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Author Topic: Fallout 4 Post-Release Bullshit  (Read 275544 times)
Bunk
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Posts: 5828

Operating Thetan One


Reply #805 on: February 03, 2016, 07:41:14 AM

I'm pretty sure that's the intended point of that perk. As good as Dogmeat is, he doesn't match up to an armored companion with a high end rifle or Supersledge. (I love watching Curie obliterate something with one, and then asking "Yahoo?")

My current build is high Int/Chr, with maxed out companion perks, crafting perks, and Explosives. I basically let them do all the work while I lob grenades.

"Welcome to the internet, pussy." - VDL
"I have retard strength." - Schild
Ceryse
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Reply #806 on: February 03, 2016, 09:51:48 AM

I liked Dogmeat more than most companions for one simple reason; he very rarely got in the way of my shots (y'know, because he's a dog and is lower to the ground). The humanoids? It was astounding how often they interposed themselves between me and the enemies.
Khaldun
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Reply #807 on: February 03, 2016, 12:27:58 PM

Especially if you're being a sniper. "Alright, headshot on very distant target just about ready, he's going to stop moving a sec, here we go BAM" and I just shot Piper in the back because she chose that exact second to wander in front of me.
koro
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Posts: 2307


Reply #808 on: February 03, 2016, 01:26:39 PM

Instead Dogmeat likes to hover around my legs and push me around and then run through every land mine ever and aarrrgh.

So he's like a real dog.
taolurker
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Posts: 1460


Reply #809 on: February 03, 2016, 02:35:42 PM

When my friend let me try this game on his console, my character came up to the Dog and then was attacked by rats.. The dog stood there doing NADA, getting attacked by them and then was bearing his teeth at me. I yelled does telling him to Stay negate his Guard AI? My friend was howling laughing and complained about how all the companion AI is stupider than Skyrim and that idle animations start immediately meaning them wandering off is like hell. I told him he needed a mod to fix it. :P


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Brolan
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Posts: 1395


Reply #810 on: February 11, 2016, 10:55:20 AM

Well the Xbox 1.3 patch fixed one of my four broken quests. (Silver Shroud)  I don't expect any more fixes unless they put in some code to examine quests to see if they are broken.   Next time I'll be sure to get the PC version.

Morat20
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Posts: 18529


Reply #811 on: February 11, 2016, 05:05:29 PM

You know, I have not actually ever given any of my companions a weapon. And I happily use the "leave one bullet" method on settlers.

Don't you have to, you know, give your companions ammo if you give them a new gun? That seems a waste of ammo.
Miasma
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Posts: 5283

Stopgap Measure


Reply #812 on: February 11, 2016, 05:56:30 PM

You know, I have not actually ever given any of my companions a weapon. And I happily use the "leave one bullet" method on settlers.

Don't you have to, you know, give your companions ammo if you give them a new gun? That seems a waste of ammo.
I should probably write a script for when I start Fallout 4.  I made the mistake of giving all my companions an automatic plasma rifle, the waste of ammo as I hear them shooting at walls would be infuriating if not for...

~
tgm
help "plasma" 0
player.additem 1dbb7 5000

I treat both their and my settler's/provisioner's shots as tracer fire to find out where the hell the enemy is so that I can kill them myself.  With the Spray N' Pray's explosive bullets since I don't really need to aim that much...
Brolan
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Reply #813 on: February 12, 2016, 12:33:48 PM

You know, I have not actually ever given any of my companions a weapon. And I happily use the "leave one bullet" method on settlers.

Don't you have to, you know, give your companions ammo if you give them a new gun? That seems a waste of ammo.

From the way it looks to me they will only fire your gun if you give them the ammo for it.  After that they switch to their default gun that doesn't require ammo. 

I'm so rich now that I give them the best gun I can craft for a worthless ammo type like .38 or 10mm and let them rock and roll with it.
Trippy
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Posts: 23657


Reply #814 on: February 12, 2016, 01:10:55 PM

You know, I have not actually ever given any of my companions a weapon. And I happily use the "leave one bullet" method on settlers.

Don't you have to, you know, give your companions ammo if you give them a new gun? That seems a waste of ammo.
From the way it looks to me they will only fire your gun if you give them the ammo for it.  After that they switch to their default gun that doesn't require ammo. 
That is correct.
Morat20
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Posts: 18529


Reply #815 on: February 12, 2016, 01:49:23 PM

You know, I have not actually ever given any of my companions a weapon. And I happily use the "leave one bullet" method on settlers.

Don't you have to, you know, give your companions ammo if you give them a new gun? That seems a waste of ammo.
From the way it looks to me they will only fire your gun if you give them the ammo for it.  After that they switch to their default gun that doesn't require ammo. 
That is correct.

The rush of settlers swinging their fists defending a settlement saysyou need to level 1 ammo of their default gun in the tank for settlers. Companions I don't think need any for their default weapons. I tried a few ways, but without 1 38 round they'll automatically unequip their pipe guns and start swinging fists.

With 1 round, they'll just randomly at the world. And occasionally hit something.

Now Grey Gardens...those robots are like a swarm of piranha.
Trippy
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Posts: 23657


Reply #816 on: February 12, 2016, 02:00:01 PM

Oh, yeah, I dunno about settlers -- I was confirming the companion behavior.
brellium
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Reply #817 on: February 12, 2016, 03:08:40 PM

Settlers work just like NPC's in previous fallout games, just give them a full magazine plus a round of whatever weapon you want to give them.

(Liberty Prime with a full platoon of Brotherhood sporting Alien Disintegrators was glorious)

‎"One must see in every human being only that which is worthy of praise. When this is done, one can be a friend to the whole human race. If, however, we look at people from the standpoint of their faults, then being a friend to them is a formidable task."
—‘Abdu’l-Bahá
Morat20
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Posts: 18529


Reply #818 on: February 13, 2016, 09:41:49 AM

Settlers work just like NPC's in previous fallout games, just give them a full magazine plus a round of whatever weapon you want to give them.

(Liberty Prime with a full platoon of Brotherhood sporting Alien Disintegrators was glorious)
Oh really? Now that's....interesting. So weapon + one round of ammo? (I'm not giving them fatman's. Now missile launchers.....)

So I can make my settlers all wield shotguns or lasers or whatnot? That's worth it.

Companions seem to burn through ammo, except for their default weapon, which needs none.
brellium
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Reply #819 on: February 13, 2016, 01:05:05 PM

Settlers work just like NPC's in previous fallout games, just give them a full magazine plus a round of whatever weapon you want to give them.

(Liberty Prime with a full platoon of Brotherhood sporting Alien Disintegrators was glorious)
Oh really? Now that's....interesting. So weapon + one round of ammo? (I'm not giving them fatman's. Now missile launchers.....)

So I can make my settlers all wield shotguns or lasers or whatnot? That's worth it.

Companions seem to burn through ammo, except for their default weapon, which needs none.

Weapon, plus full magazine, plus 1.

So two mini-nukes.

Yes, I was giving all my provisioners all .45 riffles.

This is why enemies never run out of ammo and you always only find 6-7 rounds on them.

‎"One must see in every human being only that which is worthy of praise. When this is done, one can be a friend to the whole human race. If, however, we look at people from the standpoint of their faults, then being a friend to them is a formidable task."
—‘Abdu’l-Bahá
brellium
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Posts: 1296


Reply #820 on: February 13, 2016, 01:06:11 PM

Keep in mind settlers suck and function as level 1's for combat.

‎"One must see in every human being only that which is worthy of praise. When this is done, one can be a friend to the whole human race. If, however, we look at people from the standpoint of their faults, then being a friend to them is a formidable task."
—‘Abdu’l-Bahá
Morat20
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Posts: 18529


Reply #821 on: February 14, 2016, 08:54:39 AM

Keep in mind settlers suck and function as level 1's for combat.
There's a reason for all the missile launchers and heavy lasers...

Now I just need to work out terminals and searchlights. Not big on traps when I can just line the rooftops with the lasers and missile launchers.
Jimbo
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still drives a stick shift


Reply #822 on: February 14, 2016, 12:29:41 PM

I hope the mod shop makes an ability to salvage a ton of stuff at once, I hate building something, then trying to scrap it. Another idea I hope they make is stealth gets better with Dogmeat or your followers as you improve it with the Agility perk line. Another thing would be to make a grenade/throw key, a bash with weapon key, and whatever else is bound up in it. There is like 3 actions: bash or bayonet/throw grenade/throw mine, all bound up in one key. I need to figure out how to make those individual assigned keys. I found a pretty cool character builder for Fallout 4 : http://www.rpg-gaming.com/ has 5 games on there Fallout 4, New Vegas, Wasteland 2, XCOM 2, & Dragon Age: Inquisition.
Brolan
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Reply #823 on: February 14, 2016, 08:20:51 PM

Since the 1.3 patch the attacks on my settlements have gotten more numerous and more deadly.  With one odd exception where the settlers told me the Gunners did a recon of their settlement and they expected a major attack.  Waited there for a little bit, then one bloodbug spawned, my heavy machine turret blew it out of the air, then the game declared victory.  Just a little like Vietnam.
Morat20
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Posts: 18529


Reply #824 on: February 15, 2016, 08:34:43 AM

Since the 1.3 patch the attacks on my settlements have gotten more numerous and more deadly.  With one odd exception where the settlers told me the Gunners did a recon of their settlement and they expected a major attack.  Waited there for a little bit, then one bloodbug spawned, my heavy machine turret blew it out of the air, then the game declared victory.  Just a little like Vietnam.
Yeah, I fast travelled into the Drive-in and saw a ton of gunners banging into the wall (it's one of my walled settlements) and then after killing those, I wandered inside and saw ALL THE GUNNERS IN THE WORLD. Not sure how on earth they got in. They certainly didn't use the door, because they would have died. They had to have spawned in inside the workship zone.Or warped through the walls.

Lost a stupid settler, probably due to my missile turrets. Should have stuck with just heavy lasers.
Merusk
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Reply #825 on: February 15, 2016, 08:52:13 AM

Missiles give more defense but those lasers fire so quick and effectively they're more useful in my limited experience.

I haven't played in over a month, so I might check out this patch stuff. Settlements pretty much took care of themselves outside of popping-in to make sure the defenses activated.

Yes, some things spawn inside walls. My fix for this was simply building treehouses. Go three stairways high, build out from there. Get everyone upstairs with the bell. DRILLING AND MANLINESS

The past cannot be changed. The future is yet within your power.
Brolan
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Reply #826 on: February 15, 2016, 04:03:09 PM

Screw the settlers, they are a whiny lazy bunch and there are plenty more where they came from.
koro
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Reply #827 on: February 16, 2016, 03:48:09 PM

If any of you are at all interested in any of FO4's upcoming DLC, I'd go ahead and get the season pass now, because starting March 1st, its price is going up from $30 to $50 due to retooled amounts of DLC, and a story expansion coming in May.

http://www.giantbomb.com/articles/bethesda-announces-first-three-fallout-4-dlc-packs/1100-5399/
Brolan
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Reply #828 on: February 16, 2016, 06:41:06 PM

Holy Hell, that was more content than I was expecting.  I thought it was just going to be a quick cash grab.
Brolan
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Reply #829 on: February 23, 2016, 02:33:04 PM

Differences in quests since patch:  The relentless Minuteman settlements in trouble quests have stopped and I got a new Institute quest to deliver seeds.  Don't know if quest is new or just fixed.
Morat20
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Reply #830 on: February 23, 2016, 04:52:00 PM

Differences in quests since patch:  The relentless Minuteman settlements in trouble quests have stopped and I got a new Institute quest to deliver seeds.  Don't know if quest is new or just fixed.
Raiders seem to attack settlements more since the patch -- and I don't seem to get reliable notifications (or notice them). I've had to start checking my quest log regularly.

Also, i still can't work out the shops money mechanism. It doesn't seem to reliably produce caps, and I can't make heads or tails of how or what triggers it. You'd think daily, but there seems to be some other variable.
Brolan
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Reply #831 on: February 24, 2016, 05:39:06 AM

You have to pull the caps manually out of each workshop.  Go the workshop in transfer mode and get the "bottlecaps".
Morat20
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Reply #832 on: February 24, 2016, 06:53:54 PM

You have to pull the caps manually out of each workshop.  Go the workshop in transfer mode and get the "bottlecaps".
I know that. I just can't figure out what determines shop income, or when it's paid out. (I also, strangely, can't seem to get razorgrain to grow anywhere. One plant in Sanctuary produces, and then all of them at Finch's Farm. Haven't tried Grey Gardens, but the Drive-in plants just sit there. And settlers aren't harvesting them, I checked).

Oh well. :)
Brolan
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Reply #833 on: February 26, 2016, 02:01:15 PM

I have that issue with Abernathy's farm.  They will not work 1/3 of the Tato plants that start the game there no matter what I try.  Must be yet another bug.
Brolan
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Reply #834 on: February 27, 2016, 07:13:49 AM

For those who care, this is the last weekend to get the Fallout 4 season pass at $30.  On March 1 it cranks up to $50.
Jimbo
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Reply #835 on: March 02, 2016, 12:33:36 PM

Got the season pass for my son and I, still having fun building my settlements and finding stuff. I do notice that you can get in over your head on some quests if you take them. Plus found out that some perks I wasn't even considering are pretty good, like Mr Sandman gives you a bonus with silencers and explosives perk stacks with weapons that are explosive (plus the arc to throw grenades is pretty nice too). It still cracks me up that I might be in power armor and I'm sneaking around all bad ass and what. Now I'm tinkering with keeping the settlements happy and defended.
Morat20
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Reply #836 on: March 04, 2016, 09:13:33 AM

I finally got around to liberating the castle (What? I've been playing SimSettlement and enjoying it) and ran into some weird cap with defenses. It stopped letting me place turrets even though I had plenty of build room left. Not sure what was up with that, but I'll have to switch from two ridiculously overgunned sentry towers to one. (I'll just place it up on the all, back to the sea -- that'll give it coverage of the courtyard and all three entrances).

Travelled to Finch's Farm to grab some guys to send to the Castle so they could grow food, and ran into a Synth attack. First one I've encountered raiding a settlement. All wearing nice armor and carrying pretty heavy laser weapons. Lost a settler. Have to rethink those defenses a bit. Pretty sure the shack I keep all the beds in might have blocked LOS from the lasers.

Seriously, all I want is to arm a settlement with so many lasers and heavy machinegun turrets that when there's an attack I just show up to loot dead attackers. Is that so much to ask? :)
Merusk
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Reply #837 on: March 04, 2016, 09:20:26 AM

The castle needs little fortification. I built new foundations in the gaping openings and then a low-wall maze to the main entrance. Shit dies while we stand on the walls picking it off.  As an extra measure of insurance I dropped two basic turrets inside the doors. We haven't had a breach in 3 invasion attempts.

The extra fun part is sniping things in the junkyard across the bay. Sure, by the time the bullet gets to the mob it only does like 1-2 pts of damage, but the point isn't to kill them. It's to enrage them so they swim over for me to throw moltovs at.

The past cannot be changed. The future is yet within your power.
Morat20
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Reply #838 on: March 04, 2016, 04:40:30 PM

I had to chase super mutants around Sanctuary. Thank god for turrets, because I could follow their fire lines to get close enough for them to show up on my HUD. They appear to have spawned in at multiple places.

Which, btw, is annoying as hell because when I try to use vendors after a raid half the time they're stuck in "Oh thanks for saving us". Yeah, you're welcome, I need to buy some junk. I've got 150 bottles of purified water burning a hole in my pocket....

I set up the Castle with a set of lasers and machine guns on the back wall (the one with the purifier behind it), set up a bit higher for a good angle. They cover both breaches and the door. Stuck a guy in one of the guard huts on both breaches and wired in a siren.

Then ran around putting in artillery and trying to make my way to Vault whatever-the-heck-Cait-wants. I got 90% of the way there. I kept getting distracted.

Amusingly, there's a Mr. Gutsy that respawns near Finch's Farm. Right next to the path provisioners take. Within sight line of my guns. So it's travel in, here the guns, walk out there, collect the loot, continue on...
taolurker
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Reply #839 on: March 15, 2016, 07:33:57 AM

Yesterday they released a trailer for the first expansion for Fallout4, Automatron.

https://www.youtube.com/watch?v=aMY0IETkDrU

Can't believe no one else posted this or was discussing it, yet.


I used to write for extinct gaming sites
details available here (unused blog about page)
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