
captain yesterday |

Yup, after working until midnight four to five days a week for more than a month we were able to get our first new console (a PS 4) in 11 years (and incidentally, our first new TV in fifteen years).
So of course, Santa knowing how much I'm into these sorts of games left me Fallout 4 GOTY Edition.
The first thing that struck me was how similar the beginning was to Wayward Pines (the TV show).
So, tonight after work I'm going to start a serious play through, rather than just stumbling around incompetently dying and wasting ammo.
Any tips or suggestions are welcome, I'm not doing mods, as I'm not what they call tech savvy.

DeathQuaker RPG Superstar 2015 Top 8 |
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Normally I am very careful to avoid Swann until I am high level and/or well armed, or I'm working with the Brotherhood and have access to a vertibird and its minigun. Mind, he may still take down the vertibird with his boulders.
But then vertibirds are apparently both dime-a-dozen and made of papier mache.
For instance, I noticed the perks menu is... Different.
And stat generation is to for that matter.
What's a good starting baseline for my SPECIAL.
I know you're already into the game at this point, but...
1. Look at the perks lists and see what you think you'd like to aim for. E.g., If you know you want to be sneaky and do sneak attacks, Agility is the way to go. If you want a lot of resistances or immunities... or explosives, Endurance is good. If you know you are going to try to carry everything under the sun, build up Strength. If you want to maximize what you can do with Settlements, you will need Charisma (it affects both population as well as grants the perks you need to build trade routes--very important if you're going to have a number of settlements--and crafting benches and shops. (BTW building shops is a good source of caps over time, as they will dump "profits" into the workshop over time, e.g, free caps, though it takes awhile to get back your investment.) A good thiefy build may need PIA particularly. A good melee build needs lots of S and probably E and some A (for more action points). I find Luck to be the most dumpable, but I'm sure the folks with maximized critical hit builds would disagree.
2. TL;DR it's up to you and what you want to specialize in. Think specifically about the weapon type you want to be best at and if you want to do things like hack into computers and unlock doors (note some companions can do these things too), and how involved you want to be in settlements (you don't have to be at all, if you don't want, Preston Garvey is not the boss of you).
3. Consider whether you want to do crafting, and how much, and pay attention to what it takes to get the various crafting perks. Note, you can often find some good gun mods just on guns and work on swapping them out (annoying thing is you need a "standard" fitting to pull them off, you just can't disassemble a thing). If you DO do a lot of crafting or building at settlements, you will want (eventually) the Scrapper perk as well as the crafting perks you need. Note to fully upgrade power armor, IIRC you need Armorer AND Science! AND Blacksmith. To fully upgrade Robots (if you have the Automatron DLC, which if you have GOTY, you do), you'll need most of the crafting perks. Crafting CAN be worth it and opens up a lot of options, but at the same time it requires a lot of perk investments you may prefer to save up for other combat and defense abilities instead.
General advice: if you're focused on Main Quest, ignore the Minutemen till after you've dealt with the Hunter Hunted quest. If you're not focused on the Main Quest, do whatever you want (including ignore the Minutemen or not). (Fun fact: you can in fact never meet the Minutemen and finish the Main Quest just fine. But they are probably the most peaceable faction to work with if you want a "I didn't blow everyone up" ending or they are also the fastest faction to complete the Main Quest with, because there are fewer quests to complete to get to the ending through them. Also you can blow everyone up still if you want. And they have mass artillery fire eventually.)

DeathQuaker RPG Superstar 2015 Top 8 |
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The worst decision Bethesda ever made was tying "weapon bash" and "deploy explosive" to the same button. You have to be sure you have grenades equipped and hold the button down IIRC.
Many of DeathQuaker's sole survivors have blown themselves up with poorly thrown grenades. I've learned very late in playing that taking the explosives perk, which at some point lengthens the throwing arc and lets you see the general trajectory, helps a good deal, but you need time to be able to aim.
Sometimes, being the daredevil risk taker I am, I let my companions have the grenades I find. They usually don't blow me up with them. Usually. Often they even use them to good effect.

Fallout Rampage Cap'n Yesterday |

I'm rampaging through the Brotherhood missions, or more specifically, skulking through the muck and weeds cutting opponents down with a million little sniper shots because Super Mutants are a%@$@!&s, dirty rotten a#+$!~+s.
I found some new power armor though! But it doesn't have a helmet.
Chef hat and fashionable sunglasses it is then.

Greylurker |
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How is Codsworth as a companion, Dogmeat is f+$!ing awesome and all, but I wonder if Codsworth can do more damage on those f*#+ing super mutants.
You'd be surprised. Cogworth has Buzzsaw and a flame thrower
....
..
.
or did I add the flamethrower myself...so long can't remember

DeathQuaker RPG Superstar 2015 Top 8 |
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How is Codsworth as a companion, Dogmeat is f&#&ing awesome and all, but I wonder if Codsworth can do more damage on those f*$@ing super mutants.
Codsworth is a very useful companion (personally I find most of the companions to be). And yes, his buzzsaw and flamer are standard issue, and very good at dealing with a lot of enemies. He will engage up close so you can shoot. Make sure you have robot repair kits to fix him with (but it's nice that you need those for him because you can save the stimpaks for yourself). With super mutants, he can take a fair amount of physical damage but not so much from energy damage, so keep mutants armed with lasers off him.
(What Greylurker is alluding to is once you trigger the Automatron questline, you can upgrade robots, which includes Codsworth. Standard-issue Codsworth is decidedly useful; upgraded Codsworth is a god of war. Personally I recommend keeping his Mr. Handy chassis but upgrading the hell out of it, even though it's tempting to remodel him into an assaultron or sentrybot.)
Moreover the perk he gives you when you earn his admiration is extremely useful once you hit the Automatron questline because it makes you more effective against robots. (All of the companions give very useful perks. If you're a sniper, MacReady's perk is f*#$ing amazing.)

DeathQuaker RPG Superstar 2015 Top 8 |
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Far Harbor is awesome, but it is the entirety of (a slightly scaled down) Mt. Desert Island in Maine with an appropriate island-sized storyline and sidequestlines to match. While it isn't strictly necessary to do so, you might want to finish up any major unfinished business first before you hop on the boat. Kasumi will be ok.

Fallout Rampage Cap'n Yesterday |

How to blow up 6 super mutants with three bullets.
1. Sneak up on Super Mutant camp.
2. Fire two bullets to get their attention.
3. Wait until Super Mutant suicide bomber is in a cluster of vehicles.
4. Shoot third bullet at arm of Suicide Bomber Super Mutant.
5. Stand back and watch the fireworks, giving Codsworth a Boomer High Five.

captain yesterday |

It turns out fast travelling to places downtown you haven't cleared out yet wasn't my best idea.
But, lemme tell you what, that raider-super mutant-killer robot crossfire rampage was f%$~ing epic!
Who knew running around blindly chucking Molotov cocktails could be so fun!
Now, to find somewhere to repair my power armor and restock on stimpaks.