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Post by LeGitBeeSting on Dec 24, 2015 17:21:35 GMT -5
Is there a sneaky follower(a la lily from NV) in this game?
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Den
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Post by Den on Dec 25, 2015 10:20:59 GMT -5
Not inherently. Most followers have 10 Agility so they're about equal on stealth. Dogmeat has significantly higher Agility, giving him better natural stealth. A few have lower AG.
Otherwise, the game leaves it to you to outfit your follower for such a role. Shadowed/Chameleon armor and suppressed weapons, you and your human follower can stay crouched and enemies will walk over you.
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Post by LeGitBeeSting on Dec 25, 2015 16:13:50 GMT -5
How do I use these arc traps anyways. Connect them to pressure plates or something?
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Post by Kiro on Dec 27, 2015 21:34:28 GMT -5
That does sound like a rather interesting and different way to play the game, although I personally have always preferred guns. That's all just personal preference, though. In fact in Fallout I've always avoided energy weapons. I know that most of the best weapons int he game are energy weapons, but they require a whole other skill to master and... well... I'm just not a big fan of energy weapons in general. I prefer good old fashioned projectiles... aka bullets. Really the only energy weapons I've ever liked were Star Wars blasters... but then they fire pretty slow moving energy projectiles that act an awful lot like physical ones when they hit. Most energy weapons in games and movies just feel weak to me. They lack a certain kinetic substance to them. Using them in games just makes me feel like I'm firing glowing paint balls or something. So I stick with "small guns" almost exclusively in Fallout... really just because I like them. While I haven't played Fallout 4 enough on my own because of my computer being absolute garbage, I have played Fallout 3 and New Vegas. Even if the games might be a little different with weapons, I do agree with the energy weapons opinion most times. Energy weapons are powerful but there's no feel to using them. With normal bullet guns, you can somewhat notice the knockback of shooting a gun (At least in my experiences) though when you shoot a energy gun, it just kinda feels like you're shooting a lubed banana out of a pipe using only the force of your breath. Again, just in my opinion.
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mannon
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Post by mannon on Dec 28, 2015 21:43:10 GMT -5
I haven't actually spent much time with the energy weapons in Fallout since I just don't feel like getting into them, and the need to specialize early on to min/max my character. Visually some of the stuff I've seen in Fallout 3 and 4 looks kinda cool, but I'm still meh. And pulling huge pieces of completely undamaged loot from piles of ash throws me out of the game as well. Still I'd say the energy weapons are better than say... Halo. Only thing energy weapons are good for in Halo is dealing with annoying bullet sponge shields. ;p I think the only alien weapon I actually like is the needle rifle from Reach... which actually is a projectile. heh Not that they aren't useful... but useful isn't always fun. And fuuuuuuuuuuuuuuuuuck the plasma pistol. I know some incarnations are actually pretty powerful, but I've always hated it. In my opinion it was only ever any good dual wielded with a human weapon... and even then only to deal with... bullet spongy shields. heh (Truth be told I never really liked fighting shielded enemies either. heh I love gobbling up grunts like popcorn with a DMG, BR, or magnum pistol. Then you hit an elite and either have to change to a less fun weapon or grind out a bunch of ammo just to break the shield and hope they don't run away and recharge. Anyway...) I can't really think of any energy weapons I've liked other than Star Wars ones... hmm... I don't even really care for the energy weapons in Quake games. (Technically railgun doesn't count either...) I know there have been some, but was so long ago I can't remember what from.
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Fallout 4
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Post by ChloeB42 (Alexcalibur42) on Dec 29, 2015 15:27:24 GMT -5
I agree on normal energy weapons, they're dull. However there are certain energy weapons in Fallout that are extremely fun. The gatling laser, especially in 4, is way more fun than the minigun imo. The Railgun is classified as a an energy weapon, and those are immensely fun to use. And one of my favorites from NV the Tesla Cannon, was basically a lightning gun.
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Post by LeGitBeeSting on Dec 30, 2015 13:03:52 GMT -5
Nerf Blitz.
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Deleted
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Post by Deleted on May 29, 2017 3:34:02 GMT -5
I just got this game. Everything kills me on normal, and the people who don't want to kill me are jerks.
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Post by LeGitBeeSting on May 29, 2017 12:02:35 GMT -5
Just spam Command-I mean BLitz.
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Deleted
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Post by Deleted on Jun 18, 2017 20:22:26 GMT -5
I rerolled my character- it turns out when your Endurance is 2 you die a lot. I should have ran with all 4s in SPECIAL.
Crafting is a bit non-intuitive at first, but once you do some research and know the ropes the game opens up. It works well. No more mad stash loot, but a game that successfully turns trash into valuable things is fascinating. You may be annoyed at dragging 100 pounds of junk around, but there are workarounds. Combat is everything I wanted and more in this game. The AI is a lot smarter and varied than I expected, VATS is not the all-powerful tool to win, guns don't have any significant random spread, the lack of gun degradation is a welcome change, and my only complaint are places you can see through but can't shoot through. I love this.
Yes, the conversation system is butts. We can ignore that. Perk system? Bigger than FO3, but equally as interesting. At least I can conveniently see what I'm missing out on with my weaker stats. Level cap 65535 before the game crashes? I'll take that over 20 any day.
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Post by ChloeB42 (Alexcalibur42) on Jun 25, 2017 13:12:32 GMT -5
The problem I have with the perk system mostly revolves around the removal of Skills and the level cap.
A good chunk of FO4's perks are just repurposed Skills, so now instead of increasing your efficiency with skills every level and also gaining a perk, you're forced to increase your efficiency AS your perk. And with no level cap you don't really lose out on not taking a perk, just get it next level.
Which is a shame because I love what they did with the SPECIAL stats. The other problem with the Perk system is that all the perks you could really need are within the 4 SPECIAL, especially if you factor in the SPECIAL book and bobbleheads. Which kind of negates the benefits of the lowered SPECIAL stats.
Ultimately the change in Perks and SPECIAL makes the game a worse experience for roleplaying.
And yeah, the conversation system is terrible, glad Todd agrees.
To me FO4 is a good game, just not a good RPG.
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Deleted
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Post by Deleted on Jun 25, 2017 17:16:44 GMT -5
Not a huge fan of the older skill systems IMO. For some skills it allowed you to reach a new threshold of abilities (eg hacking more advanced terminals), which was completely fine. For others it kind of just made it better... in general... I guess? I max out small guns and I guess I deal a little more damage, maybe? Am I a little more accurate? I don't know? I like FO4's leveling system more simply because I know what I'm getting out of every perk.
As much as I love the Fallout world I don't necessarily believe it's just for pure RPGs. I always figured it was there because making as complicated as FO4's combat system would be nigh impossible. Leave it to New Vegas 2 to make another great Fallout RPG. Until then I think this game is just good on the basis that many other games have done a similar open-world aspect before. It's only now that FO4 nails it.
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Post by LeGitBeeSting on Jun 25, 2017 19:12:16 GMT -5
I liked FO4 at first but after I beat the base game and the DLC it just left a bitter taste in my mouth. None of your choices change the ending, the combat sucks, the game is too easy even on touch football mode due to no level cap, the diseases are just annoying, Inon Zur dropped the ball on music, too much backtracking/clearing the same area, and it was just far too buggy. Like waaaay too buggy for even me to tolerate. I's a real shame because outside of the game's bugs it has a 9/10 production value, real top notch.
Also they needed to buff shotguns.
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Post by ChloeB42 (Alexcalibur42) on Jun 25, 2017 20:29:52 GMT -5
Not a huge fan of the older skill systems IMO. For some skills it allowed you to reach a new threshold of abilities (eg hacking more advanced terminals), which was completely fine. For others it kind of just made it better... in general... I guess? I max out small guns and I guess I deal a little more damage, maybe? Am I a little more accurate? I don't know? I like FO4's leveling system more simply because I know what I'm getting out of every perk. That was more a problem with how information was conveyed than a problem with Skills themselves. But then at the same time Fallout 4 still suffers from that at the same time. The game doesn't tell you exactly how much Charisma affects bartering prices, doesn't tell you how much Intelligence affects xp gained, what are the odds perks like Intimidation, Wasteland Whisperer actually work at? etc... On top of that they even removed information from previous perks and checks from previous FO games. Quick Hands in FO4 just says "reload faster" whereas in New Vegas, Rapid Reload said 25% faster. And the brought back the % based speech checks, but couldn't bother to give your actual odds of succeeding. As for how skills worked, they were a percentage multiplier. So if a 10mm had a base damage of 10, a Guns skill of 50 would mean the damage would be 15 and a Guns skill of 100 would mean the damage would be 20. They still kept a lot of calculations hidden from the player, it just made some of them a little more informative for some of the Skills turned Perks.
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Post by Deleted on Jun 30, 2017 16:12:15 GMT -5
The more I look at Elder Maxson the more I think he only has 20 caps in his pocket.
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Post by Deleted on Jul 2, 2017 21:48:44 GMT -5
So I started a Very Hard playthrough of Fallout 4.
Melee builds in Fallout are pretty sloppy through and through. Against beasts you have next to no exit strategy if you're losing, and against ranged attackers your window to run in and beat down an opponent can be thwarted if you get stunlocked a lot. Meanwhile heavy gunner builds are always inefficient and scarce on ammo. You need so much support and money to make this a critical part of your build it's seldom worth it. I only like suppressed rifleman builds since they're just more consistent, mobile, lightweight, and you can choose your engagements better. Maintaining Power Armor also seems like a pain in the ass, so I don't even bother with that.
Charisma is the one stat you can't afford to sit on the fence with. Either max that baby out or don't bother with it at all. I have 1. Lone Wanderer is really useful if you don't like companions, but it's a T3 perk so that's not too far off. Perception is at 1. It's a weird choice for a rifleman build, I know, but I'd argue the perception tree has the weakest perks on it. The Perception Bobblehead isn't too far away, and the rifle damage perk is only at T2. Perception 4 for lockpicking harder containers is hardly worth it, and while explosives might be invaluable in the early game their value drops off gradually. Low perception takes out your sixth sense and kills your VATS accuracy, but I'd argue if you don't play like an idiot it's worth playing to mitigate these weaknesses. Luck is 1. VATS is for consolefags, crits are for losers, but Scrounger might actually come in handy on Very Hard. Very Hard is an exercise in dealing with ammo scarcity. I'm at 10 Endurance plus 2 from Solar Powered during the daylight and another 2 from my hat. Early levels are brutal since you still die pretty quickly, all armor is terrible, and it's better to amp up your endurance over DR. Degenerating Rads sounds invaluable no matter what level you are. This might sound like overkill since stage 3 Lifegiver is probably the only other critically important perk in the tree, but on Very Hard having lots of health seems like a good idea. Strength, Agility, and Intelligence are all pretty good stats to have no matter what. Pretty much all the weapon perks are sitting in those so they're all at 5 or 6 to boot.
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Post by LeGitBeeSting on Jul 3, 2017 16:51:14 GMT -5
I have one word for you beaver: B L I T Z
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Post by Deleted on Jul 4, 2017 5:34:51 GMT -5
>This perk basically lets you teleport to your enemy in VATS, avoiding any potential hail of gunfire met while closing the gap >This perk may allow the player character to kill super mutant suiciders with melee weapons before their mini nuke detonates >This perk, combined with Ninja and some good melee weaponry, can instagib pretty much anything >The T10 Perception perk adds a flat 20% bonus to accuracy to every consecutive shot on the same body part, it doesn't multiply your % chance of hitting by 1.2x. This is stupid powerful on sniper builds. >Crits aren't affect by chance to hit. Four-leaf clover + crit banker are suddenly a lot more powerful. >Wasteland whisperer can effectively let you have a pet deathclaw >Idiot savant can proc and potentially net you a shitton of XP. Save scumming can guarantee triple XP. And here I was thinking RAD degen was cool. Aw hell.
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Fallout 4
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Post by ChloeB42 (Alexcalibur42) on Jul 4, 2017 10:27:20 GMT -5
Heavy Gunner not worth it?
Oh you don't know about the Gatling Laser, Nuclear Physicist, high Charisma build.
Let's just put it like this. Full auto 150+ damage with 1000 shots for a ~250 cap Fusion Core with the upgrade Gatling Laser.
Oh and if you leave a tiny bit of charge in it you can sell it for ~150 caps
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Post by LeGitBeeSting on Jul 5, 2017 19:42:30 GMT -5
>This perk basically lets you teleport to your enemy in VATS, avoiding any potential hail of gunfire met while closing the gap >This perk may allow the player character to kill super mutant suiciders with melee weapons before their mini nuke detonates >This perk, combined with Ninja and some good melee weaponry, can instagib pretty much anything . And it's even better on Survival where ammo has carry weight because you don't need ammo. Also shotgun buffs when? These are the saddest fuggin' shotguns in fallout history. Makes me miss the Striker + And Stay Back cheez tactics in NV. Part of the reason I uninstalled it F04 TBH.
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Deleted
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Post by Deleted on Jul 9, 2017 21:46:09 GMT -5
The shotguns are largely there to round out the rifleman build- they're fine as is. Of course maybe that's the problem. >100 hours into the game >Finally discover the effects of Lone Wanderer remain active if Dogmeat is your companion
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Post by LeGitBeeSting on Jul 10, 2017 10:12:26 GMT -5
Dumb Beaver.
I ditched all companions TBH; they got in the way of stealth. He's only a pack mule.
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Deleted
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Post by Deleted on Jul 15, 2017 4:51:44 GMT -5
I liked FO4 at first but after I beat the base game and the DLC it just left a bitter taste in my mouth. None of your choices change the ending, the combat sucks, the game is too easy even on touch football mode due to no level cap, the diseases are just annoying, Inon Zur dropped the ball on music, too much backtracking/clearing the same area, and it was just far too buggy. Like waaaay too buggy for even me to tolerate. I's a real shame because outside of the game's bugs it has a 9/10 production value, real top notch. Also they needed to buff shotguns. The ending wasn't as bad as vanilla Fallout 3's, which isn't hard to top. I would have been impressed if it was possible to convince Elder Maxson that synths weren't the problem he thinks they are upon realizing there were synths in his ranks. It would have been cool if, as Director of the Institute, you can make yourselves more good by allying with the Minutemen. That, or less evil by giving their own synths freedom by ridding the need for the Railroad. It would have been insane if the Minutemen manage to spare many lives by acting arbiter between the two major factions for peace, or even allying with the Railroad to take on a two-front war if things go south. That would have been way more interesting. I agree that the game faces a difficulty problem in that it's lazily designed. Survival and Very Hard can throw you into impossible situations at early levels. Bullet-spongy enemies thrown in with limited ammo supplies, weak armor, and no autosaves for the former is a frustrating concoction. Yet at the higher levels these two difficulties are the only way to make the game feel challenging at all. Skyrim shares this problem too, but at least it's possible to wriggle out of very hard encounters with some fancy footwork. Fallout 4 just eats 100 bullets and hands you 5 for your troubles. Oh well, legendary equipment was a solid end-game padder. I got tired when I finished the game, explored everything, and had nothing to do besides help more settlements. I tried starting over at level 1 on Very Hard. I died a lot, got frustrated, and just typed in a console command to give me level 50 right out of Vault 111. The game was a lot less challenging, but it was more fun. Being able to rebuild your character from the ground up by ignoring all the useless perks without spending ~40 hours to get there felt great. The diseases are annoying. That frigging mole rat disease can only be cured through console commands, and that's just bad design. I've met a couple of bugs like a headless Courser thanking me for wrecking the Prydwyn. I also met a radscorpion that burrowed underground, teleported at the top of the skybox, and immediately fell to its death. It's the glitch where I need a holotape to continue a quest and need console commands to fix it that really gets me.
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Deleted
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Post by Deleted on Jul 16, 2017 15:43:02 GMT -5
>An explosive combat shotgun has the extra 15 damage applied to each pellet.
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Post by LeGitBeeSting on Jul 18, 2017 17:54:08 GMT -5
Tried it. Still not worth tbh sempai.
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Post by Deleted on Jul 19, 2017 3:49:50 GMT -5
It can down a Mirelurk Queen in 3 shots without sneaking on Very Hard- that's impressive by me.
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Post by LeGitBeeSting on Jul 19, 2017 12:53:16 GMT -5
Barrel X 2 buffs when
There was similar DMG bug with the Ripper with Rad DMG where each chainsaw tick did 15 extra.
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Post by Deleted on Jul 24, 2017 4:00:07 GMT -5
Honestly it's unfortunate companions aren't always viable. I've been looking up a lot of voice lines I've missed- a lot of them are well written with a very unique flavour that's hard to find elsewhere. -Strong likes it when you cannibalize corpses saying funny stuff like "Careful with fingers and toes- they get stuck between teeth." -X6-88, upon reaching the giant robot statue in General Atomics, says "we sent up a team to repair the giant robot, only to learn it's been hollowed out" -Romancing Paladin Danse and waking up with him can have him say "Ad Victorium" in the most celebratory way. It's a strong sign of character development when such a no-nonsense person sways even a little bit. -Swapping companions and having them interact with each other on the way in/out has hundreds of unique one-liners ranging from heart-warming "happy travels" "and good fortune to you, sir!" to hilarious savagery to the tune of "you're travelling with THIS moron?!" "by the looks of you that's all he does" -Nick has something slick to say in every situation. Codsworth is a robot that acts the most gentlemanly out of any character in the game. Hancock, Deacon, and Cait are strong wild cards. Danse just lives to be savage to everyone that isn't the BoS. I think I'm forgetting one, but by sheer charisma I find these companions particularly enjoyable.
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Post by LeGitBeeSting on Aug 12, 2017 11:41:32 GMT -5
Too bad companions succ dicc.
Edit: And not just literally.
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Post by Deleted on Jul 4, 2018 19:28:05 GMT -5
Tried it. Still not worth tbh sempai. I tried it extensively, and I'm convinced it's the best gun in the game. -It turns out that 15 damage turns into 30 damage when the explosives perk is maxed out. So you're getting a free 210 damage on each direct hit, and it can't be negated by most normal armor unless it has the heavy/dense mod -Plus you get the extra AoE from the 3rd tier of the perk, which means you can literally hit the ground when enemies are behind cover and blow them out that way. I got SO many free kills doing this -I added a mod where the game spawns in more enemies everywhere, which can turn from a squad of enemies into a small battalion of baddies converging on my position at waaayyy more engagements. Turns out added explosive damage can blow out a cluster of enemies at the drop of a hat, which mostly nullifies the need for grenades -AND the ammo you can get for it can come from any vendor that offer shotgun shells- if you ever somehow need them to begin with Downside is killing enemies that point blank range can instagib you without the right armor, and if it doesn't it can cripple a limb out of the blue
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