Fallout 4

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That moment when your window-shattering, fully modified .50 cal Sniper Rifle is weaker than your .44 revolver... Heck, I think I do more damage with my 10mm Suppressed pistol when sneaking. but hey, at least the rifle sounds freaking amazing when fired.

Again, I think I'm doing something wrong. Perks perhaps? I gut the Gun Nut at level 3, so I can't really modify the rifle any further. At least the receiver.
Is it a pipe sniper rifle? What other perks do you have? If you have Gunslinger, that would increase the damage of your revolver and 10mm to seem more powerful. Rifleman would help increase your non-auto rifle damage.

I have a two-shot hunting rifle with a long scope that does 178 damage with the current mods (still .308 rounds) and I have Rifleman maxed. I also have Ninja maxed so my sneak attacks are 3.5x on top of that. I haven't named it yet.
 
Is it a pipe sniper rifle? What other perks do you have? If you have Gunslinger, that would increase the damage of your revolver and 10mm to seem more powerful. Rifleman would help increase your non-auto rifle damage.

I have a two-shot hunting rifle with a long scope that does 178 damage with the current mods (still .308 rounds) and I have Rifleman maxed. I also have Ninja maxed so my sneak attacks are 3.5x on top of that. I haven't named it yet.

I've got the hunting rifle maxed out. I probably should check my perk chart since I think I might have missed the Rifleman perk. I also didn't take in consideration the sneaking. Usually once you fire that thing, the whole Commonwealth will hear you :lol:

Coming from Skyrim, you might think this game works the same. How wrong I was. Thanks a lot for the tips!
 
So I decided that it's time to start Far Harbour, since all of the factions keep sending me there.

Turns out that's much easier said than done - first, Nick got stuck in his own detective agency. So I loaded an earlier save, and promptly got myself killed by a super mutant suicider. Load again, and the console lovked up.
 
That moment when your window-shattering, fully modified .50 cal Sniper Rifle is weaker than your .44 revolver... Heck, I think I do more damage with my 10mm Suppressed pistol when sneaking. but hey, at least the rifle sounds freaking amazing when fired.

Again, I think I'm doing something wrong. Perks perhaps? I gut the Gun Nut at level 3, so I can't really modify the rifle any further. At least the receiver.

Yeah some weapons fairly unballanced compared to others... An hunting rifel with .308 should mak less damage than the .44 Magnum, but if you changed the hunting rifle to .50 cal, the damage jumpo should be much bigger, afterall you are using a damn 50 cal sniper rifle. Downside, they should make .50 cal rounds more rare and more expensive (similar to FO:NV).

I have a Two Shot .44 revolver that does 303 dmg and a Two Shot .308 hunting rifle (calibrated powerful sniper rifle) that does 211 dmg. With the .50 cal mod, it would do 232 (same exact weapon with the same Two Shot perk).

I don't think you are doing anything wrong, because I have both perks (Rifleman and Gunslinger) maxed, and the revolver is better in terms of damage.
 
I see what people mean when they say that Far Harbour drops everything on you at once. I'm probably going to have to restart because everything is being thrown at me from every direction.

Really liking the way that the game is considerably more difficult - even for a well-developed level 77 character. I blindly walked into a fight with a fog crawler, and ended up having to sink nearly 200 rounds from the Overseer's Guardian into it. Even then, I only managed to beat it by accidentally luring into a gully where it got pinned.

Also, I love the Marine Recon gear - it looks like an XOF soldier from Metal Gear Solid V: The Phantom Pain.
 
Been putting in time the last few days and finally starting to make decent progress.

First time entering the Institute and the Father twist was decent, also made progress with the minutemen and found the armory at the Castle, will be focusing on the railroad for a while but not sure which faction to use, my issue is I like having Danse as the companion because he is very useful with his power armor.

Can't wait for Mods though, I don't care for the combat in the game so will be using some cheat mods.
 
not sure which faction to use
You are getting fairly close to the point where you will need to make a choice. You should look at what each faction stands for, and what the practical reality of siding with each of them is. There is no one clear choice - each group brings both benefits and detractors:
The Minutemen offer power to the people, but they lack a unified direction and have been plagued by in-fighting in the past, and there is little evidence to suggest that they can avoid it.

The Railroad have a noble goal in freeing the oppressed, but they have no policy on the actual running of the Commonwealth. Nor do they actually understand the nature of the synths that they are trying to free.

The Brotherhood of Steel offer stability and governance, but they're fascists - they're intolerant of non-humans, don't trust anyone besides themselves to use technology, and demand that the people of the Commonwealth accept them unquestionably.

The Institute have the means to secure a future for humanity, but have no ethics to speak of.

my issue is I like having Danse as the companion because he is very useful with his power armor.
It doesn't matter - you can take any faction companion into the heart of a rival faction's territory and nobody will react.
 
@prisonermonkeys thank you so much mate, I'm still undecided which is weird, but hopefully the next few missions make it clear.
Fallout 4 is very subjective and open-ended at times. Your understanding of what each faction stands for often hinges on your experience of the game, and with its non-linear structure, different players will have a different experience and therefore a different understanding.

Take, for example, the Brotherhood of Steel:
The Brotherhood are initially presented as a stabilising force within the Commonwealth. There are many references to Arthurian legend to support this; Maxson's first name is Arthur, whilst Prydwen is derived directly from the lore.

However, later in the game, the Brotherhood asks you to assassinate Brian Virgil on the grounds that, as an employee of the Institute, he is responsible for atrocities. But your experience with Virgil has him working on a cure for the Forced Evolutionary Virus that turns people into super mutants. Meanwhile, Paladin Danse's backstory suggests that super mutants cannot naturally reproduce, and there are apparently no female super mutants in the game. The Brotherhood never pursue this in any meaningful way; they just ask you to kill Virgil (though you can convince him that they're not a threat). They're complete hypocrites to boot, since they happily recruit Madison Li from the Institute. Similarly, dialogue in the quest "Duty or Dishonour" suggests that the Brotherhood actively eradicate all ghouls. While ghouls like Hancock and Daisy can gradually turn feral, and once they are feral, they cannot revert back, the Brotherhood does not make this distinction. All of this is key to shaping your understanding of the faction, but all of it is missable.
Ultimately, there are no good choices. As much as you're deciding the fate of the Commonwealth, you're also condemning it. It's just a question on what you believe in and what you're willing to sacrifice.
For the record, the first quest that will permanently affect your relationship with a faction is "Mass Fusion" (if you get it from the Institute) or "Spoils of War" (from the Brotherhood). After that, practically every quest has the potential to alter your relationship with a faction, but most of the time, you can delay it by passing a charisma check.
 
Upcoming Fallout 4 DLC's announced at E3

Contraptions Workshop - many more additions to workshop building (Next week)

Vault-Tec Workshop - build your own vault (July 2016)

Nuka World - Confirmed (August 2016)
 
So, weird observation: Nuka World sees you enter an abandoned amusement park. Fair enough, but if you go into the Robotics division of the Institute, you will see a synth being assembled - the skeleton is assembled in a ring before the muscular system is attached, and placed a pool of ooze before the synth climbs out.

Why is this weird?

Well, HBO have been running trailers for an upcoming series called Westworld (based on the Michael Crichton novel of the same name) which is about an amusement park populated by near-sentient androids. One of the shots from the trailer shows Anthony Hopkins presiding over the creation of an android: the body, mounted in a ring-shaped assembly is extracted from a circular pool of ooze ...
 
Vault builder looks like the most fun. I've yet to try any of the DLC but I am certainly kicking myself for not getting the Season Pass on sale in March...
 
Vault builder looks like the most fun. I've yet to try any of the DLC but I am certainly kicking myself for not getting the Season Pass on sale in March...
Same here, lol.

But I think of it this way, it seemed like a big amount upfront, but buying as the DLC comes out makes it seem not so bad. Even though in the long run it does cost more.....lol.
 
If I can put Mama Murphy in the stocks and pelt her with teddy bears, as in that trailer above, I know my money was well spent on the Season Pass :)
 
I got in about an hour yesterday:

I took care of the ghoul problem at Somerville Place by clearing the Suffolk County Charter School. Lots of ghouls and food paste. I threw a pulse grenade at the final glowing one and instantly crippled it. That allowed me to put three full Deliverer clips into its' head to finish the job. On my way to finding Somerville Place I found Vault 95 and took down the Gunners and Assaultrons outside. I didn't go in because I wanted to finish the quest but I'll go back one day after I have finished the main story. I still have to finish Vault 81 and the Vault under the Malden Middle School (75?) at some point.

Afterwards, I stopped off at the Castle to turn the quest in to Preston but he wasn't there. I also couldn't assign any of the Minutemen to supply lines so I fast traveled to Sanctuary to send someone out there and find Preston. He was standing in the water under the bridge from Red Rocket and after turning in the quest he gave me his perk.

I have now gone to clear Raiders at Back Street Apparel twice for Oberland Station and it hasn't cleared the quest. None of the Raiders have quest markers and when I hit "show on map" for the quest it just displays whatever my current location is. Very frustrating but I picked up some kidnapping side quest (Tenpines I think) in my 10 seconds at the Castle...
 
Just got online to do the Finland stages of this month's Dirt Rally challenge and went to check out which achievements I have when I noticed that three new ones have been added for Fallout 4, which I expect co-incide with the Contraptions Workshop DLC:

Show Off (20)

"Display a weapon on a weapon rack, armour on an armour rack and power armour in a power armour [rack]."

Time Out (10)

"Assign a settler to a pillory."

Mass Production (20)

"Produce 100 objects from your builders."
 
I got in two hours last night. I finally achieved MacCready's perk so he's parked at Sanctuary now and Piper is my new companion. I did the interview with her rather sarcastically and her first mission with me was Tactical Thinking. Right into the fire, haha. I spent some time digging through the workshop at Sanctuary and found her a full set of combat armor, a combat helmet and an Assassin's Combat Rifle to use. No more reporting for her.

I had a much easier time than I expected going into the mission. The objective said I needed to take out the 5 key members of the Railroad so I was expecting Glory, Deacon and Desdemona to be pretty tough. I'm level 44 now and spent my last level up on rank 2 of Science so Righteous Authority is up too around 86 damage. It basically tore through the Railroad on my way in. The gun naturally does double damage on a critical plus I have the Better Criticals perk at 2x so each critical was doing 344 damage. When we got down to the HQ room where Glory had a mini-gun I switched to my explosive combat shotgun and absolutely demolished the place. The rounds do so much damage that it took 5 shots to kill Glory, Desdemona, Tinker Tom, and the newsboy all at once with hip fire. That shotgun does so much damage that the other day I accidentally shot a railing in front of me with it and it killed me instantly with full health. It's probably about 220 damage and then the explosive damage is on top of that which I think is doubled by the Demolition Expert perk. I also did some psycho and psychobuff which obviously helped at 25% damage increase each.

At the end of the night I recovered the kidnapped Tenpines resident at the BADTFL. We found the Eddie Winter holotape as well as the holotape about the original Nick Valentine there amongst the Raiders.
 
Yea I knew I'd have to change a lot of my ways in order for her to like me. I'll leave all the Minutemen side quests for when she's tagging along.
 
Noticed a weird glitch last night - somehow, the game managed to establish a supply line all on its own. I try to set up my supply lines to minimise the distance between two settlements and to organise them in loops so that if something should happen to one supply line, the other settlements are still connected; for example, I have a loop that links Red Rocket to Tenpines Bluff, Tenpines to the Starlight Drive-In, Starlight to Graygarden, Graygarden to the Sunshine Tidings Co-op, Sunshine to Abernathy Farm, and Abernathy Farm to Red Rocket. The only one that isn't connected is Egret Tours Marina, but only because I had no idea that it was available as a settlement until now.

But somehow, the game has managed to establish another supply line, linking the Starlight Drive-In to Nordhagen Beach ...

I'll leave all the Minutemen side quests for when she's tagging along.
Send Preston to Hangman's Alley - it's centrally-located, so you won't have to go as far if he sends you somewhere like the Warwick Homestead (but maybe that's moot if you fast tracel). Although I have noticed that the game gets stuck in a loop where it only send you to the same two or three settlements, so you can speed the process up even further by sending Preston to one of them.
 
Is it just my game or are the Diamond City Security Guards helmets different? They've gone from the full faced baseball helmet, to something that resembles an old style Gridiron helmet/amatuer wrestling headgear. It's strange as you can now see their full face...
 
I need help. I'm trying to do the Fire Support mission to get into the Brotherhood of Steel but after killing all the ghouls Paladin Danse just says the same thing over and over again (saying there's still hostiles) even when there is none. I've killed the ones near the station too and checked all around the station and found no one. I even threw some grenades on the roof but there's still no way to advance the quest. I've quick saved and reloaded, fast travelled to CIT and back and died to go back to an auto save and none of it has worked. Anyone know how to get past this?
 
Have you tried the laundry just to the north of the police station? It's a bit of a complex building and ghouls spawn in it. Sometimes the game will recognise their presence but they won't be active until you're right on top of them. There's also a ghoul - usually a legendary - locked in the Pulowski shelter in the square, and a few that don't spawn properly; there's one in the second storey of the building on the northwest side of the square.

Also, don't quicksave. It's known to be glitched. Go through the save option in the pause menu.
 
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