• Fallout 4 V25: Le Sujet Terribles
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I found this unique laser musket and upgraded it so it's ludicrously powerful [t]https://dl.dropboxusercontent.com/u/13781308/2016-01-18_00001.jpg[/t] but does it shoot an additional projectile for each crank (for 12x damage) or an additional projectile after the 6 cranks (for 7x damage)?
[QUOTE=Pelf;49557676]I found this unique laser musket and upgraded it so it's ludicrously powerful [t]https://dl.dropboxusercontent.com/u/13781308/2016-01-18_00001.jpg[/t] but does it shoot an additional projectile for each crank (for 12x damage) or an additional projectile after the 6 cranks (for 7x damage)?[/QUOTE] I don't think the laser projectile is calculated as several projectiles, it's one projectile that increases damage for each crank/cell used. Also the additional shot is only 40% damage of the first shot iirc
[QUOTE=Ganerumo;49557736]I don't think the laser projectile is calculated as several projectiles, it's one projectile that increases damage for each crank/cell used. Also the additional shot is only 40% damage of the first shot iirc[/QUOTE] According to the wiki, how it works is thus: [quote]"The Two shot modifier makes the weapon fire an additional projectile while still using only 1 ammo and at slightly reduced accuracy. The game adds the base (i.e. unmodded) damage of the gun to its current (modded) damage and then splits the combined damage evenly into two projectiles. For example, an unmodded Hunting rifle does 37 damage, while a .50 cal Hunting rifle does 64. So a Two-shot .50 cal Hunting rifle does 64+37 = 101 damage, resulting in two projectiles hitting for 50.5 each. The damage value displayed in the Pip-Boy is the damage of both projectiles combined.[/quote]
[QUOTE=elowin;49557761]According to the wiki, how it works is thus:[/QUOTE] So at 6 cranks my laser musket does 666 damage or 333 per projectile? And with a sneak attack it'll do 1332 damage. What's the damage bonus from a headshot and from a normal body shot?
[QUOTE=Sableye;49554195]Can anyone explain why the railroad has to nuke the institute other than so they could reuse the same assets? First it starts by[sp] liberating some synths, then we decide to liberate them all, then a takeover[/sp] now it's "well we need to nuke them too"[/QUOTE] [sp]I don't think the Railroad or the Minutemen would be able to maintain the facility since they lack the technical expertise and the personnel to do so. The only faction that could keep the place and actually maintain it decently would be the Brotherhood of Steel and it's an actual plot point that Maxson is an overreacting inexperienced sack of shit who only wants to see the Institute burn.[/sp]
[QUOTE=Ganerumo;49558016][sp]I don't think the Railroad or the Minutemen would be able to maintain the facility since they lack the technical expertise and the personnel to do so. The only faction that could keep the place and actually maintain it decently would be the Brotherhood of Steel and it's an actual plot point that Maxson is an overreacting inexperienced sack of shit who only wants to see the Institute burn.[/sp][/QUOTE] [sp] While the Railroad couldn't maintain the Institute, I think it's still pretty silly that the Railroad nukes what literally creates what they fight so hard to free. I haven't personally done the Railroad path yet so I hope I don't make any incorrect assumptions, but wouldn't the Railroad be interested in preserving at least the method to create the synths? [/sp] [sp] I think it'd be a pretty cool look to see the Institute run down and in ruins after the Railroad take it, with only the lab where synths are created remaining standing, occupied with Railroad scientists or whatever. [/sp]
[QUOTE=WillerinV1.02;49558040][sp] While the Railroad couldn't maintain the Institute, I think it's still pretty silly that the Railroad nukes what literally creates what they fight so hard to free. I haven't personally done the Railroad path yet so I hope I don't make any incorrect assumptions, but wouldn't the Railroad be interested in preserving at least the method to create the synths? [/sp] [sp] I think it'd be a pretty cool look to see the Institute run down and in ruins after the Railroad take it, with only the lab where synths are created remaining standing, occupied with Railroad scientists or whatever. [/sp][/QUOTE] [sp]The Railroad just want freedom for all existing synths, not to make more synths. Think of it like any other progressive movement, such as gay rights. The aim is equality, not to make more gay people.[/sp]
[QUOTE=Bread_Baron;49558075][sp]The Railroad just want freedom for all existing synths, not to make more synths. Think of it like any other progressive movement, such as gay rights. The aim is equal civil rights, not to make more gay people.[/sp][/QUOTE] [sp] But wouldn't limiting the synths to a permanent minority ensure that they're never really going to achieve equality? It just seems to me that after the synths are more properly integrated into society or mind wiped and inserted into society (im not sure what exactly the railroad wants to end up doing in that regard), people are just going to see them as a dwindling race of immortal (?) machine men, with a complete inability to reproduce or spread any sort of influence. They'll either not be taken seriously at all or taken too seriously and still persecuted. [/sp] I'll definitely have to play the railroad path to get a better understanding of this, it's just gonna take me awhile to muster up the motivation to do all those institute quests again.
The Railroad was created before the events of Fallout 3 as a means to free and help the already existing synths. Their goal was never to ensure the production or Synths or to seize control of the institute. That aspect only becomes a possibility when the Lone Survivor comes around.
Actually, can't Synths reproduce? They're supposed to be 1-1 replicas of humans, to the point where [sp]Deacon falls for a female synth and never knew until she was killed[/sp], that and they're comprised of the same genetics as human beings.
[QUOTE=Pelf;49557819]So at 6 cranks my laser musket does 666 damage or 333 per projectile? And with a sneak attack it'll do 1332 damage. What's the damage bonus from a headshot and from a normal body shot?[/QUOTE] No, it does 666+the base unmodded damage of the laser musket, or 333+half the base damage of the laser musket. I'm not really sure what the base damage on it is, though, or whether the base damage is for a single crank or it scales with every crank like the total damage does.
Honestly I feel like BoS is the best faction because the others don't have a goddamn clue what their actual goal is or how to get it without 100% relying on you, its a miracle the railroad have done literally anything by themselves without you, once you get there you seem to be the only one doing any work Maxson is a dick but at least he knows what he wants and the BoS are actually doing stuff without your help
[QUOTE=purvisdavid1;49558206]Actually, can't Synths reproduce? They're supposed to be 1-1 replicas of humans, to the point where [sp]Deacon falls for a female synth and never knew until she was killed[/sp], that and they're comprised of the same genetics as human beings.[/QUOTE] It's never clarified. They are practically assembled from bio-engineered parts combined with mechanical components so it's possible that they can reproduce, although it's also likely that the institute keeps them sterile. [editline]18th January 2016[/editline] [QUOTE=Nemisis116;49558247]Honestly I feel like BoS is the best faction because the others don't have a goddamn clue what their actual goal is or how to get it without 100% relying on you, its a miracle the railroad have done literally anything by themselves without you, once you get there you seem to be the only one doing any work Maxson is a dick but at least he knows what he wants and the BoS are actually doing stuff without your help[/QUOTE] Well they're also huge fascists so it's up to you whether you want that or not.
[QUOTE=Nemisis116;49558247]Honestly I feel like BoS is the best faction because the others don't have a goddamn clue what their actual goal is or how to get it without 100% relying on you, its a miracle the railroad have done literally anything by themselves without you, once you get there you seem to be the only one doing any work Maxson is a dick but at least he knows what he wants and the BoS are actually doing stuff without your help[/QUOTE] any faction + the minutemen is the best faction. i went railroad + minutemen because imo that's the closest to an independence option (even though the railroad is really fuckin stupid but it's hard to tell how intentional that is)
I think they should have played with that dynamic more, and had the Railroad be connected to Institute insiders that help deliver synths to them. They could even take it a step further, and have the Institute's main goal be to have a large synth population outside their facility to eventually be their "representatives" to the commonwealth when they emerge and try to take over, without the Railroad's knowledge. Honestly the biggest problem with the institute for me was that all of them go on and on about being humanity's best hope, but they don't [I]do[/I] anything. They aren't actually trying to help the wasteland at all, all they do is randomly replace people with synths for no reason and hide in their bunker making fake gorillas. It really pisses me off, because the story would have taken an interesting twist if everything the Institute had been doing ACTUALLY WAS part of a plan to more or less save the commonwealth. The Railroad also should have been able to have a peaceful ending where the player character acts as a mediator between the two groups, allowing you with either scientific testing or a series of intelligence and charisma checks to provide evidence that synths are sentient, which would eliminate the need for the Railroad and allow them to become a group that helps synths adapt to the Commonwealth, providing housing, protection etc. Random quests after the end could be things like, "this band of racists wants to lynch a few synths, go get em", or "convince these farmers to hire this synth as a farmhand" The BOS is kinda disappointing as well. Their storyline would have been much better IMO if they were looking to take over the Institute in order to confiscate all their 'dangerous' technology, instead of just "LETS BLOW THEM UP BECAUSE SYNTHS". It would have been much more in line with their general philosophy. It would have also led to the possibility of a peaceful ending where the Institute and BOS join forces, or at least have some sort of treaty where the Institute agrees to not produce any weaponry or technology that could be used to harm others in exchange for the BOS not engaging in hostilities with the locals. I'm most content with the Minutemen, I didn't really find anything wrong with them as a faction, but they didn't really participate in the storyline, and kinda give me that feeling that if the player character doesn't intervene, nothing will happen. Turning to STALKER, the factions are generally in one state or another, and player intervention will change the outcome, but due to the fact that NPCs from the factions are constantly moving around the map and taking over different areas adds to the feeling that the balance of power between different factions is constantly changing, and not just a stagnant status quo that will only ever change if the player character does something. I'd like to see roaming patrols of minutemen that clear out raider camps and take over that get more common as the player brings more settlements into the MM's protection. Rather than pop up and demand that the player help a settlement, Preston could let the player character know that a settlement requested help, and give the player options on how to deal with it; either send a minutemen patrol to help, send a minutemen patrol and then show up in person to help, or just go yourself. Going with a patrol or by yourself could give a happiness bonus to the settlement in question, but there would be no penalty to sending a patrol in your stead. Another thing you could do is travel to the castle to find that old lady that shows you the cannons training recruits, and offer to train them personally, with an XP reward that varies based on how well you train them. The more often you do this, the better your patrols are in combat. I also would have enjoyed a "batshit crazy" playthrough where you become the leader of a huge raider band that decimates the major factions and takes over the Commonwealth.
The Railroad are supposed to be overwhelmed by the situation (in the sense that they never prepared to take these opportunities), the Minutemen are unstable and can't seem to function all that well, and the BOS may as well just turn around and leave the instant they're done dealing with the institute.
The BOS is already planning on leaving. It's just they stay forever for radiant quest sake.
[QUOTE=purvisdavid1;49558206]Actually, can't Synths reproduce? They're supposed to be 1-1 replicas of humans, to the point where [sp]Deacon falls for a female synth and never knew until she was killed[/sp], that and they're comprised of the same genetics as human beings.[/QUOTE] I can't quite recall, but didn't [sp]Deacon and his girlfriend try for a kid without any success?[/sp] Might mean synths are infertile, which would make sense because the Institute wouldn't want their "property" having babies. If sexual reproduction did somehow work the kid wouldn't be a synth anyway would they? Correct me if I'm wrong but third-gen synths are pretty much human but with synth components instead of organic brains, and whatever other additions they have. None of the synthetic stuff would be carried down through their DNA and their offspring would be... human?
[QUOTE=MissingGlitch;49558415]The BOS is already planning on leaving. It's just they stay forever for radiant quest sake.[/QUOTE] "Go hassle one of your settlements because our quest is broken :goodjob:"
Another thing that irritated me about the institute was the whole [sp]Ok, I'm in charge now, why cant I just free the synths.[/sp] I stuck with the institute far longer than I otherwise would have because I assumed that would eventually be an option, it seemed obvious, i.e. [sp]If I'm in charge why can't I make them a force for good[/sp] All it would have needed was a post-ending board meeting.
[QUOTE=Kenneth;49558504]Another thing that irritated me about the institute was the whole [sp]Ok, I'm in charge now, why cant I just free the synths.[/sp] I stuck with the institute far longer than I otherwise would have because I assumed that would eventually be an option, it seemed obvious, i.e. [sp]If I'm in charge why can't I make them a force for good[/sp] All it would have needed was a post-ending board meeting.[/QUOTE] [sp]The only thing your Directorial powers give you is replacing the head of the Synth Retention to someone who is nicer towards synths.[/sp] Even if you do it the quest is bugged and there is a possibility that nothing will change.
I'm starting to think Bethesda consulted Bioware on their endings for FO4. "Just don't try."
You can't just go around as [sp]director of the institute and start claiming all synths are free, have rights and must be treated nicely[/sp] because it's shown repeatedly that most of the personnel of the institute disagree with that notion. [sp]You'd get fucked over and kicked out of the institute within a few days of stating that, so it can't happen within the scope of the game. If it ever happens, it'd have to be over years following the game.[/sp]
[QUOTE=Ganerumo;49558571]You can't just go around as [sp]director of the institute and start claiming all synths are free, have rights and must be treated nicely[/sp] because it's shown repeatedly that most of the personnel of the institute disagree with that notion. [sp]You'd get fucked over and kicked out of the institute within a few days of stating that, so it can't happen within the scope of the game. If it ever happens, it'd have to be over years following the game.[/sp][/QUOTE] Just crack down on dissent. Gas everyone who disagrees. Become the Hitler of the synth civil rights movement.
Out of curiosity, how far back into the [sp]drainage tunnels[/sp] can you get after the minuteman ending, before it's blocked off?
[QUOTE=Everything;49558811]Out of curiosity, how far back into the [sp]drainage tunnels[/sp] can you get after the minuteman ending, before it's blocked off?[/QUOTE] Can't, it's blocked at the beginning.
[QUOTE=purvisdavid1;49558863]Can't, it's blocked at the beginning.[/QUOTE] Oh. Well damn, there was at least one thing I dropped in those tunnels because I was having carry capacity issues. Ah well :v:
[QUOTE=Pvt. Martin;49557242]It's probably a timing thing. Like Danse's outpost reported the Institute to The BoS, so it's only a matter of time before the big Zeppelin of war arrived. [editline]18th January 2016[/editline] Plus in terms of plot it does make a HOLY FUCK moment when you exit after you do the deed I won't spoil, and see the grand entrance of the BoS in all it's glory. Certainly got me going holy fuck.[/QUOTE] I was already sort of aligned with the brotherhood at that point and assumed it was enclave until he said brotherhood
[img]http://images.akamai.steamusercontent.com/ugc/608350936251118540/B7DE59650E907E015D84B6E059A9FCFD6B3849D2/[/img] Well up yours too, buddy!
So I'm thinking about getting F4 if I get a PS4 or a powerful enough laptop, but I'd love to try out the two last games, but not sure which one should I get Fallout 3 or New Vegas?
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