submachine gun, plus an explosive double-barrel shotgun. Those two have been REALLY helpful in a lot of places! (Except vs enemies who close too fast.)
I also have the Tesla rifle, but don't seem to do as much with it as the Explosive guns I have.
I built Myron somewhat frail because I thought I'd have my robot companions do most of the fighting. I did give him decent CHA, so I could do settlement building, and max INT. They designed that battle to counter the Robotics Expert Perk, though, and I was really getting punished in it.
So, like I said, I gave it 6 tries, and now I'm gonna' do the other route and try for an easier solution. (I was trying to do the fight in the Shroud armor btw. I thought I had to complete the quest dressed as The Silver Shroud, not just have that 1 dialogue. I guess that's not the case?)
Still, having a ton of fun in Fallout 4!
| Turin the Mad |
I don't have any Troubleshooting armor. :(
My only special chest piece is a Punishing Leather Chest piece. I've got a Fortifying Synth Leg piece, and that's about it as far as armor, aside from the Shroud armor.
I've got Spray & Pray in place of the silver submachine gun, plus an explosive double-barrel shotgun. Those two have been REALLY helpful in a lot of places! (Except vs enemies who close too fast.)
I also have the Tesla rifle, but don't seem to do as much with it as the Explosive guns I have.
I built Myron somewhat frail because I thought I'd have my robot companions do most of the fighting. I did give him decent CHA, so I could do settlement building, and max INT. They designed that battle to counter the Robotics Expert Perk, though, and I was really getting punished in it.
So, like I said, I gave it 6 tries, and now I'm gonna' do the other route and try for an easier solution. (I was trying to do the fight in the Shroud armor btw. I thought I had to complete the quest dressed as The Silver Shroud, not just have that 1 dialogue. I guess that's not the case?)
Still, having a ton of fun in Fallout 4!
With the caveat of "as far as I know", you don't have to fight wearing the Shroud armor (as is the case when performing all of the Shroud quests from Goodneighbor) - you only have to be wearing it to engage in the dialogue. Given that at its best its ~85/85 armor...
| Otherwhere |
Tried out the beta Survival Mode on a friend's PC and I'm very mixed on it. I wanted to like it more, but it needs a lot of tweaking.
Mainly: the need to eat/drink/sleep is WAAAAYYYY too fast. It makes your gameplay all about that, and totally loses the drive for any of the quests.
No enemies showing up on the HUD is a real drawback for me. I rely on that because I often can't see things in game due to the very tight FOV, and the color pallet Bethesda used.
It's certainly deadly. "See them before they see you" or else you're probably dead.
Still don't know if this will be an all-or-nothing addition, but I'm less interested now that I've seen the beta. Seems more problematic than interesting. I may need to wait for a modder to come out with a version that suits me better.
Ah well. Plenty to do in the meantime!
| Otherwhere |
What difficulty are you guys playing on?
I'm on Hard Mode. I tried the old version of Survival and found the bullet sponge effect boring, but Normal too easy, so I bumped it up 1 and am waiting for the new features from the new Survival Mode &/or the Creation Kit to get my "final" version.
| Scythia |
Turin the Mad wrote:Good - it's not just me, then!Scythia wrote:I thought the Constitution final battle was annoying... Apparently I was underestimating the real master bother: the mechanist.IMO the Constitution's final battle is a cakewalk compared to the Mechanist slobberknocker.
The Mechanist took me at least 12 tries. Eventually it got to the point where I'd save after each pseudo-wave.
| Otherwhere |
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?
======
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.
| Sharoth |
Wasteland Workshop Official Trailer
Ok. Now I am interested in this. Not as interested as I am for Far Harbor, but still interested.
Edit - Boston Airport might become worthwhile now.
| DeathQuaker RPG Superstar 2015 Top 8 |
I was always excited for Wasteland Workshop for the letters and nixi lights, but the trailer's got me more psyched--and not that far away. I was hoping to turn Egret Tours into a nice little trading center and I think it'll be a good spot to build my stuff.
And yes! It looks like the planters will make it possible to have food at Boston, as well as set up food more easily at places like Hangman's Alley. (I may have to totally redo Hangman's...)
...
Good god, I'm going to be playing this game all year, aren't I?