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RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


I guess we already did so clearly the answer is yes.

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Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




:yeah:

Seraphic Neoman
Jul 19, 2011


always say yes to people pointing high-powered weapons at you when you don't have save/loads

FairGame
Jul 24, 2001

Der Kommander

Is this actually a choice? So much of everything else in this game resolves the same way regardless of what you say (HATE NEWSPAPERS). I never got this far despite spending probably 100 hours on this game (lots of progressively more detailed and stupid settlements) so I have no idea if this is legit a meaningful choice.

TheGreatEvilKing
Mar 28, 2016





Be nice to robots

Chamale
Jul 11, 2010

I'm helping!





Nora tells the Railroad that yes, she would risk her life for a Synth. This makes Desdemona happy and she tells her to meet up with agent Deacon at a site near Sanctuary Hills. (If Nora says no, Desdemona says she respects that, and lets Nora help the Railroad anyway)

Level 14 perk: Scrounger 2 (Level 7, 2 Luck)
I take another level of Scrounger, because buying ammo at merchant prices with low charisma is painful.



While travelling down the road to Deacon, Nora finds a full-length combat rifle. It has the same range as the laser rifle, better accuracy, and higher damage output, but a slower rate of fire. The two rifles complement each other very well, as the combat rifle can kill enemies at long distance and the laser rifle is great for rapid fire at close range. In Fallout 4, when a gun is outside of its maximum range, the bullets don't simply become less accurate - they become much less harmful, pistol rounds suddenly becoming as dangerous as raindrops after going more than 70 feet. With long rifles, Nora can kill her foes with impunity at long distances.



She can also blow up cars by shooting the nuclear engine. All this fighting makes Nora hungry, and she chows down on some mysterious food paste, which does... Nothing. (Poisonous food doesn't hurt the player for some reason)



A legendary bloatfly was carrying this valuable combat knife. On Survival difficulty, Nora will often encounter legendary enemies that deal much more damage and are harder to kill, but carry valuable unique weapons and armour. This knife isn't useful in a fight, but it sells for lots of caps.



Nora arrives at the moderate town of Bunker Hill, where this child offers to give a tour.



Eat poo poo, kid.



Also in town, this heavily-armed ghoul offers some kind of mercenary contract. No details, for now.



Outside the city, Nora saw a standoff between two identical gunmen. She took the initiative and shot one of them in the face. The other thanked her and ran off. Inspecting the body, she doesn't find any plastic, which means the other must be a Synth who is identical to the now-dead man.



Cait appreciates how Nora is aggressive when it comes to keeping themselves safe. They have a conversation where Cait thanks her for being a friend without expecting something in return.



The two friends go raid the Bureau of Alcohol, Drugs, Tobacco, Firearms, and Lasers, which is full of raiders trying to crack into its sweet evidence room.



The evidence room has 80% of the items in the agency's name, as well as this hand-held nuke launcher - a weapon that's too dangerous to ever wield effectively. There's also a pre-war police terminal that mentions a Nick Valentine and his fiancee Jennifer, who had a request for witness protection denied.



Cait is a great lockpicker. She likes watching Nora pick locks on her own, but she doesn't mind being asked to break into the trickier safes.



On the path to meet Deacon, Nora hops between a car and an tire and becomes permanently, irrevocably stuck. This is why I play with a mod to enable console commands - I turn on Noclip briefly to hover away from this inescapable trap.



It's a foggy morning, so Nora has plenty of cover as she skirts around this huge fortress full of raiders.



She passes by a graveyard where an unarmed raider is mourning a woman he seems to have just buried. She respectfully walks on, then hears the sound of Cait rushing in with a combat rifle shouting "I'm gonna tear your limbs off!" Cait has mentioned that she's had experiences with raiders she prefers not to talk about.



Uh, at least there was already a grave there.



They finally find Deacon and head off to meet a Railroad scout, who greets them with the passphrase "Do you have a Geiger counter?"



After hearing the answer, the scout explains that their old base has been taken over by Institute Synths, but there's a secret back entrance.



Cait finds some Psycho in an old house and injects it into herself to get amped up for the fight.



The whole place is crawling with Synths, but shooting them at a longer range than their pistols can effectively reach remains a safe strategy. Cait is now using an automatic pistol she found, since she loves to fight things at short distances.



After fighting through the facility, Deacon finds the body of an agent who died protecting the prototype he and Nora are looking to retrieve. He gives Nora the man's gun, a silenced pistol that is especially deadly in VATS, exactly what Nora isn't looking for. Deacon returns to the Railroad headquarters, and Nora pays a visit to her old neighbourhood.



Trudy at the Drumlin Diner has been attacked by Raiders again. Nora helps out again and sells a pile of loot. She now has more than 5,000 caps.



Nora buys Cait a new army helmet. If the two characters are looking very similar, it's because Nora has bought most of the best armour that's available at this point in the game.

Level 15 perk: +1 Strength (2 Strength now)
At this point, I'm going to spend perk points buffing Nora's carry weight. While her two rifles are great weapons, the guns and ammo weigh about 35 pounds total at this point, and minimum strength Nora can only haul around 85 pounds of stuff. Every point of Strength lets her carry 10 more pounds, and eventually we can get a perk to give her an extra 25 pounds.



Nora kills some creepy robotic Gen 1 Synths, and finds three settles who were apparently massacred.



This guy hires Nora to go swimming in a radioactive flooded quarry for a paltry 50 caps. It's a great deal because Nora's an Aquagirl, so she's at no risk of drowning or absorbing radiation in water.



They get jumped by Mirelurks, so Nora retreats to a safe distance and shoots the giant enemy crabs. Sully pays her and starts pumping the water out of the quarry.



Nora arrives at a settlement that Preston mentioned could use some help. The settlers are jumpy, and explain that they've been harassed by raiders lately. They'd like Nora and Cait to bust into the nearby gigantic raider fortress and kill them all. Nora agrees to take care of it at some point, then wanders off into a landfill to battle mole rats.

Level 16 perk: +1 Strength (3 Strength now)



Hey look, it's a Synth who looks exactly like that human person Nora shot!

At this point, Nora could clear a raider stronghold for Preston, go see Deacon for more Railroad jobs, or find Danse for Brotherhood things. There's also the ghoul mercenary Edward Deegan's contract, or she could keep exploring. What should be her next priority?

Also, should she kill this Synth or be nice to him?

Chamale fucked around with this message at 05:53 on Nov 6, 2019

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Go clear that stronghold; raiders usually have alright stuff to sell. Also, you should be nice to the Synth.

EDIT: As for priorities, go exploring.

Chamale
Jul 11, 2010

I'm helping!



CommissarMega posted:

Go clear that stronghold; raiders usually have alright stuff to sell. Also, you should be nice to the Synth.

EDIT: As for priorities, go exploring.

The first choice was meant to be one of five options, but I can certainly do one and then the other.

Commander Keene
Dec 21, 2016

Faster than the others



I say clear the stronghold.

Chamale posted:

[img]https://i.imgur.com/4OQWmyY.jpg[img]
Broken image tag here; you forgot a "/" in the closing tag.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Killing raiders is never a bad option. Clear the stronghold!

Chamale
Jul 11, 2010

I'm helping!





Nora has run out of caffeine, so she and Cait need to find a place to sleep like some kind of chump. They come across this heavily fortified compound.



One psychological test later, and they're welcomed to Covenant.



Honest Dan offers Nora money to find out if there are survivors from a caravan that was attacked nearby. The local townsfolk won't tell him anything. Nora takes the job, but she has other priorities first. She sleeps in town, and then heads off under cover of darkness.



Just outside Covenant, Nora is attacked by a giant mutated dragonfly. It has deadly poison, and she injects herself with Med-X to counteract its effects.



Seeing Nora inject herself with drugs makes Cait decide that she can trust her friend enough to share her life story. Cait details how her parents sold her into slavery on her 18th birthday, and after 5 years of hell, Cait bought her own freedom and then returned home to shoot her parents dead.



Nora starts attacking the raider fortress at long range. Some of the raiders carry deadly frag grenades, so Nora keeps her distance and makes sure to always have open ground in case she needs to dodge a grenade.



Some of the raiders fall off the various catwalks as they get shot. That has to hurt.



Nora finds a bobblehead that makes fusion cores last longer in Power Armor. Useless, but cool.



The lights of Diamond City are visible in the distance.



Other than throwing grenades, the raiders aren't much of a threat. Cait trades taunts with the raiders and runs around shooting them all in the head.



This fortress was once a Corvega car factory. Nora activates a Protectron, which draws gunfire from the group of raiders on the production floor. One of them makes the poor decision of throwing a Molotov cocktail in a room full of cars with nuclear fission engines.



Nora shoots the raider leader and runs for cover in his office. A burning Corvega's nuclear reactor goes boom, and after a chain reaction of meltdowns, all of the raiders are dead.



Nora gives the good news to the settlers at Tenpines Bluff, then returns to Preston.

Level 17 perk: +1 Strength (now 4 Strength)



When Nora tells Preston that Tenpines Bluff wants to join the Minutemen, he tells her that she is now their General. He offers to accompany Nora on her travels. Preston's default weapon is a laser musket, and he likes to fight at long ranges.

Two questions: Should Nora travel with Preston, or stay with Cait?

And, what's Nora's next job: Help Danse and the Brotherhood, work for Deacon and the Minutemen, complete Edward Deegan's contract, or search for Honest Dan's missing caravan?

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Cait
Honest Dan

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




gently caress off Preston, Cait is cool. Let's go check out Honest Dan's caravan

Rappaport
Oct 2, 2013

Well blowing up bad guys seems like good group therapy for Cait, but I think that stick-in-the-mud mister Danse could use some more exciting ladies in his life :banjo:

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Cait & Dan

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Cait is cool, Dan is desperate, and Nora's needed by both!

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Chamale posted:


Cait details how her parents sold her into slavery on her 18th birthday, and after 5 years of hell, Cait bought her own freedom and then returned home to shoot her parents dead.

Well that's one way to get closure.
:stare:

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER

By popular demand posted:

Well that's one way to get closure.
:stare:

The messed up thing is that she didn't actually get closure from that, and actually still feels guilty for doing that. Honestly, I like Cait as a character outside her romance, which is just uuuuurgh

Chamale
Jul 11, 2010

I'm helping!





Nora and Cait return to Covenant to begin the search for the missing caravan. Some herd of brahmin is just chilling in the wilderness along the way, no apparent owners or settlements nearby.



A friendly robot in Covenant hands out free lemonade to visitors. Nora stops by the shop and buys a legendary combat shotgun named Justice for her close-range combat companion Cait. It causes enemies to stumble when they are shot, and deals more damage than most shotguns. Note that giving a companion good equipment doesn't actually make them like you more.

CommissarMega posted:

The messed up thing is that she didn't actually get closure from that, and actually still feels guilty for doing that. Honestly, I like Cait as a character outside her romance, which is just uuuuurgh

Cait is one of the more distinct characters to me, because she's not a goody-two-shoes like some of the others, but also not a chaotic neutral dickhead. She doesn't like selfless actions, but she loves protecting people against raiders. She likes seeing Nora do things like pick locks and take drugs, because it's a sign Cait can trust her a bit more. The romance on all of the characters is awful, because it's a matter of simply doing actions that up the friendship points and then passing some Charisma checks.



Nora finds the wreckage of the caravan, and some of Deezer's lemonade. It's proof that they must have stopped in Covenant before the caravan guards were murdered, but the townsfolk deny any knowledge. The bodies haven't been looted, which suggests that raiders were not the culprit. They haven't been eaten, so we can rule out animals and Super Mutants.



Covenant's local mechanic does a terrible job denying that she's hiding anything.



Nora wants to search the houses for evidence, but the locks are too tough to pick. Cait can handle them.



Picking the lock might make the townsfolk attack, so Nora retreats to a safe distance and tells Cait to pick that lock for her.



Cait opens the door without pissing off the town, but as soon as Nora walks in, everyone starts pointing guns at her and orders her to leave.



Forced out at gunpoint, Nora decides this is enough evidence that the town is hiding something big.



From a safe distance, she begins the systematic destruction of the town's defences. This is a Bethesda game - the rare quest with a non-violent resolution can still be solved with brute force!



The settlers stream out of the town and charge at Nora. They're surprisingly tough, much harder to kill than typical raiders or other human enemies. However, their weapons have limited range and charging directly at a rifleman is not the best way to survive a gunfight.



Nora finds the key to the store on the shopkeeper's gory remains.



Honest Dan calmly watches the wholesale slaughter of Covenant. He knows this isn't his fight. According to the Pipboy, Nora is committing murder, but Cait and Dan don't mind in this particular case. (No, I didn't shoot the cat)



Nora loots the shop, although she can't find the caps she spent on Justice. She should be morally clear for this, right? After killing someone for probably being evil, not like it's any worse to also burglarize them. Now Nora needs to find proof that the town actually is evil.



Deezer the lemonade bot didn't fight back when Nora was killing everyone, but he goes after her when she steals an empty bottle. He must have been planning to use it for lemonade!



A computer terminal in the office reveals that there's some kind of compound just across the lake. It also describes how the SAFE psychological test is used to identify Synths, and that they've gotten the false-positive rate down to four human beings killed for every Synth successfully detected and destroyed.



Nora, Cait, and Honest Dan enter the compound together, where they are confronted by three armed guards. They don't know yet about the massacre of Covenant, and the leader looks like he has something to say. Nora throws a well-placed grenade into their midst to avoid a conversation that probably would have ended in gunfire anyway.



They fight through the compound, killing numerous guards and a uniformed scientist. Honest Dan loots a laser shotgun from one of the dead guards - I'm a bit jealous Nora didn't find it first, but whatever.



There is disturbing evidence that the compound has been abducting and torturing people while subjecting them to the SAFE test. One recording is of a man, or Synth, being electrocuted while answering a question about baseball as scientists speculate whether Synths know the rules of baseball or not.



Nora finds the scientist in charge of the project, while Old Man Stockton's daughter screams from help from a nearby prison cell.



Dr. Chambers defends her actions, saying that they need a way to detect Synths, or the Institute will be able to continue infiltrating society.



Nora ignores her, and frees Amelia from the cell, then collects her reward from Honest Dan - 300 caps, better pay than most mercenary work.

Level 18 perk: Rifleman 3 (Level 18, 2 Perception)



Amelia is set free, and Honest Dan heads off to escort her home. Nora and Cait are left alone in the compound full of dead guards and one mad doctor. Should Nora kill the scientist, or let her live?

Should she work for Paladin Danse and the Brotherhood, or Deacon and the Railroad, or Edward Deegan's contract, or go exploring?

RudeCat
Aug 7, 2012

The rudest cat for the rudest jobs


Kill the scientist, chat Danse up.

Commander Keene
Dec 21, 2016

Faster than the others



I say go exploring.

Malah
May 18, 2015

Murder and exploration sound good.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Man, gently caress this person. Shoot her!

CommissarMega
Nov 18, 2008

THUNDERDOME LOSER
Kill the scientist
Go exploring


Chamale posted:

The romance on all of the characters is awful, because it's a matter of simply doing actions that up the friendship points and then passing some Charisma checks.

Ye gods, tell me about it. Bethesda's writing is bad enough, but then they try and get romantic and I want to shoot myself. That said, it does lend itself to some unintentional hilarity when you consider how both Piper and Cait get more interested in you the better at lockpicking you are :pervert: That said, I find even Cait's friendship route grating, but I'll get into that if you go down that route.

Commander Keene
Dec 21, 2016

Faster than the others



Being good at lockpicking proves you have dexterity.

Chamale
Jul 11, 2010

I'm helping!





First things first - the mad scientist is dead. Cait and Nora head out into the world to do some exploring.



In the Commonwealth, exploration means fighting interesting new swaths of enemies.



Especially raiders. Since Cait hates raiders, it seems right for Nora to wander around north Boston killing every raider she finds.



Cait gets hurt by an exploding car, but that doesn't stop her from blasting away at a tower full of Super Mutants.



Nora clears the tower, but other than a great vantage point, there's no interesting loot in there.



They return to Bunker Hill to sell their loot, and Cait is delighted to discover the bar. She tells the bartender she wants a full bottle of the strongest liquor he's got, so she can get piss drunk.



But immediately after this interaction, Cait breaks down and tells Nora that she needs help. She's been hiding her struggle with Psycho addiction, but it's been making her feel sick and cough up blood.



Cait tells Nora about a Vault that has technology to help her kick long-term addiction. Now Nora has a destination to explore towards, instead of aimlessly wandering!



She spends everything she has on the Black Ops chest piece, an amazing piece of armour with 29 damage resistance. The bonus it grants to Endurance works out to 13 extra hit points at this level.



The dynamic duo strikes out on the road again, and find a group of Triggermen shooting a settler who refused to pay their "toll" on this bridge. Nora kills them all and loots 150 caps worth of stuff from their bodies, putting her back at "not totally broke".



Next, they bust open a raider fortress and kill everyone inside, Cait rushing in with her usual violent glee.

Level 19 perk: Medic 2 (Level 18, 2 Intelligence)



This raider survivalist at the top of the tower is a much higher level than Nora, indicated by the skull next to his name. She shoots him anyway, since his weapon isn't effective at this range. I don't know if there's even a way to access that tower he's standing on.



Nora bumps into Cricket, the cackling wandering merchant who just wants her customers to blow people up real good. Nora buys a laser sniper rifle with even higher damage than the combat rifle, and sells Righteous Authority as she probably won't need it now.



The laser's scope has a minor zoom, but unfortunately it isn't perfectly accurate, so Nora will end up slightly missing some of her shots. It's still a great weapon for taking the initiative at long range.



The Diamond City security guards have a special line because today is October 31 in-game. Nora has been out of the vault for eight days.



Nora's second legendary encounter is also a bloatfly. These things can't deal much damage, but they're annoying to shoot because of how quickly they buzz around.



This shotgun is amazing, and deals even more damage than Cait's staggering combat shotgun. However, the staggering effect is too useful to pass up, so Nora will sell this legendary gun to the next merchant she finds.



Cait is a good friend, and she also can't actually die, so Nora uses her as a meatshield against a Super Mutant Suicider.



While exploring the path towards Vault 95, Nora finds this Synth ordering her to keep her distance. She isn't outright hostile, so Nora explores the area a little and finds plenty of loot to claim. Nora discovers that the person might not be a Synth, but she's convinced she is after accidentally killing her grandson. Cait can't forgive any parent who hurt their own flesh and blood. She and Nora move on.



Here's the third legendary of the run, a feral mongrel. Feral mongrels are significantly stronger than wild mongrels, and alpha mongrels stronger still, and so on. This one chomps more than half of Nora's health bar in a single bite before Cait knocks it down with her shotgun and kills it.



After healing up from that fight, Nora finds Vault 95 - but it's guarded by Gunners. Cait is desperate to get inside.



The laser sniper rifle can see to the edge of the fog - but the gun isn't accurate enough to hit headshots at this range. The Gunners start searching for Nora, and their sergeant is at a high level and carrying a laser rifle. Worse still, the gunfire attracts the attention of a large dog pack led by an alpha feral mongrel.



This is a screenshot of Nora running away. Cait tries to stand her ground and fight the Gunners, but she is quickly attacked and taken out of the fight. After Nora jumps into the lake, the dogs give up the chase, and run right into the pair of gunners who were sent after her! The weak Gunner is torn apart in seconds by six feral mongrels.



This has become a Cait rescue mission. The cautious, sensible thing to do would be to run or swim away, and eventually, Cait would escape and make it back to the Combat Zone. She'd be mad at Nora, but would still be willing to travel together. Instead, Nora takes aim at the powerful Gunner sergeant and fires the laser. Her first shot misses wildly and disintegrates one of the dogs attacking him. Oops. She keeps shooting, hitting as much as she misses, and the sergeant is forced to fight the dogs before seeking cover. Nora finishes him off when only one wild mongrel is left alive, then shoots the dog too.



Nora reaches Cait and revives her with a Stimpak.



Unfortunately, they are now being pursued by two Assaultrons. They're not a higher level, so the fight is winnable, but Nora runs to retreat anyway. Cait decides to stand and fight. Robots seem to be immune to her staggering shotgun knocking them down. The lead Assaultron pulverizes Cait with its spinning blade arms. Nora stops shooting at the robot from a distance with her laser, turns, and sprints away.



The Assaultron disintegrates Nora with a single laser shot. Nora is dead.

I've been trying to make this LP authentic by not referring to any strategy guides as I play. If I had, they might have mentioned the Assaultron's instant-death laser, or they might have mentioned to stay away from Vault 95 until you're very, very powerful. Oh well. Only thing to do now is try again!

Nate or Nora?

Followers or Lone Wanderer?

Automatics or Shotguns?

VictualSquid
Feb 29, 2012

Gently enveloping the target with indiscriminate love.
I still haven't played the game. Is addiction still easily curable by paying a random doctor a puny sum of money?

Nora,Followers and Shotguns. Lets go through all the available Followers.

Chamale
Jul 11, 2010

I'm helping!



VictualSquid posted:

I still haven't played the game. Is addiction still easily curable by paying a random doctor a puny sum of money?

Yes. Cait implies that it's different for someone who's been abusing Psycho for a long time, but for the player, it's a quick fix.

OOrochi
Jan 19, 2017

On my honor as the Dawnspear.
Oof, that’s a rough one.

I say Nora, followers, shotguns

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Lonesome Nate the shotgun surgeon.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Let's go with Nate and Shotguns

theshim
May 1, 2012

You think you can defeat ME, Ephraimcopter?!?

You couldn't even beat Assassincopter!!!
Assaultrons are real fuckers and are among the nastiest enemies.

FairGame
Jul 24, 2001

Der Kommander

:gonk: I had no idea that could happen. Are there other enemies that can one-shot with things other than "that shot just happened to do a lot of damage?"

You're making me want to play this horrible (but extremely good in its own way) game again.

Chamale
Jul 11, 2010

I'm helping!



FairGame posted:

:gonk: I had no idea that could happen. Are there other enemies that can one-shot with things other than "that shot just happened to do a lot of damage?"

There's a random event where you're attacked by a burrowing mole rat with four frag mines on it, and it detonates when it attacks. Many robots blow up with as much force as a mini nuke, and if you disable their weapons, they will charge and suicide bomb you. Otherwise, I can't think of anything with an explicit one-hit-kill move, just the general fact that melee and explosive attacks will destroy you on Survival.

steinrokkan
Apr 2, 2011



Soiled Meat

FairGame posted:

:gonk: I had no idea that could happen. Are there other enemies that can one-shot with things other than "that shot just happened to do a lot of damage?"

You're making me want to play this horrible (but extremely good in its own way) game again.

Random raider bosses with mini nukes?

Chamale
Jul 11, 2010

I'm helping!



steinrokkan posted:

Random raider bosses with mini nukes?

Missile launchers, too. It's important to scout ahead with a scope. Oh, and legendary enemies do double damage, so sometimes a raider with a bolt-action rifle is much deadlier than he looks.

I'm really enjoying playing this way, and not too disappointed about dying. It reminds me of playing a good Battle Royale game.

The Flying Twybil
Oct 20, 2019

So what? You can't prove I posted that.

Radio Free Kobold posted:

Let's go with Nate and Shotguns

I'm voting Nate with Dog or Preston and Shotguns.

Let's go for nearly inverse strategy and see how much worse this is. I'm still suggesting followers just because without stealth or long range, you'll be struggling to handle some encounters.

Chamale
Jul 11, 2010

I'm helping!



The Flying Twybil posted:

I'm voting Nate with Dog or Preston and Shotguns.

Let's go for nearly inverse strategy and see how much worse this is. I'm still suggesting followers just because without stealth or long range, you'll be struggling to handle some encounters.

I'm not sure which way is actually more difficult, because Lone Wanderer is a significant toughness boost - it reduces incoming damage before damage resistance is calculated, which helps resist instant kills.

However, since Followers seems to be winning, I'm going to go for a much more follower-oriented build this time around. There's an 8 Charisma perk that makes them unable to damage you, so you can actually trust them with explosives without dying to friendly fire.

Radio Free Kobold
Aug 11, 2012

"Federal regulations mandate that at least 30% of our content must promote Reptilian or Draconic culture. This is DJ Scratch N' Sniff with the latest mermaid screeching on KBLD..."




Chamale posted:

I'm not sure which way is actually more difficult, because Lone Wanderer is a significant toughness boost - it reduces incoming damage before damage resistance is calculated, which helps resist instant kills.

However, since Followers seems to be winning, I'm going to go for a much more follower-oriented build this time around. There's an 8 Charisma perk that makes them unable to damage you, so you can actually trust them with explosives without dying to friendly fire.

Give them a grenade launcher or something, and run with shotguns or melee for yourself. I bet this will be hilarious.

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Nordick
Sep 3, 2011

Yes.
Well, this is a fun and novel idea for a Fallout LP.

Also yes, Assaultrons are the worst. Even aside from the super laser they just hit like a goddam truck.

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