God damn Deathclaws and Cazadores everywhere, like holy hell I'm only level 10.
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by Washington Resistance Army » Wed Jul 26, 2017 10:12 am
by The Empire of Pretantia » Wed Jul 26, 2017 10:32 am
by The Grene Knyght » Wed Jul 26, 2017 10:36 am
The Derpy Democratic Republic Of Herp wrote:Here is a gun I made
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by Gloriana Americana » Wed Jul 26, 2017 10:37 am
by Gloriana Americana » Wed Jul 26, 2017 10:38 am
by The Grene Knyght » Wed Jul 26, 2017 10:38 am
The Grene Knyght wrote:The Derpy Democratic Republic Of Herp wrote:Here is a gun I made
my pocket rocket explodes sometimes, too.
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Currently
Reading
2015: x=-8.75,y=-6.56
2016: x=-8.88,y=-9.54
2017: x=-9.63,y=-9.90
2018: x=-9.88,y=-9.23
2019: x=-10.0,y=-9.90
2020: x=-10.0,y=-10.0
2021: x=-10.0,y=-10.0
FULLY AUTOMATED LUXURY GAY SPACE COMMUNISM
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NEUTRAL: Anarchism, Marxism-Leninism.
ANTI: Capitalism, Liberalism, Nationalism, Fascists, Hyper-Sectarian Leftists.
by The Empire of Pretantia » Wed Jul 26, 2017 10:49 am
by The Huskar Social Union » Wed Jul 26, 2017 12:24 pm
The Empire of Pretantia wrote:Gloriana Americana wrote:
Kek, are Fallout 4's deathclaws really that weak?
They are when you're wearing X-01 MK VI armor with a Fatman on easy mode.
But really, in the first part of the game you get power armor and kill a deathclaw, though at this point you have no spare cores, perks, or upgrades, and they only get harder from there.
by Salus Maior » Wed Jul 26, 2017 12:32 pm
The Huskar Social Union wrote:The Empire of Pretantia wrote:They are when you're wearing X-01 MK VI armor with a Fatman on easy mode.
But really, in the first part of the game you get power armor and kill a deathclaw, though at this point you have no spare cores, perks, or upgrades, and they only get harder from there.
Even that one can take a ton of facking ammo to kill depending on the difficulty.
by Ifreann » Wed Jul 26, 2017 12:33 pm
Sevvania wrote:Ifreann wrote:The legendary weapons and armour system is a bit stupid too. I got a legendary shishkebab that does cryo damage. A flaming sword than freezes. A sword of ice and fire.
I like to think of them similarly to alternate ammo in New Vegas. You've got "Violent" imitating +P ammunition, "Incendiary," "Explosive," "Two-Shot" i.e. duplex rounds.
You do end up with weird ones, like bullets that freeze people, but those can always be sold off and/or scrapped.
by Gloriana Americana » Wed Jul 26, 2017 3:29 pm
The Empire of Pretantia wrote:Gloriana Americana wrote:
Kek, are Fallout 4's deathclaws really that weak?
They are when you're wearing X-01 MK VI armor with a Fatman on easy mode.
But really, in the first part of the game you get power armor and kill a deathclaw, though at this point you have no spare cores, perks, or upgrades, and they only get harder from there.
by Sevvania » Wed Jul 26, 2017 5:02 pm
Ifreann wrote:I have an instigating sniper rifle that does double damage to targets with full health. Some of this stuff is beyond even Fallout's weird science.
by Licana » Wed Jul 26, 2017 6:45 pm
Gloriana Americana wrote:Jesus, I've fought deathclaws in full T-51 with 100 explosives and 10 strength and a Fat Man on easy mode in New Vegas and still had a problem with them. Like unless it was a direct hit they'd still keep going, it was insane. Don't even get me started on the Legendary Deathclaw, that thing was nightmare trying to kill. Had to lure it into a shit town of mines and that was after knocking out both my companions and running out of health items. Seriously close call, I died a few times trying to kill that bitch.
Puzikas wrote:Gulf War One was like Slapstick: The War. Except, you know, up to 40,000 people died.
Vitaphone Racing wrote:Never in all my years have I seen someone actually quote the dictionary and still get the definition wrong.
Senestrum wrote:How are KEPs cowardly? Surely the "real man" would in fact be the one firing giant rods of nuclear waste at speeds best described as "hilarious".
by 36 Camera Perspective » Wed Jul 26, 2017 6:50 pm
Licana wrote:Gloriana Americana wrote:Jesus, I've fought deathclaws in full T-51 with 100 explosives and 10 strength and a Fat Man on easy mode in New Vegas and still had a problem with them. Like unless it was a direct hit they'd still keep going, it was insane. Don't even get me started on the Legendary Deathclaw, that thing was nightmare trying to kill. Had to lure it into a shit town of mines and that was after knocking out both my companions and running out of health items. Seriously close call, I died a few times trying to kill that bitch.
Meanwhile my NV combat build can solo a deathclaw with boxing gloves.
Deathclaws, like most melee-only enemies in games with ranged combat, are joke enemies.
by Gloriana Americana » Wed Jul 26, 2017 7:22 pm
Licana wrote:Gloriana Americana wrote:Jesus, I've fought deathclaws in full T-51 with 100 explosives and 10 strength and a Fat Man on easy mode in New Vegas and still had a problem with them. Like unless it was a direct hit they'd still keep going, it was insane. Don't even get me started on the Legendary Deathclaw, that thing was nightmare trying to kill. Had to lure it into a shit town of mines and that was after knocking out both my companions and running out of health items. Seriously close call, I died a few times trying to kill that bitch.
Meanwhile my NV combat build can solo a deathclaw with boxing gloves.
Deathclaws, like most melee-only enemies in games with ranged combat, are joke enemies.
by Prusslandia » Wed Jul 26, 2017 7:59 pm
by Licana » Wed Jul 26, 2017 10:38 pm
Gloriana Americana wrote:Ranged weapons are preferred, but that only really works outdoors and undetected. Deathclaws can close distances pretty damn quickly, just like Cazadores. It's a big reason why fighting them is a pain.
But if you can cripple their legs they can only menacingly walk toward you which makes them easier targets.
Puzikas wrote:Gulf War One was like Slapstick: The War. Except, you know, up to 40,000 people died.
Vitaphone Racing wrote:Never in all my years have I seen someone actually quote the dictionary and still get the definition wrong.
Senestrum wrote:How are KEPs cowardly? Surely the "real man" would in fact be the one firing giant rods of nuclear waste at speeds best described as "hilarious".
by Cedoria » Thu Jul 27, 2017 4:02 am
Prusslandia wrote:Gloriana Americana wrote:
With the Sierra Madre vending machines you don't even need House. Just repeat the system with the NCR or an independent Vegas and it's still a utopia.
Those machines are OP af.
Oh yes, without a doubt.
Also, in the event of an Independent Vegas, what society would y'all construct?
Personally, I'd simply make Vegas a massively profitable place, uplifting the lives of the average Mojave Wastelander. After that, I'd just fuck around with science for the rest of eternity as I establish space colonies.
by Alekseandrea » Thu Jul 27, 2017 6:25 am
Gloriana Americana wrote:Alekseandrea wrote:The miscreants are still forced to do things, like community service or something like that.
It's still robbing people of their freedom, just with fewer walls.
Same principle, different execution.
They're still punished nonetheless.
Then according to your logic, the worse the punishment the less likely someone is to commit a crime.
And yet, people in some states in the U.S. can get thrown into the same pens as rapists and serial killers for 7 years because they smoked marijuana. Lo and behold, people still smoke marijuana in these places anyway.
I don't see the criminals lining up to pay for their crimes.
The criminals still TRY to avoid getting caught and/or punished.
There wouldn't be much crime left if they didn't.
You realize you've contradicted yourself right?
Salus Maior wrote:Alekseandrea wrote:
1.Well, they can't stop the institute playing god in any case.
And, frankly, they have little to no value when looked at from the institutes point of view.
They don't need them.
I don't think they have feelings other than apathy towards the surface.
2.Does he?
He's your usual likeable killer android who thinks of wastelanders as target practice, sure.
But the institute actually recruits wastelanders.
Why would they want they to destroy their source of new recruits?
It's not like they can produce enough (real) humans to break even.
3.Not always. There is a quest where the institute attempts to recruit a scientist. The scientist called for the minutemen. Those minutemen WILL ignore your orders to stand down if you fail a charisma check. This tells us that the SS authority is virtually non-existent. If the SS had any he could simply pull rank.
4.Preston does contribute. He's the guy who everyone goes to with their problems, which are delegated to you. It's gameplay, but it still happens.
The settlements and trade routes are also gameplay. If those count, so does the SS doing Preston's dirty work.
I doubt that people wait to build shelter and plant food unless some guy orders them to do it. The same thing could be said for trading.
5.And what happens if a bunch of traders decide they don't want to give up their hard-earned cash?
6.If you're going to ignore that sources can be unreliable, sure.
We're talking about dirt farmers here, not socio-political commentators.
He might think it has improved because, for some reason, raiders stopped attacking him.
7.The NCR rose from an alliance of existing city-states. The minutemen are attempting to build the alliance first, the states second. The minutemen ares simply attempting to protect too much land with too little people. It's a recipe for disaster. It's a reason why the old ones failed and the new ones will fail.
8.The point is that the institute tried BEFORE killing them all.
9.The commonwealth isn't annexed.
10.This quote sums it up pretty well:
The minutemen rely on being loved by the populace. If they lose their goodwill, they'll collapse.
The problem is that people are fickle, one day you're a hero, the other day the asshole who collect taxes.
And the minutemen won't use fear to keep the population in line, because of their ideals.
So they will be slaves to their PR. Which means they can't do much. People are easily angered.
Fear is simply more reliable to get people to obey than love.
11.Well, since when do people want what's good for them?
It's easy to be for thruth, justice, peace and the American way if somebody else is doing the fighting.
1. They can by blowing up their reactor. And that is why the Institute is the worst faction to side with if you want the Commonwealth to be improved as a whole.
2.They recruited one wastelander. Kellog. And if you side with them they have the SS, so why do they need anyone else? They only need one guy with surface knowledge to plan and command surface operations.
As for manpower they can just make more Synths. That's generally how the Institute deals with their problems anyway.
3. They don't listen to you because you've sided with the enemy, the Institute, over the good of the Commonwealth.
Same if you sided with Nuka-World Raiders. If the director of the Institute actively acted against Institute interests and the fundamentals of their ideology, do you think the scientists would continue following them? If the Elder of the BoS suddenly embraced Synths and promoted the Institute do you think the BoS would continue following them?
4. Alright, so how can we lore-wise interpret settlement building? Because you're right, it likely wouldn't be just the SS building everything. It's more likely that they've taken a mediator and planning role, negotiating trade and cooperation between settlements and planning settlements and supplying them in such a way as to encourage growth and raise the standard of living and security. Which is still better than anything the Institute has ever done in terms of a better future for the Commonwealth.
Preston doesn't take any kind of similar role in the Minutemen. While I'd like to believe that in-lore the SS wouldn't be so dense as to be an errand boy for his lieutenant for all time, let's think about it this way: In some ways, going out and doing direct work with the settlements would work in the SS's favor as the General. You're putting a face behind the movement, you're showing that you're a man for the people. Like campaigning in a election. And the people approve and it does raise their support for the cause and for you personally. However, I think it's far more likely lore-wise that as the Minutemen grow, the SS would eventually delegate direct work with settlements to subordinates. Of course, in game that doesn't happen because you still need radiant quests throughout the game.
5. Then those traders lose a valuable ally. The Minutemen protect their settlements and their trade routes, they root out the raiders and the mutants and the ghouls who would threaten their steady income.
It's in their best interests to support the Minutemen.
6. Alright, so here's the dialogue and scene I keep referencing: It's a 25 minute long video but you only have to watch 6 mins in. https://www.youtube.com/watch?v=VRxceSADg-I
7. The Minutemen become more effective and stronger the more you build them up. Yes, it's an uphill struggle to build up and protect every settlement in game, but once you do, the Minutemen's protective coverage grows and it gets easier to do, and this is visible in-game. And lore-wise, it makes sense because the bigger you build up the settlements, they more caps you receive, the more food you grow, and the more recruits for the cause of the Minutemen. Here's another video by the same guy as above that explains this (this one is longer but I believe it explains Minuteman pros than I have. I've cut it down to the relevant part): https://youtu.be/x_DvLI9obE0?t=25m57s
8. They tried because it was in the Institute's interest to do so. And when the CPG did not act with the Institute's interests, they destroyed it.
9. Define "annexed" in the context of a post-apocalyptic world.
Did the BoS have administration over Rivet city? No, they didn't.
They still went in and took what they wanted without caring for the well being of the people and that's how they operate in general. If Diamond city, or any city in the Commonwealth for that matter had something that the BoS wanted, they wouldn't hesitate to use force and leave the settlement a wasteland to obtain it for themselves.
10. The Minutemen rely on providing a service, a sorely needed service to the Commonwealth. That service being the protection of settlements, securing of trade routes, and the extermination of raider, mutant, feral, and other lairs. Because of that service the people happen to love them because it directly improves their lives. And people are free to refuse that service, like Bunker Hill does.
Ruling by fear produces resentment and eventually instability.
The Institute is the perfect example of this.
Because they've chosen to rule by terrorism, the common people of the Commonwealth despise them, they actively look for ways to fight and defeat the Institute, they run to their enemies like the Railroad and the Minutemen and they kill their agents. And this is what eventually leads to their downfall.
11. So people want to be murdered by raiders, mutants, and ferals? People want to be extorted by the BoS? They don't want a service that defends their settlements from attacks and protects trade?
This is the weakest argument I've seen thus far.
And note: The Minutemen are made up of those farmers and traders and general citizenry from the settlements. So I guess yeah, they do want to fight for freedom and the American way.
Anywhere Else But Here wrote:Temporarily ruined forever.
by Gloriana Americana » Thu Jul 27, 2017 7:49 am
Licana wrote:Gloriana Americana wrote:Ranged weapons are preferred, but that only really works outdoors and undetected. Deathclaws can close distances pretty damn quickly, just like Cazadores. It's a big reason why fighting them is a pain.
But if you can cripple their legs they can only menacingly walk toward you which makes them easier targets.
>Deathclaws
>Indoors
In NV at least, I don't think I've ever encountered a deathclaw in an enclosed area that I wasn't expecting to encounter. Regardless, unless you're fighting a deathclaw inside of a house, you should have enough room to fight them in a melee. Deathclaws have very long attack animations that are fairly easy to outmanuever, so if you have any Turbo on you then fighting a deathclaw is child's play.
by Licana » Thu Jul 27, 2017 8:14 am
Puzikas wrote:Gulf War One was like Slapstick: The War. Except, you know, up to 40,000 people died.
Vitaphone Racing wrote:Never in all my years have I seen someone actually quote the dictionary and still get the definition wrong.
Senestrum wrote:How are KEPs cowardly? Surely the "real man" would in fact be the one firing giant rods of nuclear waste at speeds best described as "hilarious".
by The Huskar Social Union » Thu Jul 27, 2017 8:22 am
by Gloriana Americana » Thu Jul 27, 2017 8:34 am
The Huskar Social Union wrote:Deathclaw sanctuary is the place just across the river in NV right? I remember going there to get the power armour that was there and i cant remember what caused it, but i ended up loading a save i had made after killing most of the deathclaws and all the deathclaw's repawned.
I dont think i even bothered lifting up a gun as i right next to like six of them.
Edit: I think i may have mentioned this on this forum somewhere, might go have a look to see if i can find it.
by Pasong Tirad » Thu Jul 27, 2017 9:55 am
Alekseandrea wrote:And note: The Minutemen are made up of those farmers and traders and general citizenry from the settlements. So I guess yeah, they do want to fight for freedom and the American way.
Not so different from what the enclave wanted, then?
by Alekseandrea » Thu Jul 27, 2017 10:43 am
Anywhere Else But Here wrote:Temporarily ruined forever.
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