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re: **Official Fallout 4 Thread** (Links and videos in OP)
Posted on 12/29/15 at 2:25 pm to whatiknowsofar
Posted on 12/29/15 at 2:25 pm to whatiknowsofar
Yes... Being a barbarian is certainly an option, the only option as it stands. Doesn't mean it has to end that way, I mean the guy is the only known connection to the Institute and our only choice is to end him. Seems dumb.
To quote the great Mr. House on this matter...
To quote the great Mr. House on this matter...
quote:
Sorry to deny you a moment of primate triumph, but you'll have to go elsewhere to sound your barbaric yawp
This post was edited on 12/29/15 at 2:31 pm
Posted on 12/29/15 at 2:37 pm to sbr2
quote:
All roads to the same outcome. Maybe you could talk the guy or down or sympathize with what brought him to this point? But no, you have four different ways that all lead to the same outcome. Fallout 4 made huge improvements with the shooting mechanics and settlement building but the "soul" of fallout (multiple outcomes) seems to have been scrapped along the way.
sbr2 kinda sums up most of what I meant with this being a crappy Fallout game. Fallout 3 was a crappy Fallout game for many of the same reasons.
Fallout has always been about being able to play however you want and beat the game and having a true open world experience with a great story and solid dialogue options. Want to talk your way through the game? You can do that. Want to kill anyone you see and be a complete douchebag? You can do that. And anything in between.
The dialogue and story in F3 and F4 are terrible (though F3 had better of both than 4), and as sbr mentioned they force you into doing things a certain way. Bethesda always has terrible stories so it isn't surprising, but it's not really Fallout. It's more Skyrim merged with the Fallout setting. It's just particularly annoying since Fallout New Vegas did such a fantastic job with the morality system in that game and the multiple ending options for everything.
The gun/weapon modding along with improvements to npc/creature AI and shooting mechanics in F4 is really nice, but most everything else is a letdown unless you are big into the Sims/settlement aspect (which I'm pretty neutral on).
F4 is a solid game overall, just a crappy Fallout game. But so was F3.
This post was edited on 12/29/15 at 2:47 pm
Posted on 12/29/15 at 2:53 pm to auyushu
quote:
Fallout has always been about being able to play however you want and beat the game and having a true open world experience with a great story and solid dialogue options. Want to talk your way through the game? You can do that. Want to kill anyone you see and be a complete douchebag? You can do that. And anything in between.
You say this, and yet FO3, 4, and New Vegas haven't really lived up to that.
So basically half the library isn't at all about that. Basically you're weighting your perspective above that of the developers. I guess you have the right to do that, but I'd argue that when it comes to the very "soul" of an IP, they have more right to dictate what that is than you do.
quote:
unless you are big into the Sims/settlement aspect (which I'm pretty neutral on).
Agreed. I hate this shite. I haven't touched my settlements and I'm dreading the moment when the storyline necessitates me building them up. That's not what I want to do. I don't want to build houses. I want to explore.
Posted on 12/29/15 at 2:59 pm to jefforize
I just finally saved enough enough to buy "The Last Minute" gauss rifle from Ronnie and it's my first Gauss rifle. Seems a bit OP honestly, I'm one shotting almost anyone so far with it.
Waiting a "Week" for Lorenzo's Gamma gun is taking too long, I'm not sure what the Zeta Gamma gun i found in the cabot house does.
Waiting a "Week" for Lorenzo's Gamma gun is taking too long, I'm not sure what the Zeta Gamma gun i found in the cabot house does.
Posted on 12/29/15 at 3:05 pm to Matisyeezy
its pretty awesome watching your defense system light up a pack of attackers.
heavy laser turrets, missile turrets, spotlights, sirens, settlers with gatling lasers firing from guardposts.. quite a rewarding scene.
plus the groups that attack become formidable and drop nice loot/ammo/caps. super mutant primus, overlords. Raiders in power armor. etc
I understand why people ignore it, but you get out of the settlement system what you put into it.
heres a quick example of a settlement defense:
LINK
heavy laser turrets, missile turrets, spotlights, sirens, settlers with gatling lasers firing from guardposts.. quite a rewarding scene.
plus the groups that attack become formidable and drop nice loot/ammo/caps. super mutant primus, overlords. Raiders in power armor. etc
I understand why people ignore it, but you get out of the settlement system what you put into it.
heres a quick example of a settlement defense:
LINK
This post was edited on 12/29/15 at 3:14 pm
Posted on 12/29/15 at 3:08 pm to jefforize
quote:
I understand why people ignore it, but you get out of the settlement system what you put into it.
I love the system. Just hope they tweak it some.
I really wish you could bait an attack.
I still haven't had an attack at Spectacle Island and I want to see a major attack hit my 700 defense.
Posted on 12/29/15 at 3:10 pm to TigerMyth36
you should be able to make raider settlements and attack other settlements as a group, that would be awesome
Posted on 12/29/15 at 3:15 pm to TigerMyth36
you can bait attacks by hooking your turrets up to a Siren. the siren acts as a switch. when off, the game registers your defense with none of those turrets as active.
settlers will hit the siren when attacked, flipping power to your defense grid.
apparently some ppl have figured out how to have 100% of your power dedicated to Water Purifiers in quiet times, then all of your turrets connected to the same power via a Siren. Then when a settler hits the siren, your water purifiers shut down and your grid redirects all your power to your turrets.
settlers will hit the siren when attacked, flipping power to your defense grid.
apparently some ppl have figured out how to have 100% of your power dedicated to Water Purifiers in quiet times, then all of your turrets connected to the same power via a Siren. Then when a settler hits the siren, your water purifiers shut down and your grid redirects all your power to your turrets.
This post was edited on 12/29/15 at 3:26 pm
Posted on 12/29/15 at 3:25 pm to jefforize
That only works with powered turrets.
Posted on 12/29/15 at 3:28 pm to TigerMyth36
yeah.. how else do you get your defense so high?
Posted on 12/29/15 at 3:35 pm to Matisyeezy
quote:
You say this, and yet FO3, 4, and New Vegas haven't really lived up to that.
So basically half the library isn't at all about that. Basically you're weighting your perspective above that of the developers. I guess you have the right to do that, but I'd argue that when it comes to the very "soul" of an IP, they have more right to dictate what that is than you do.
You do realize there were two games before F3 by a completely different developer right?
The "soul" of the Fallout series was developed before Bethesda bought the IP. And while most in this thread love F4, it has pretty average reviews in many different places, and most of the complaints are about the crappy story and dialogue/choices. Bethesda can do whatever they want with their property, and I can feel free to disagree and not buy it in the future if I want.
And how exactly did New Vegas not live up to what I am talking about? You could side with whoever you wanted in New Vegas and have a crapload of different endings depending on who you joined with (though the legion had unfortunately fewer quests, probably a result of Obsidian being somewhat rushed by Bethesda to get the game out). You pretty much had ultimate freedom in that game.
This post was edited on 12/29/15 at 3:40 pm
Posted on 12/29/15 at 3:56 pm to auyushu
quote:
I understand why people ignore it, but you get out of the settlement system what you put into it.
jeff, I totally do. But the thing is, I don't WANT to put anything into it. I don't like it. It's not my thing. It's a glorified minigame system that I just don't care for. And there are plenty of minigame systems that I DO care for -- this just isn't one. And that's entirely personal preference.
quote:
You do realize there were two games before F3 by a completely different developer right?
Let's do some math -- Fallout, Fallout 2, Fallout Tactics, Fallout: BoS (if you count it)-> 4 (perhaps 3) titles
Fallout 3, Fallout New Vegas, Fallout 4 -> 3 titles
3/7 = 42.8% (perhaps 3/6 for 50%)
So again, my statement that "BASICALLY HALF THE LIBRARY ISN'T AT ALL ABOUT THAT," holds true.
If you want to debate Fallout New Vegas, start the thread. It wasn't very good, though. And yes, there were multiple factions that provided their own avenues, but we have 4 distinct avenues in FO4 as well. Now, I've admittedly not finished F04 as I've been busy and I've tried to do so much side stuff before finishing the main quest. Perhaps it does all distill into one boring ending. But It seems like it has options at this point.
And to be fair -- I'm not a massive FO4 homer -- I used to play FO3 in epic marathon sessions. FO4 loses my attention after about 90 minutes.
Posted on 12/29/15 at 4:01 pm to jefforize
quote:Thats interesting. Curious to see how or if Bethesda improves upon this.
apparently some ppl have figured out how to have 100% of your power dedicated to Water Purifiers in quiet times, then all of your turrets connected to the same power via a Siren. Then when a settler hits the siren, your water purifiers shut down and your grid redirects all your power to your turrets.
Posted on 12/29/15 at 5:08 pm to J Murdah
the schematic to accomplish this seems to be:
h20 pump <- Pylon <- Generator -> Siren -> Turret Grid
Once a siren is flipped the game seems to want to favor resources allocation to whatever is closest to the Siren. Which is why you use a Pylon, to make the distance of the h20 pumps far away from Siren
You can setup a Terminal to check system diagnostics to measure the distance in meters from each hop on the circuit.
imma test this schematic on the Slog tonight. See what I can bait to attack with "0 defense"
the risks involved though are high. You are counting on NPC AI to "flip the switch", if you don't fast travel in time to do it yourself. Spotlights help here
And, synths can teleport in and kill your NPCs quick. So Sirens need to be directly next to an assigned guardpost, and that guard probably needs energy resistance armor to survive a synth assassination
h20 pump <- Pylon <- Generator -> Siren -> Turret Grid
Once a siren is flipped the game seems to want to favor resources allocation to whatever is closest to the Siren. Which is why you use a Pylon, to make the distance of the h20 pumps far away from Siren
You can setup a Terminal to check system diagnostics to measure the distance in meters from each hop on the circuit.
imma test this schematic on the Slog tonight. See what I can bait to attack with "0 defense"
the risks involved though are high. You are counting on NPC AI to "flip the switch", if you don't fast travel in time to do it yourself. Spotlights help here
And, synths can teleport in and kill your NPCs quick. So Sirens need to be directly next to an assigned guardpost, and that guard probably needs energy resistance armor to survive a synth assassination
This post was edited on 12/29/15 at 5:18 pm
Posted on 12/29/15 at 5:36 pm to jefforize
quote:80 Machine gun turrets.
yeah.. how else do you get your defense so high?
Posted on 12/29/15 at 5:45 pm to Matisyeezy
New Vegas presented different methods to reach those endings. FO4 presents one option: kill the other factions.
In my humble opinion, the soul of the game is represented by the player choice presented in the early games. Subsequently Bethesda has narrowed that choice down into "shoot them all".
In my humble opinion, the soul of the game is represented by the player choice presented in the early games. Subsequently Bethesda has narrowed that choice down into "shoot them all".
This post was edited on 12/29/15 at 5:52 pm
Posted on 12/29/15 at 8:47 pm to J Murdah
So far the best I could manage at the Slog was redirecting 4 units of power off the water farm to 4 units of Missile and laser turrets on the roof when I hit the siren.
It may be because I have a spotlight on the water farm side of the switch and the game keeps power going to that pylon it's attached to because it's a defense item. Thus the first water purifier in the daisy chain connected to the pylon remains on.
Pretty neat. 14 effective power (6 water, 2 spotlight, 1 siren, 4 turret, 1 unit leftover to power TV and lights inside) off 1 10 unit generator
It may be because I have a spotlight on the water farm side of the switch and the game keeps power going to that pylon it's attached to because it's a defense item. Thus the first water purifier in the daisy chain connected to the pylon remains on.
Pretty neat. 14 effective power (6 water, 2 spotlight, 1 siren, 4 turret, 1 unit leftover to power TV and lights inside) off 1 10 unit generator
This post was edited on 12/29/15 at 8:51 pm
Posted on 12/29/15 at 9:18 pm to jefforize
My only fear with the siren deal is that most of the time when I go to help settlement attacks, the sirens don't even go off until after the attack is over.
So it does take some time for someone to pull the switch.
I have sirens in all settlements, just had no clue what they did.
So it does take some time for someone to pull the switch.
I have sirens in all settlements, just had no clue what they did.
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