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Posted

I have not touched heavy weapons since the first quest where you get the power armor and mini gun. Everything is killed with silenced pistol, sniper rifle, or grenades. Right now my sneak attacks with ranged weapons do 5.3X damage Bethesda really has gotten the psychology of slot machines down for VATS builds. Nothing like killing some mob, and getting the reward of ding ding ding of all the different perks that just randomly went off.

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Posted

Man, love it when a Legendary Deathclaw jumps out and I pop him with my pistol until he is trying to crawl away from me because both legs are crippled. I have to agree, Bethesda got the stealth scout/sniper act down pretty good on this one. I use a single piece of Synth Chameleon armor and primarily Shadowed Ultra-light combat armor even at level 41,

Posted

The Chameleon armor is very nice to have. I also only use one piece at a time. not sure if the buff stacks with additional pieces. Only thing I dislike about it is not being able to use your pipboy when you're sneaking which I think is a bug. I have the pipboy app pulled up on my phone so if I need to, I can hit TAB to pause then interact with the app on my phone. The Idiot Savant perk is a great perk. I wish I had realized this sooner and took it earlier in my build. The feeling you get when you turn in a quest and it randomly hits and you get 5x experience for the quest.

Posted (edited)

I upgraded my combat rifle to .308 mostly because I had 3k or so .308 rounds and was down to only 200 or so .45 rounds left. Then I decided to stop by a trader and buy some supplies. During the transaction I sold off 3k of .38 rounds to cover the cost. About 20 mins and a couple quick saves later I decided to use the CR and found out I only had 6 rounds for it. I went to reload an older save but the one closest to the sale would have cost me a couple of fairly involved mission completions. On the upside I'm learning just how useful my upgraded 10mm pistol can be.

Edited by Harold Jones
Posted

Somethings I dislike about this Fallout, is it is just not as dark as the FO3 and New Vegas. It feels like they made it more kid friendly. There is plenty of depressing things if you read the computer terminals and holotapes, plus just explore in general. But is just missing that undercurrent of grimy darkness of a post apocalyptic hell hole. I have put in a 180 hours so far and have not came across one prostitute. In FO3, a prostitute is one of the first people you have a chance of coming across. If you get into the terminals of Megaton in FO3 you find the other residents suspect another resident of sexually abusing the child NPC he lives with. That is just dark, and nothing I have seen in FO4 even comes close to that tone. A lot of people have complained there is no real way to be evil, but I think the problem with the game is bigger than just not being able to be evil. I also really hate my character having a spoken voice. I can't wait till that is modded out.

Posted

As usual with Bethesda it is miles wide and inch deep. :( It might be fun, but Fallout Tactics was also fun for a while while fully missing Fallout feel... Hence I put it on hold until something like New Vegas appears.

If I want to go around, shoot people and mod guns in post-apo weirdness I can always play Stalker again...

Posted

I'm fine with the lack of an 'evil' path and the light tone of the game. That said there are a bunch of dark stories in the game, they just tend to be hidden in holotapes terminal logs and the occasional note. I have a new hobby, I shoot every one of those symbol playing monkeys I see, mostly because they are creepy, but also because it makes their heads fall off. For whatever reason this amuses me.

Posted

I got into the Institute last night. Not sure if I want to nuke them now or wait till the end.

Posted (edited)

I still like it. Rather some good humor than darkness, see "Meet the captain". Hilarous.

 

Sometimes ("sometimes") it gets unwantingly funny.

Going to Abernathy farm to get another grind-mission.

Wife and daughter are under attack by two deathclaws. 15 meters away mr. Abernathy keeps on farming his potatoes, not noticing.

Edited by Stefan Fredriksson
Posted

I don't know if artillery kills enough baddies to make it worth the effort of building emplacements in every settlement so I can maximize coverage. But then I toss some smoke when in range and the sheer fun of watching it come in almost makes it worth the effort to expand the coverage.

Posted

Some early mods I think really add to the game.

 

Full Dialog

 

Improved Map

 

Vivid Fallout

 

True Storms - this one is really awesome for immersion.

 

Mega Explosions This one is up to personal taste but has made life in Fallout rather interesting and fun. Affects all explosions.....so you really have to plan out how you are taking out that sentry bot, least you be near it when it goes low order.

Posted

I'm not sure what mods I'm waiting for but so far nothing I've seen really trips my trigger. I did install some kind of easy config mod, but otherwise I'm waiting till they finally release the official modders tools.

Posted

As usual with Bethesda it is miles wide and inch deep.

I was going to ask if it's any better than Skyrim in that regard...

Posted (edited)

 

As usual with Bethesda it is miles wide and inch deep.

I was going to ask if it's any better than Skyrim in that regard...

 

 

I think it's an improvement over Skyrim, yeah. It takes considerably longer to get to the point where you realize that the things you thought were new and fresh and interesting when you first started to play have been excessively copy-and-pasted throughout the rest of the game, and I'd say the amount of genuinely interesting locations with original content is also higher.

 

I'd say the most glaring issue with the game - in this day and age - is how incredibly devoid of anything except combat many of the quests are, to the point where it's a big pleasant surprise when you encounter the rare ones in which you only kill shit 90% of the time, and actually get to have a brief conversation with the "boss" enemy before you're forced to kill him. The game really, desperately needs more quests of the "You go somewhere expecting a fight, but find an interesting NPC instead, have a good talk, and decide to solve things through other means" or "You're sent to kill some shit, then halfway through something unexpected happens forcing you to change sides" variety. It's directly connected to the second biggest issue - your attributes, aside from Charisma, don't affect anything except combat mechanics and the speed of XP gain. You can have 3 Intelligence or 10 Intelligence, and the conversation you'll have with a scientist NPC will be exactly the same, for example.

 

I'm still enjoying it - I think overall, it's a huge improvement over Fallout 3 or Skyrim in terms of content and storytelling, even though it's really not a Fallout RPG in any meaningful sense of the world, the way Fallout 1,2 and New Vegas are.

 

Though I really try not to think about the Witcher 3 when playing it... the sheer difference in terms of quest depth and writing is downright embarrassing at times.

Edited by Matt Urbanski
Posted

Yeah, W3 was really, really good. Not Planescape good, but then nothing else was...

 

FO4 is basically Stalker with FO themed skins and w/o all things that made Stalker so good. Which might not have been as bad if it has been marketed as action spinoff, not as next part in series...

Posted (edited)

Is all the puppet house management (a.k.a. base building an establishment of trade routes) a major time consuming element, all in all?

I'm not sure if I like the approach of "salvaging parts from everywhere, grind it down to its basic components, then start your own manufacturing".

I mean, since Fallout 3 at least there always was this pack rat mechanic where you'd collect so many worthless tin cans that you might no longer be able to fast travel between locations, because ... well, you might be able to trade them in for something of dubious value. The perks I then learned to value most were the "strong back" and similar things, which only addressed the symptom (and only to an extent), but at least made it less of a hassle. I understand the logic behind it and can justify it to an extent, but I still hated the mechanic.

 

That the quests have become less complex certainly is a major disincentive to me, I must say. It seems like "The Pitt" DLC for FO3 seems to have been the singular highlight in telling a clever story that puts the player in a moral dilemma. FO:NV at least brought a good Yoyimbo plot which was leagues ahead of the FO3 main story. Maybe I never learned to truly appreciate the "learn your cooking recipes" part of FO:NV because I played with survival mode off which certainly would have made it more interesting to decide what weight is worth carrying if you have to sacrifice water and food for it. But still, that's the kind of micromanagement that doesn't appeal much to me. So, how much of it would I find in FO4?

Edited by Ssnake

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