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Fallout Fallout 4 Thread

DosBuster

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First gen i5, gtx 960. 6 gigs of mem.

Before you say, lol u underspecced jew, I've seen a dozen reports of similar issues with way overspecced systems. Also some people crash like a mother, not sure if they're trying to run it on a toaster or what, meanwhile I've had 2-3 CTDs ever.

Well, that's probably causing a lot of problems, I mean if it's first gen it may even only be a dual core which is a huge issue and it may actually be causing these issues for a game optimized for quad core. RAM is cheap as well, upgrade to at least 8-12 gb it'll improve performance by a large amount.

Mind linking me towards these reports of people with over-specced systems?
 

Metro

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First gen i5, gtx 960. 6 gigs of mem.

Before you say, lol u underspecced jew, I've seen a dozen reports of similar issues with way overspecced systems. Also some people crash like a mother, not sure if they're trying to run it on a toaster or what, meanwhile I've had 2-3 CTDs ever.
Probably because you're playing a pirated version.
 
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Well, that's probably causing a lot of problems, I mean if it's first gen it may even only be a dual core which is a huge issue and it may actually be causing these issues for a game optimized for quad core.


Nah, i5's have never been anything but quad cores. More ram is a decent suggestion though. Min spec if 8 gigs, don't know anybody who played with less. That may be part of the problem.


Probably because you're playing a pirated version.

Depending on the game that can actually result in a better experience.
 

DosBuster

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Well, that's probably causing a lot of problems, I mean if it's first gen it may even only be a dual core which is a huge issue and it may actually be causing these issues for a game optimized for quad core.


Nah, i5's have never been anything but quad cores. More ram is a decent suggestion though. Min spec if 8 gigs, don't know anybody who played with less. That may be part of the problem.

No, i5 first gen had two types: One was quad-core the other was dual-core. Can't remember the names of each type though.
 
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After looking it up the ones I refer to Lynnfield, while yours are Clarkdale. Both considered 1st Gen. Learn something new everyday I guess. 45nm....geez.
 

Reinar

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Hkq3c.gif


Probably because you're playing a pirated version.
I played one for several hours and had zero crashes, only few lags because of too high fps.
 

typical user

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So what is Codex stance on Far Harbour? Normalfags say it is Bethesda take on RPG spin in their RPG (duh) and they really like it. I need to know your opinion so I can echo it around and be a faggotry elitist.

But seriously though is it worth pirating game again or is it same dull crap not even worth bandwith?

Greatest DRM ever, make game so shitty you don't even want to download it. Ubisoft should trademark this solution.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
It's more of the same, so if you like the base game you will probably like this. The island is big, and there seem to be more of a focus on choices. The atmosphere is nice. It has this Cthulhu-esque feeling to it. I mean, the island is covered in fog in which strange sea monsters hide.
 
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Doesn't every swamp have that feeling? I've taken two hovercraft rides into the deeper parts of the bayou and both times I expected to find cultists waving with tentacles from the shore.
 

Duellist_D

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Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
So what is Codex stance on Far Harbour? Normalfags say it is Bethesda take on RPG spin in their RPG (duh) and they really like it. I need to know your opinion so I can echo it around and be a faggotry elitist.

But seriously though is it worth pirating game again or is it same dull crap not even worth bandwith?

Greatest DRM ever, make game so shitty you don't even want to download it. Ubisoft should trademark this solution.


IMHO the Quests are better than in the original game. Severall Skillchecks and options that actually make a difference.
It is, however, just a designated Area, so no improvements to the main game.
If you played FO4 and had a bit of fun, you can give it a chance, but it won't redeem the game for you it if you already did not like it.
Contrary to Automatron and Wasteland Workshop, it is a DLC that would be worth its 10$ though, at least on Survival.
Fast Travel would make it loose quite a bit of charme.
 

Gerrard

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console peasant is revolting.

https://www.reddit.com/r/fo4/comments/4jwz0i/dear_console_players_please_stop_spamming_modders/
tl;dr: modders don't want (and mostly just can't because physical limitation/impossibilities) to port their mods to console, peasants protesting by spamming, threatening and whining on bethesda.net/nexus/even social media. that got bunch of modders pissed and intentionally made script extender as requirement and act as "DRM" for mods on consoles


FnWIiiK.png



one modder, elionara even got harrased on soc med by console gamers.
FqHtGU2.gif
 

HoboForEternity

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Steve gets a Kidney but I don't even get a tag.
IMHO the Quests are better than in the original game. Severall Skillchecks and options that actually make a difference.
It is, however, just a designated Area, so no improvements to the main game.
why the fuck bethesda is doing this? i mean they know how to do preoper skill check, yet not even bothering to put it in the main game. wtf
 

RK47

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Dead State Divinity: Original Sin
It's a genuine attempt to improve, but I'm sure after this, they'll forget everything again.
And I'm still seeing shit dialogues due to the four choices.
Overall, I rate Far Harbor as the best F4 DLC so far. It has atmosphere and slightly better factions.
Settlements are still shit. While spending time in Far Harbor, I get prompts about settlement under attack in the mainland, and vice versa.
Survival has improved base game but they left loot tables untouched for Survival, so you end up having endless amount of caps from all those looted containers.
Weapons modding are very simple minded and doesn't force hard decisions.
 

circ

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Weapon modding is completely broken. Let's say you have Armorer 2 and Gun Nut 2. Armorer 2 lets you max out your armors defense rating. Gun Nut 2 gives you let's say 4 receiver choices. Why can you max out your armor so early, and why would you ever go with a receiver except the one that does the most damage? Automatic? Don't make me laugh. 2% better recoil but 5% less damage? Ridiculous.

Same thing usually goes for the other choices too. Of course I'm going to want the max magazine size with quick load. Best grip. Highest zoom scope; why can't you swap a night vision scope in the field? It's not that hard in RL - specially if your rifle has a modern rail system. And what the hell are short/medium/long range scopes? Don't you people know what magnification is? Didn't FNV have scope mouse wheel zooming? I know some FPS games do. Aaand so on.

So many stupid systems/bad design. Say what you want about Obsidian but they gave Bethesda pretty good blueprints with little refinement needed. And then this. Fuck.
 

DosBuster

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Armorer doesn't max out Armors defense rating? There's still another two ranks right?

Lol that skill also comes from J.E. Sawyer's PnP Fallout game
 

HoboForEternity

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Steve gets a Kidney but I don't even get a tag.
I rate Far Harbor as the best F4 DLC
it's not like the other's DLC are even add that much. they are just overglorified $15 mod content. beth is getting lazier and lazier about DLC recently.
morrowind = 2 big extra campaign
oblivion = 1 big "new lands" DLC, 1 big quest chain DLC, and several smaller quests DLC with some player bases
fallout 3 = 4 different extra campaigns
skyrim = 1 overglorified mod content , and 2 extra campaigns
fallout 4 =2 overglorified mod content and 1 extra campaign
 

Duellist_D

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Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
Weapon modding is completely broken. Let's say you have Armorer 2 and Gun Nut 2. Armorer 2 lets you max out your armors defense rating. Gun Nut 2 gives you let's say 4 receiver choices. Why can you max out your armor so early, and why would you ever go with a receiver except the one that does the most damage? Automatic? Don't make me laugh. 2% better recoil but 5% less damage? Ridiculous.

Eh, trust me.
On higher Levels, with the Enemies getting quite Bullet-Spongey, you want the HighDPS of Automatic Weapons.
Not against everybody, mind you, but its usually a sound option to carry at least one full-auto Weapon with you, for those times where you face 5+ higher level Enemies. Double so if you have some Weapons with the Explosive prefix (you can by one in Far Harbor and in the Maingame, the one from Far Harbor being extremely ridiculous, having 3 different Damage types and thus the same number of available Perks to improve them)

The Level requirements for Ranks 2/3/4 of Armorer and Gun Nut are 13/25/39.
Thats not THAT particularily early and Rank 3 is needed for the highly useful "Ultra light Build" and Ballistic Weave MK IV.
MK V (which is the point where you can objectively start maxing out your armor by wearing a weaves Hat and Underclothing combined with regular Armor) requires Armorer 4.
 

Alienman

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Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Want to avoid bullet sponges and keep all weapons viable? Yes, even lower caliber.

Download this mod: http://www.nexusmods.com/fallout4/mods/12268/?

I use the 3x edition. Most stuff die in 1-3 shots but so do you. It transforms the game into more of an "Arma" experience.

Combined with this mod: http://www.nexusmods.com/fallout4/mods/12395/? (increases enemy patrols and so on) and this one: http://www.nexusmods.com/fallout4/mods/13236/? it makes for an hell of an experience. I wish I had these mods installed when I started to play.
 

circ

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Weapon modding is completely broken. Let's say you have Armorer 2 and Gun Nut 2. Armorer 2 lets you max out your armors defense rating. Gun Nut 2 gives you let's say 4 receiver choices. Why can you max out your armor so early, and why would you ever go with a receiver except the one that does the most damage? Automatic? Don't make me laugh. 2% better recoil but 5% less damage? Ridiculous.

Eh, trust me.
On higher Levels, with the Enemies getting quite Bullet-Spongey, you want the HighDPS of Automatic Weapons.
Not against everybody, mind you, but its usually a sound option to carry at least one full-auto Weapon with you, for those times where you face 5+ higher level Enemies. Double so if you have some Weapons with the Explosive prefix (you can by one in Far Harbor and in the Maingame, the one from Far Harbor being extremely ridiculous, having 3 different Damage types and thus the same number of available Perks to improve them)

The Level requirements for Ranks 2/3/4 of Armorer and Gun Nut are 13/25/39.
Thats not THAT particularily early and Rank 3 is needed for the highly useful "Ultra light Build" and Ballistic Weave MK IV.
MK V (which is the point where you can objectively start maxing out your armor by wearing a weaves Hat and Underclothing combined with regular Armor) requires Armorer 4.
What is higher levels? 100+? I've played a character to 50 or 60 and at that point I kill almost everything with 2-3 shots. With the right gun, even death claws - no legendary modifiers. On survival.

Getting to 39 does not take a long time. Exploit Piper's double xp for location discovery early, do some radiant quests.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.eurogamer.net/articles/2...r-dlc-is-rich-in-loot-but-light-on-excitement

Fallout 4's Far Harbor DLC is rich in loot but light on excitement
Swamped.

jpg


Fallout 4's largest expansion to date is more soggy B&B holiday than a hair-raising voyage to parts unknown, but I can't fault its opening sections. Dispatched to a mysterious island in search of a teenage runaway, I've barely set foot in the town of Far Harbor itself when I'm asked to chase off a mob of hungry fishmen, spawned by the radioactive fog that rolls across the surrounding country like a designer's wayward imagination.

It's a marvellously eerie tussle, like playing Horde Mode on the docks of Dishonored's Kirkwall. Townsfolk cluster in the otherwordly glow of the condensers that keep the mists at bay, firing down into a sea of bulging eyes and serrated fins. Fortunately I've packed for the occasion, with a Fatman in one hand and a sack of pulse grenades in the other. Did somebody order the catch of the day? Because I like my seafood extra-crispy.

15 hours, a few score fetch quests and no end of splattery VATS executions later, I'm not feeling quite as enthused. Far Harbor offers an enormous landmass that's awash with secrets, loot and narrative threads to pull at, be it a mislaid shipment of sturdy marine armour or an ancient, miraculously functional drive-in cinema with an audience of ghouls. Its main story arc sees you balancing, or undermining, the agendas of three factions - the ornery folk of Far Harbor itself, a tribe of synthetic refugees who are building a new home in an observatory, and a wayward chapter of the Children of Atom, holed up in a rusty nuclear submarine. In the course of the adventure - which can end in either peace, a massacre or a little from both columns - you'll also recruit a new companion, the grouchy and unlovable Longfellow, throw together a couple of settlements and collect a faction-specific weapon or two for the pile.

jpg

They might look ghastly, but there's good eating off an Angler.

There are more of Fallout's dependably convoluted monuments to the fall of America - sunken factories where fossilised email chains sketch out sad little tales of bureaucracy and corruption, clapboard churches listing like broken ships amid the fog. What there isn't is enough basic charisma or interest to make exploration feel worthwhile. Set somewhere off the coast of Maine, Far Harbor owes obvious debts to Lovecraft's Arkham mythos and squelchier B-movies like Creature from the Black Lagoon, but what it reminds me of most, strangely, is my own dearly beloved England. Not the boisterous, apple-cheeked Albion of Fable, of course, or the pokey yet soft-hearted England of Everybody's Gone To The Rapture, but the England where it drizzles all the time, everybody's out to get their neighbours and travelling literally anywhere is an absolute bloody chore.

Bethesda has brought the landscape to life with the all care you'd expect from a developer that actually has a database entry for unused ashtrays, but there's only so much you can do to diversify a gigantic swamp level. The choice of setting also has technical drawbacks, on PS4 at least - the performance dips and surges as the engine struggles to gulp down a toxic soup of particle, gas and lighting effects, with the southwestern portion of the island particularly slowdown-prone once the radiation storms kick in.

Still, if Fallout has taught us anything it's that even the most woebegone of environments is worth a tour if only for the plunder, and to Bethesda's credit, Far Harbor tries its hand at some unusual quest concepts. One is a mission that, without giving too much away, sees you trawling the landscape for fragments of a character's past - moments of unbearable trauma and turpitude, which must be reconciled with the messianic do-gooder that character has become.

jpg

Given the centrality of synths to the expansion's story, it's worth having Nick Valentine along for the ride.

It's a great opportunity for the writers but as with many a gripping Fallout sidestory, it's over too soon, and many of the individual scenes fall flat, with dialogue that's annoyingly intent on scuffing away all ambiguity. At one point I was asked to eavesdrop on a conversation in a sideroom, and the participants proceeded to "remind" each other of their top-secret plans as though giving a Powerpoint presentation.

This quest is also notable for throwing you into a clutch of virtual reality levels that mix block puzzling with tower defence using the game's settlement building menu. The idea is to construct bridges and disable firewalls by refracting energy beams through nodes, so that scurrying hacker programs can retrieve bits of data from a storage drive. Having laid out the route, you'll need to defend the programs from security counter-measures (read: angry red balls) using turrets. It's a fairly hackneyed set of visual metaphors and Bethesda's construction interface remains a pain to work with, but I found it a soothing if superfluous pace-changer.

I also enjoyed getting to know the Children of Atom, worshippers of the death-god who lurks in missile silos and the Commonwealth's rivers. There are the makings here of a spicy religious satire, particularly when you're called upon to deal with a fugitive heretic who practices much the same creed in a more ridiculous guise, and the question of whether to fulfil the faction's ultimate desires by exposing them to the wrath of their deity is nicely handled.

jpg

The VR sections aren't exactly majestic, but it's a nice break from slaughtering and looting.

Atom's lure is dampened, however, by some over-forgiving NPC behaviour. The chapter's leader is an oily tyrant who lives in continual fear of usurpation, but he's almost pathetically ready to accept you as an acolyte. At one point he actually caught me lying to his face about somebody's intentions, but the only consequence was that I missed out on the XP from a successful Charisma roll. It's not exactly the Spanish Inquisition.

There are new, nautical beasties to fight, as noted, all pleasantly hideous of aspect. The pick of the litter are the titans, like the Giant Limpet Crab that makes its home in an abandoned schoolbus (which schoolbus? That'd be telling). I also developed a fondness for the Anglers, a mutation of the deepsea anglerfish whose dangling forehead lures are easily confused with the glowing flora that signpost routes through the undergrowth. And let's not forget the Fog Dweller, a prowling threat that resembles a crustacean version of Silent Hill's Pyramid Head. If these scabrous, chitinous horrors hold the eye, however, fighting them doesn't feel much different from battling the existing line-up of beasts - mostly, you just backpedal and wait for VATS to fill up, or drop a few kilos of Psychojet and rush in swinging.

The eternal charm of new trinkets aside, the appeal of Bethesda's add-on environments is that they're potted epics - all the variety and freedom of the main game, that joy of plunging your fingers into the wreckage of civilisations, packed into a mere couple dozen hours and with a distinct regional flavour. Sadly, Far Harbor feels a little too watered-down to stand alongside the likes of Oblivion's celebrated Shivering Isles, or even Skyrim's relatively by-the-numbers Dragonborn DLC. There's plenty to do on the island and much of it is worth doing, but none of it is unmissable, and the setting itself is a bore. The Commonwealth remains a dangerous place with its share of nonsense, but I'm glad to be heading back.
 

Infinitron

I post news
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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
http://www.pcgamer.com/fallout-4-far-harbor-review/

FALLOUT 4: FAR HARBOR REVIEW

Fallout 4’s HUD has alerted me to an enemy, informing me in red capital letters that I’m facing GIANT HERMIT CRAB long before I’ve even had the chance to see it. My perception is apparently so great that I can identify an unfamiliar species through the walls of a house. As I skirt around the dilapidated building, I still don’t see the crab. Is it behind the rusty truck I’m facing?

No, it’s in the rusty truck I’m facing. It’s using the truck as its shell, in fact. The crab scuttles toward me—if something so huge can be described as scuttling—and when I begin to empty my incendiary minigun into it, it retracts into its metal shell and begins flinging its young at my feet to be chewed up by my spray of hot lead. Mother of the year.

Hermit crabs aren’t the only giants in Fallout 4’s Far Harbor expansion. There are enormous mutated praying mantises called fog crawlers, truly towering mirelurk queens, deathclaws (naturally), and a host of giant frog and lizard monsters inhabiting the expansion’s new landmass. The island itself is big, too, and has a sizable main story to match. It begins when you listen to the Valentine’s Detective Agency Radio signal, which summons you to Diamond City to learn of a new case involving a teenage girl who has gone missing from her home.

Atom psalm
Has she been abducted? Is she a runaway? Honestly, she’s mostly just an excuse to get you to Far Harbor, where you’ll quickly forget about her and become embroiled in the tumultuous relationship between the island’s three factions. The island is shrouded in radioactive fog, which poses a threat to Far Harbor’s human residents and fishermen. Also on the island are the radiation-worshipping Children of Atom, who are big-time fog fans and would love to see it smother the life out everyone else. Meanwhile, there’s a colony of escaped synths looking for a fresh start while hoping to broker a peace between the other two camps.

None of this can happen without you, as the population of these three groups stand around doing nothing to help themselves, seeing as how they’re weighed down by the thousands of caps they’ll give you to retrieve missing items, clear out monster nests, solve petty squabbles, and investigate minor mysteries. The main quest involves the resolution of the feud between Far Harbor and Atom, and the discovery of the true nature of the mysterious synth helming the robot refuge. I’d suggest bringing Nick Valentine with you—some of the story concerns his own mysterious origins.

I played in a fairly moral fashion, and did my best to arrive at diplomatic solutions, though in the end I still wound up feeling a bit dirty, which is as it should be. There’s no sunshine and roses here, and no one, myself included, really comes out of it a hero. There’s just the best of some grim decisions, but I’m pleased to report that most story missions could be resolved through not just violence but with dialogue. The only detriment to the story is that the Children of Atom, being moronic religious zealots, aren’t that easy to sympathize with as a whole (though a few individuals in the cult are perfectly likable). In other words, players with less stringent morals who won’t mind a few innocent casualties probably won’t have the toughest choice to make or have a problem with resorting to mass destruction to bring about peace.

Not OK Computer
While I enjoyed most of Far Harbor, one major misstep comes in a story mission where you need to enter a computer simulation to recover some protected data. It’s set up like a puzzle, where you have to place blocks to bridge gaps, station sentry guns to battle automated defenses, and reflect a beam of light through certain cubes to gain access to the files. It’s not a bad idea—I like beam puzzles and goofy computer simulations—but it uses the same first-person object placement system as Fallout 4’s settlement building feature does, and we all know how clunky and irritating that is. The visuals of the simulation are completely dull and the AI doesn’t always work properly: thankfully, there are only a handful of levels to suffer through.

The island itself is perfectly enjoyable to explore: gloomy, marshy, shrouded in mist and prone to radiation storms. It’s a spooky and atmospheric setting, weird and evocative even in broad daylight. It’s not that heavily dotted with locations, but there’s enough exploring, combat, and mission running to keep most players busy for 20-plus hours. There are also plenty of raiders (here they’re called trappers), supermutants, ghouls, and some new weapons to kill them with, such as a harpoon gun and a lovely giant hammer equipped with an afterburner to help you swing its radioactive head. There’s also a new companion in the form of a grizzled and salty old coot, and a few new settlements to build (if you haven’t already had enough).

Far Harbor is a bit pricey but worth it for those looking for a good amount of new content and a real departure in setting. More dialogue-based resolutions are also welcome: I feel like I did more talking, and likewise more listening, than in Fallout 4 itself.

THE VERDICT
80

FALLOUT 4: FAR HARBOR
A great setting, a good story, and more dialogue-based solutions than the base game provides.
 

Duellist_D

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Shadorwun: Hong Kong Divinity: Original Sin 2 BattleTech
What is higher levels? 100+? I've played a character to 50 or 60 and at that point I kill almost everything with 2-3 shots. With the right gun, even death claws - no legendary modifiers. On survival.

Getting to 39 does not take a long time. Exploit Piper's double xp for location discovery early, do some radiant quests.

Hm, I'm currently on level 115. Honestly can't tell you when i started using the Automatic Weapons.
Started out like you did.
 

RK47

collides like two planets pulled by gravity
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Dead State Divinity: Original Sin
Yeah, I took 1 point on Rifleman and then realized going full auto is a better choice.
Primary weapon: Overseer Guardian
Secondary: Any Automatic 10mm

Gun Nut, Mod/Suppress both weapon and get Ninja, Sandman perk.
If things got crazy, just take Psychojet.
 

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