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Even with no perks and using vats a bunch, a core lasts like half an hour? And costs ~500 caps? If you're not making a thousand caps an hour in this game, I'm not sure what you're doing. You can use it nonstop starting with the one in concord if you really want to. e: Just don't sprint. Sprinting murders cores Mondian fucked around with this message at 18:07 on Nov 28, 2015 |
# ? Nov 28, 2015 18:02 |
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# ? Jun 2, 2024 19:11 |
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My only gripe with the gatling laser is how they actually use your cores. Whoever decided that it should just slot in the next highest charge each reload/switch off needs to be flogged.
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# ? Nov 28, 2015 18:04 |
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Thanks to Diamond City Blues, Psychojet is my power armor. I regret nothing.
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# ? Nov 28, 2015 18:07 |
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poptart_fairy posted:Cheers. Looks like I can safely skip them, then. Was enamored with the idea of putting rocket turrets on everything but drat they take up a lot of salvage.
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# ? Nov 28, 2015 18:18 |
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Yardbomb posted:I kept waiting and waiting for someone to find it somewhere and make it known. How in the world you drop the ball this hard I just don't know.
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# ? Nov 28, 2015 18:18 |
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Jay Rust posted:How often do you guys end up using Power Armor? I still haven't touched it past Concord, because Fusion Cores are expensive Rarely because I like sprinting.
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# ? Nov 28, 2015 18:20 |
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Goddamn cars. I just jumped on top of a car, it bounced up a bit or something and I just *died*.
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# ? Nov 28, 2015 18:22 |
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it seems like almost everyone ITT has made their main base at Sanctuary but it always seemed too remote to me so I've been holding off. I'm thinking of settling on the Slog because hey it's got a pool and actually easier to fence off compared to the other spots (because you can just tear down and follow the plot of the crap fence that's already there) - and it seems decently big with a nice main house already there
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# ? Nov 28, 2015 18:23 |
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Jay Rust posted:How often do you guys end up using Power Armor? I still haven't touched it past Concord, because Fusion Cores are expensive Pumpy Dumper posted:It legit looks like someone scrapped a plastic kids playhouse and tied it onto their body Snackula posted:God dammit why would you design an armor with giant eye catching screws on it when you know your game is going to distort them like that?
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# ? Nov 28, 2015 18:23 |
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Earwicker posted:it seems like almost everyone ITT has made their main base at Sanctuary but it always seemed too remote to me so I've been holding off. I've got every settler dumped at Sanctuary because the minutemen wanted to go there. I got a few extra settlers for tato/corn/mutfruit farming so I could make adhesives. Set up my own little thing at Red Rocket next to Sanctuary, but I'm thinking of moving somewhere else. It's not particularly central anymore as I've explored pretty much everything north of Diamond City. Maybe I'll make a proper settlement somewhere else, but we'll see.
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# ? Nov 28, 2015 18:29 |
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I made my main base in Starlight drive in, I just built a huge loving fort for my peons to live in with a penthouse up top for me to craft and store my bubbleheads in. Since I built it in the middle of the parking lot with 20 turrets up top any attack gets taken care of before I even get to see the enemies. I like the stealth field upgrade for power armor but guns are so hard to Iron sight with it on, any good sights that stand out more easily?
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# ? Nov 28, 2015 18:31 |
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Sandweed posted:I made my main base in Starlight drive in, I just built a huge loving fort for my peons to live in with a penthouse up top for me to craft and store my bubbleheads in. Since I built it in the middle of the parking lot with 20 turrets up top any attack gets taken care of before I even get to see the enemies. I think the glowing reticules on reflex (maybe glow?) sights appear through camo fields.
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# ? Nov 28, 2015 18:34 |
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I had a lot of visual bugs with the camo field. Your pipboy is mostly transparent and really hard to use when camo'd, that might be intentional and I can live with it. However sometimes the transparency visual effect seems to get "stuck" and I permanently can't open my pip-boy or map or anything until I exit and restart the game.
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# ? Nov 28, 2015 18:37 |
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Pellisworth posted:I had a lot of visual bugs with the camo field. Your pipboy is mostly transparent and really hard to use when camo'd, that might be intentional and I can live with it. That might actually be a seperate glitch where all the viewmodels just turn invisible for no reason. Opening VATS or aiming down a scope usually fixes it.
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# ? Nov 28, 2015 18:39 |
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Earwicker posted:it seems like almost everyone ITT has made their main base at Sanctuary but it always seemed too remote to me so I've been holding off. I think my next play through I'm gonna go hard on settlements. Like the outer ones will be all food/water resources with artillery and my central base will be somewhere center map. Set up caravan routes to funnel food around for the middle
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# ? Nov 28, 2015 18:41 |
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Museum of Witchcraft: Beth really tried their hardest making the Museum of Witchcraft "scary", huh. I don't even know what's going on when another loud audio cue starts playing. It's the audio that makes me jumpy, not whatever actually happens. Oh no a corpse falls down suddenly Just let me kill that loving Deathclaw already
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# ? Nov 28, 2015 18:43 |
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Is Sanctuary the biggest settlement area-wise?
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# ? Nov 28, 2015 18:45 |
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Jay Rust posted:Is Sanctuary the biggest settlement area-wise? Spectacle Island is the biggest.
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# ? Nov 28, 2015 18:46 |
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Alabaster White posted:Spectacle Island is the biggest. By quite a bit, too
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# ? Nov 28, 2015 18:48 |
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# ? Nov 28, 2015 18:51 |
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Starhawk64 posted:It's a shame for a game that takes one of the plot elements of Blade Runner the developers forgot to include That Gun. If you're talking about Deckard's pistol from the movie, the standard 10mm gun model was made to look *similar* to it. The long barrel mod makes the pistol look like FO3/NV's pistol
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# ? Nov 28, 2015 18:56 |
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coyo7e posted:No .223 ammo. There's 5.56 which is almost exactly the same thing save for pressure. Anything chambered in 5.56 will safely cycle .223 and a lot of stuff chambered in .223 can handle 5.56.
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# ? Nov 28, 2015 18:59 |
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Don't worry, I've been tinkering with modelling it. Textures and such almost certain to change. It's just tough without knowing what all the specs for the various texture maps will be yet. And Bethesda's bonkers-gently caress 3d format.
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# ? Nov 28, 2015 19:02 |
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Iceshade posted:Museum of Witchcraft: Beth really tried their hardest making the Museum of Witchcraft "scary", huh. I don't even know what's going on when another loud audio cue starts playing. It's the audio that makes me jumpy, not whatever actually happens. Oh no a corpse falls down suddenly Just let me kill that loving Deathclaw already I actually thought that was pretty well done. Scared me some.
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# ? Nov 28, 2015 19:19 |
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poptart_fairy posted:One thing I still haven't quite understood when it comes to crafting - if I remove mods from one weapon and put them in another, do I have to remove them from the second weapon before putting them into a third? I'm trying to figure out if using 12 perks on the crafting stuff is worthwhile. Once you have switched the mods from one weapon I would just store all your mods in your workshop. Then you can add them on later or swap them with another gun. Also yes. Very much yes those perms are worth it.
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# ? Nov 28, 2015 19:29 |
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I just witnessed a Super Mutant Suicider kill himself and his two friends, all to murder a black bloatfly
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# ? Nov 28, 2015 19:36 |
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Alabaster White posted:That might actually be a seperate glitch where all the viewmodels just turn invisible for no reason. Opening VATS or aiming down a scope usually fixes it. Or switching from 1st to 3rd person. I have to do that a lot.
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# ? Nov 28, 2015 19:37 |
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blue squares posted:I just witnessed a Super Mutant Suicider kill himself and his two friends, all to murder a black bloatfly Hey man, they don't teach you anything but all in when you go to nuclear suicide-bomber school.
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# ? Nov 28, 2015 19:40 |
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The thing that'll make me use the Laser Musket more is when there's a mod that makes this the sound effect. https://www.youtube.com/watch?v=9tNJeS6O6ds
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# ? Nov 28, 2015 19:41 |
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the lack of visibly holstered weapons is driving me nuts to an irrational degree
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# ? Nov 28, 2015 19:43 |
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So are there just no Sturdy/Heavy helmet variants? The combat armor helmet looks really tiny once you get Heavy in the rest of the outfit. Maybe I'll start trying to put together a Heavy metal suit, the metal helmet is badass.
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# ? Nov 28, 2015 19:44 |
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Just picked this up, what's the easiest way to make caps?
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# ? Nov 28, 2015 19:47 |
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lol if you leave your power armor except to craft. This is the best build, hth. Mod your power armor with sprint speed increase legs, unarmed damage arms and jetpack torso, load up on psychojet, then smack into people with Pain Train and murder them with cool moves all day every day. If you want some extra oomph, you can console Sprinter effects on the legs, since there's no way to get it naturally and your underarmor doesn't count.
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# ? Nov 28, 2015 19:48 |
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Yardbomb posted:Strong is the absolute worst for friendly-fire, multiplied that much more when actually fighting super mutants. I'm sorry man you just, you all look the same to me alright.
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# ? Nov 28, 2015 19:48 |
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Bold Robot posted:Just picked this up, what's the easiest way to make caps? Kill dudes, pick up their things, sell their things to Carla E-Tank posted:The thing that'll make me use the Laser Musket more is when there's a mod that makes this the sound effect. Well, you're in luck http://www.nexusmods.com/fallout4/mods/2395/
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# ? Nov 28, 2015 19:49 |
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Bold Robot posted:Just picked this up, what's the easiest way to make caps? Sell stuff* * there are very few vendors in the game to start with and it will probably be a while before you find one. Take ranks in Local Leader and whatever the barter perk is to build your own shops. By the time you can do that you will have enough cast-off gear to always run them out of caps and keep your ammo topped off. E: inventory management is becoming a pain. I have separate containers for: gear I'm selling gear I will eventually (lol) distribute to my settlers across the wasteland guns I have outgrown but I think are kind of cool so I won't sell or give them away Armor parts I have outgrown but I think are kind of cool so I won't sell or give them away clothes pre-war / unused / clean junk to decorate my house with, tabletop frames with cat pictures tools for the guy who buys tools High-end crafted food reserves special Nukas and fine liquor a million T45 and Raider power armor parts pre-war money and gold / silver trinkets Pretty much all of these containers are in my power armor garage, and hovering over any one of them causes the game to stutter because they are all jammed full of poo poo. titties fucked around with this message at 20:00 on Nov 28, 2015 |
# ? Nov 28, 2015 19:53 |
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Bold Robot posted:Just picked this up, what's the easiest way to make caps? Put down generators, make lots of water purifiers, sell Purified Water for phat caps. -- 2060, good year
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# ? Nov 28, 2015 19:53 |
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poptart_fairy posted:One thing I still haven't quite understood when it comes to crafting - if I remove mods from one weapon and put them in another, do I have to remove them from the second weapon before putting them into a third? I'm trying to figure out if using 12 perks on the crafting stuff is worthwhile. Yes, every mod is actually its own little entry under the "mods" section of your inventory. If you've got weight that you don't know what it is, you've probably been sticking gun or armor mods in there and forgetting about them. However, mods aren't universal. Every mod operates off of a particular chassis. For guns, this is determined by the base receiver. If you make a recon scope for a pipe pistol, for example, it can only go on other pipe pistols and pipe pistol derivatives. (There are actually three separate pipe receivers: pipe pistol, pipe revolver, and pipe bolt-action.) Most gun locations except for the muzzle have a basic component that you'll need to craft to take a mod off, so that if for example you find a legendary exploding assault rifle and you want to swap your tricked-out assault rifle mods over to it, you'll need to make basic parts for your tricked-out rifle in order to take the mods off. For armor, this is determined by the basic armor type and location - chestpiece, arm, leg, or possibly limb. However, "sturdy" and "heavy" variants of an armor type are considered the same basic armor chassis, so if you make a polymer insert for a combat armor right arm, it can come out and go in a heavy combat armor left arm. However, you can take the mods off of armor and return it to the baseline without crafting anything. Melee weapons are a bit the same as armor, in that you don't need to craft anything to take mods off of them.
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# ? Nov 28, 2015 19:55 |
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titties posted:* there are very few vendors in the game to start with and it will probably be a while before you find one. Take ranks in Local Leader and whatever the barter perk is to build your own shops. By the time you can do that you will have enough cast-off gear to always run them out of caps and keep your ammo topped off. If you wander around the area near sanctuary a bit there are at least a couple to get you by, one of the settlers at Abernathy farm is a merchant, and there's a trader just east of the drive in, and at this point I'm pretty sure Carla lives in Sanctuary
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# ? Nov 28, 2015 19:56 |
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# ? Jun 2, 2024 19:11 |
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Pumpy Dumper posted:I've really not found a combo of armor I like so right now I just have ballistic weave mk 4 on a courser outfit and walk around with a .44 revolver killing rogue synths How did you do this? I couldn't upgrade the courser outfit.
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# ? Nov 28, 2015 19:56 |