Fallout Thread V30: The universe where everyone is left handed
5,001 replies, posted
[QUOTE=jonu67;51683846]I think it adds to the fight tbh, less cheating and more accidental feature.
You with your army of robots vs the mechanists army of robots.
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Plus you still have to invest in those robots and that shit aint cheap.[/QUOTE]
In hindsight, my robot army was incredibly costly considering most of them didn't survive the next 15 minutes. So i'm inclined to agree with you.
Now that I think about it, I'm surprised that doing what I did wasn't actually encouraged as a bonus objective or something considering how fun it was and just how much the mechanist lair reminds me of the robot wars arena.
Robotics Expert turned the final Automatron fight into a joke. Even more amusing was self destructing only a handful of the bunch while the others caught in the blast caused a chain reaction.
As unpopular as my opinion probably is, Automatron is one of the more entertaining DLCs of the bunch for the robot building alone. Staffing entire settlements with only robots is one of the most novel concepts in the game, not to mention that you can customize robots to perfectly fit your needs, avoid having to plant food and build water purifiers, as well as have the robots remain totally loyal to you regardless of whatever actions you take.
The only things keeping Automatron from 10/10 DLC status in my opinion are the fact that robots cannot function as merchants without mods, and that you cannot complete the game with a robot faction alone.
I am kind of bummed that you can't repair the robot factory to build as many as you want without having to pay the steep upfront cost for a single unit/upgrades, but I understand that it would be ludicrously overpowered.
There are only a handful of things keeping the game from being the perfect mad scientist simulator.
Fuck it, if and when I manage to fix my computer and nab FO4 and all of the DLC on Steam, I will mod this shit in myself.
[QUOTE=Lyonidis;51684133]
The only things keeping Automatron from 10/10 DLC status in my opinion are the fact that robots cannot function as merchants without mods, and that you cannot complete the game with a robot faction alone.
[/QUOTE]
I thought they said prior to one of the updates, I think it was 1.4 that they would fix that. That the robots would work as vendors. What the hell happened? Did they forget about it or did they say something else about it? And if they vetoed it in the name of balance, I really don't understand how they would arrive at that conclusion. Nothing is preventing me from pimping out everyone in full Heavy Synth armor with Plasma Rifles. Both of which would take the same amount of time and resources as building a robot settlement to be combat viable in any way.
I don't want some filthy meatbags who will go "WAAAAAAAH MY FEET HURT" when I tell them to the tatos, no. I want a robot that will not only tend to the tatos, but also make sure that his comrades are in working order, and chase off the raiders with a big "eat shit" Gatling Laser followed by a Mini-Nuke to the skull.
The Institute did nothing wrong.
i still find it really weird that the economy in fallout is based on bottlecaps when there's PREWAR MONEY LYING AROUND EVERYWHERE AND IT'S WORTH 10 BOTTLECAPS
[QUOTE=EliaMoroes;51683720]I'm thinking about replaying New Vegas [URL="http://www.nexusmods.com/fallout3/mods/10632/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Ffallout3%2Fajax%2Fmodfiles%2F%3Fid%3D10632&pUp=1"]for no reason in particular[/URL][/QUOTE]
funny, I used to do something like this every now and then
[QUOTE=lintz;51684175]i still find it really weird that the economy in fallout is based on bottlecaps when there's PREWAR MONEY LYING AROUND EVERYWHERE AND IT'S WORTH 10 BOTTLECAPS[/QUOTE]
Makes good toilet paper. Unlike bottle caps.
[QUOTE=JerryAnderson;51684173]I thought they said prior to one of the updates, I think it was 1.4 that they would fix that. That the robots would work as vendors. What the hell happened? Did they forget about it or did they say something else about it? And if they vetoed it in the name of balance, I really don't understand how they would arrive at that conclusion. Nothing is preventing me from pimping out everyone in full Heavy Synth armor with Plasma Rifles. Both of which would take the same amount of time and resources as building a robot settlement to be combat viable in any way.
I don't want some filthy meatbags who will go "WAAAAAAAH MY FEET HURT" when I tell them to the tatos, no. I want a robot that will not only tend to the tatos, but also make sure that his comrades are in working order, and chase off the raiders with a big "eat shit" Gatling Laser followed by a Mini-Nuke to the skull.
The Institute did nothing wrong.[/QUOTE]
They made it so that you could assign robots to workstations, but could not actually trade with them. You still get benefits such as extra happiness and passive caps generation. If you want to actually buy and sell instead of just getting cargo access, you need a human settler to man the trade post. Which is another problem, because human settlers are annoying as hell, need extra accomodations, and are not as able to defend themselves or be replaced.
This is likely an issue caused by the fact that companions can't also be vendors. The dialogue related to companionship overrides the barter dialogue. A problem caused by the dialogue system with only four options.
My only gripe with the Institute is that they are trying to make machines more like humans, which makes no sense. You gain no benefit from having a machine think and act like a human unless you are producing an extremely convincing cover for an infiltration operation. All that manages to accomplish is create a workforce which has only a few of the benefits of having humans, and all of the drawbacks. Giving them free will was and is a huge mistake (in my opinion) that is made self evident by the very existence of the Synth Retention Bureau.
A robot that costs the same in resources will have more firepower, more utility, and will remain entirely loyal.
Other than that, they are the only faction in the game that has any real legitimacy. I would rather pick the Institute over any of the other three, and would rather have my own robot army instead of relying on synths, so robots > synths > humans.
TL;DR People suck, robots rule, and synths are just counterfeit bootlegs of the real thing.
Literally nothing is difficult in Fallout 4
[QUOTE=DeEz;51684344]Literally nothing is difficult in Fallout 4[/QUOTE]
survival mode is an exception
then again its more inconvenience than difficulty
[QUOTE=lintz;51684175]i still find it really weird that the economy in fallout is based on bottlecaps when there's PREWAR MONEY LYING AROUND EVERYWHERE AND IT'S WORTH 10 BOTTLECAPS[/QUOTE]
like a lot of the mechanics of new vegas i really loved the idea of different currencies, although the implementation in new vegas was really lacking. i forgot the other currencies existed sometimes.
makes me wish it was carried over into fallout 4, or a possible future obsidian fallout game polishes the feature, because it could add a lot mechanically and story wise. imagine if one of the effects of your chosen faction winning at the end of the game was their currency becoming the dominant one in the wasteland. or if different economic "sections" had different supply/demand and you could play the economy. you could find zones where certain currencies are valued higher, maybe. it would have added loads to the settlement feature, too. choosing which currency your marketplace trades with could be used to create great systems. plus you'd feel more of an effect of choosing a faction, as you'd start to gain more of their currency and less of another, until you can't really trade others at all.
it's never really been what fallouts about, but i think currencies is an awesome topic that the so few post-post apocalyptic media out there should explore more.
NCR Dollers
I actually really liked that idea.
[QUOTE=RenegadeCop;51684466]"You slept for 1 hour, now you have AIDS"[/QUOTE]
Oh dammit. First thing that came to mind.
[media]http://www.youtube.com/watch?v=raniSkRLa14[/media]
[QUOTE=RenegadeCop;51684466]Yeah, it isn't even fun. It doesn't work for Fallout 4 and you can tell it was added in as an afterthought.
"You slept for 1 hour, now you have AIDS"[/QUOTE]
Don't forget the armor and damage unbalance. It irritating as fuck when a lvl 1 raider kills you.
[QUOTE=SonicHitman;51684354]survival mode is an exception
then again its more inconvenience than difficulty[/QUOTE]
The game still seems to follow the trend of every other Fallout game before it where things are usually harder at the start, but once you gain a few levels, it starts becoming much easier than it initially was to the point where almost all difficulty is absent.
I can only imagine playing survival at the start might extend the period at which things remain dangerous for a little while longer, unless you metagame the whole thing with power armor, but something tells me even wearing that, a couple of molotovs will still obliterate you.
[QUOTE=Notanything;51684552]I can only imagine playing survival at the start might extend the period at which things remain dangerous for a little while longer, unless you metagame the whole thing with power armor, but something tells me even wearing that, a couple of molotovs will still obliterate you.[/QUOTE]
As I said a couple of times before.. armor doesn't mean jack shit in survival. Doesn't matter if you're wearing power armor or not. You will die.
[QUOTE=WillerinV1.02;51684370]like a lot of the mechanics of new vegas i really loved the idea of different currencies, although the implementation in new vegas was really lacking. i forgot the other currencies existed sometimes.
makes me wish it was carried over into fallout 4, or a possible future obsidian fallout game polishes the feature, because it could add a lot mechanically and story wise. imagine if one of the effects of your chosen faction winning at the end of the game was their currency becoming the dominant one in the wasteland. or if different economic "sections" had different supply/demand and you could play the economy. you could find zones where certain currencies are valued higher, maybe. it would have added loads to the settlement feature, too. choosing which currency your marketplace trades with could be used to create great systems. plus you'd feel more of an effect of choosing a faction, as you'd start to gain more of their currency and less of another, until you can't really trade others at all.
it's never really been what fallouts about, but i think currencies is an awesome topic that the so few post-post apocalyptic media out there should explore more.[/QUOTE]
Very few NCR missions pay you in NCR money. I don't think you can get paid in Legion coins though I'm not sure the Legion pays you at all other than through those crates.
[media]https://www.youtube.com/watch?v=C_J57e7Wpcw[/media]
I love this guy's Fallout stuff.
[t]http://images.akamai.steamusercontent.com/ugc/186171913183662139/8E7397FB1814BCB6D27E88B7FACD7D50240D2BAD/[/t]
:what:
Does this happen often to others?
[QUOTE=Zakkin;51684815][media]https://www.youtube.com/watch?v=C_J57e7Wpcw[/media]
guy's[/QUOTE]
SPOILER: [sp]"He" is a girl.[/sp]
[video=youtube;7GHjgSlXPcw]https://www.youtube.com/watch?v=7GHjgSlXPcw[/video]
[QUOTE=ClarkWasHere;51684851][t]http://images.akamai.steamusercontent.com/ugc/186171913183662139/8E7397FB1814BCB6D27E88B7FACD7D50240D2BAD/[/t]
:what:
Does this happen often to others?[/QUOTE]
This image sums up why I gave up building settlements.
[QUOTE=Lyonidis;51684133]As unpopular as my opinion probably is, Automatron is one of the more entertaining DLCs of the bunch for the robot building alone. Staffing entire settlements with only robots is one of the most novel concepts in the game, not to mention that you can customize robots to perfectly fit your needs, avoid having to plant food and build water purifiers, as well as have the robots remain totally loyal to you regardless of whatever actions you take.[/QUOTE]
I actually really enjoyed Automatron and Nuka-World (Far Harbor goes without saying), my biggest disappointment was that Nuka-World didn't add a Raider ending to the game, and even though I wasn't actually expecting it, Automatron didn't have a "take over the commonwealth with your robot army" ending.
I love being able to replace my whiny ass settlers with beep-boop eyebots and Mr. Handy's, it's a shame they can't properly man trading outposts though. My current survival playthrough I'm doing the full lone wanderer thing, no companions, no settlers, etc., so I just built a tiny underground bunker at the Coastal Cottage with a little farm in the garage, maintained by a Mr. Handy.
That mod I posted above could give me the inspiration to start off that famous second woman character I had in mind for quite some time for Fallout: New Vegas.
Basically, her background would be a very smart medic having gone absolutely bonkers as a result of the Fallout (INT 3) and also seemingly plagued by a really bad luck (LCK 1). She's however incredibly strong and resiliant (both STR and END around 7 or above), but, again, she'd be absolutely bonkers (Crazy Wastelander trait).
Unlike my main character, who was quite the schemer and a "bigger picture" handyman for hire, she'd just go around clearing random quests for random people and try to hit anything that moves (both literally and figuratively).
Believing herself to be able to grow gigantic would be just a delusion of hers, and since I'd call her [I]Alice[/I] Earnshaw-Linton, quite fitting too.
... Fuck it, I'm going to reinstall the bloody thing and spend some time modding it
[QUOTE=venom;51684893]I actually really enjoyed Automatron and Nuka-World (Far Harbor goes without saying), my biggest disappointment was that Nuka-World didn't add a Raider ending to the game, and even though I wasn't actually expecting it, Automatron didn't have a "take over the commonwealth with your robot army" ending.
I love being able to replace my whiny ass settlers with beep-boop eyebots and Mr. Handy's, it's a shame they can't properly man trading outposts though. My current survival playthrough I'm doing the full lone wanderer thing, no companions, no settlers, etc., so I just built a tiny underground bunker at the Coastal Cottage with a little farm in the garage, maintained by a Mr. Handy.[/QUOTE]
There is a mod that lets you trade with robots (known as barterbots on bethesda.net), but it is currently PC only. To my knowledge, no such mod exists on the PS4.
My dream FO4 experience would be to focus on intelligence based skills, and spend the game start to end constructing automated factories, fortified bunkers/citadels with supplies hidden away, and trade posts for my personal use while exclusively having robots as guards, followers, and merchants. Then go full mad scientist and expunge the remaining human settlements with obscenely overpowered weapons.
Oh, and maybe save a single human settlement for weapons testing.
Having the ability to complete the game with robots only would be iceing on the cake.
I already have a well working build sorted for such a playthrough.
[QUOTE=DeEz;51684344]Literally nothing is difficult in Fallout 4[/QUOTE]
What about playing as a melee character and running into a synth or something that can infinitely block your attacks from a rocket-powered sledgehammer
[QUOTE=gk99;51685515]What about playing as a melee character and running into a synth or something that can infinitely block your attacks from a rocket-powered sledgehammer[/QUOTE]
That's not difficult, that's retarded game design.
[QUOTE=gk99;51685515]What about playing as a melee character and running into a synth or something that can infinitely block your attacks from a rocket-powered sledgehammer[/QUOTE]
I mean, I don't know why you are specifically pointing out synths in that regard, when [I]every[/I] enemy that can block can no-sell your rocket powered sledgehammer completely negating any damage.
Even normal ass raiders and even when you are in POWER ARMOUR of all things, seriously melee fucking sucks and feels like it had no thought put into it, it all went into the gunplay, the only time it's at all useful is when you use the gimmicky and pretty much REQUIRED instant vats teleportation perk and even then just [I]shooting[/I] them is better, I don't know why people play with it, it's like playing with a somehow even [I]more[/I] horrible and less depthy Skyrim combat system where enemies suddenly have the ability to negate all damage with one block, even if said weapon looks like it would fucking crush their bones to a pulp.
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Like out of everything modding wise I've been hoping for modders to make melee better, because it's quite frankly shite, but the Fallout 4 modding scene has yet to really bring anything to the table in that regard sadly.
Why isn't there a mod that gives the Mr. Gutsy voicelines to your automatrons?
Like I get scarcity of the lines but we can make do with that, we do that with almost every companion.
[QUOTE=Stroheim;51685574]Why isn't there a mod that gives the Mr. Gutsy voicelines to your automatrons?
Like I get scarcity of the lines but we can make do with that, we do that with almost every companion.[/QUOTE]
I would guess that it's probably because there is no follower specific dialogue using the Mr. Gutsy voice. All other followers have, if nothing else, lines for offering to follow, their opinion on their relationship, action phrases, etc. Mr Gutsy probably has no lines offering you to have him follow.
If we're talking difficulty, I've hit upon my personal sweet spot of challenge vs. enjoyment out of a combination of the following mods on Very Hard:
Arbitration - Better Combat AI, Reduced Grenade Spam, Increased Grenade Detection, Molotov fix, No Condition Regeneration
Bullet Time
Criticals outside of VATS
Create Your Own Difficulty (1.25x Player Damage, 1x Enemy Damage)
DLC Leveled List Integration
Legendary Loot Rebalanced
Legendary Modifier Rebalance
More Spawns (Scripted Version) - Medium Setting
No Health Level Scaling (15 Health per Endurance)
Perks Unleashed
Weapon Balance Overhaul
Weapons of Fate
Arbitration throws some of the dumber aspects of the AI away, Bullet Time serves as my VATS replacement most of the time, Criticals outside of VATS makes some of the Legendaries worthwhile, Create Your Own Difficulty dampens down the sponginess a lot, DLC Leveled List Integration for obvious reasons, Legendary Loot Rebalanced so that one probably won't find pipe weapons and leather armor and such end-game, Legendary Modifier Rebalance to make all weapon modifiers useful, More Spawns to increase the difficulty in a different way (as well as more opportunities to loot by extension), No Health Level Scaling to wipe out sponginess further, Perks Unleashed because reasons, Weapon Balance Overhaul is self-explaining, and Weapons of Fate to make gunfights more interesting.
Combine all of that with a strict avoidance of any perks that blatantly increase gun damage (Commando, Rifleman, Gunslinger, Heavy Gunner, Iron Fist, Big Leagues, etc.), crafting perks (basically avoid crafting altogether, don't even change parts on items), excessive points in Medic and the like, and not buying weapons makes the combat more fun as well as the looting more satisfying.
[QUOTE=Lyonidis;51685425]There is a mod that lets you trade with robots (known as barterbots on bethesda.net), but it is currently PC only. To my knowledge, no such mod exists on the PS4.
My dream FO4 experience would be to focus on intelligence based skills, and spend the game start to end constructing automated factories, fortified bunkers/citadels with supplies hidden away, and trade posts for my personal use while exclusively having robots as guards, followers, and merchants. Then go full mad scientist and expunge the remaining human settlements with obscenely overpowered weapons.
Oh, and maybe save a single human settlement for weapons testing.
Having the ability to complete the game with robots only would be iceing on the cake.
I already have a well working build sorted for such a playthrough.[/QUOTE]
Oh awesome, I play on PC so I'll give that mod a try. I didn't even think of going to a mod for a fix on that for some reason, despite all my other little issues being fixed by mods. :v:
I've been setting up little hidden camps and stashes across the commonwealth on my adventures too, using the Conquest mod, because my main home in the Coastal Cottage is just too far north to keep going back and forth. It's kind of a neat experience, keeping human contact to a minimum and just fending for yourself. Makes the late game -slightly- harder because you don't have infinite food from all your settlements.
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