Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Fallout Fallout 4 Thread

Bliblablubb

Arcane
Joined
Mar 1, 2014
Messages
2,925
Location
Copium Den
You mean the savescum extravaganza called "persuashun", right?

I find it hard to believe there's anything in the game worth the trouble to savescum.
But... mai waifu bromance turned romance turned butthurt with the ghoul pirate! Collect them all!
 

Zerginfestor

Learned
Joined
Nov 11, 2015
Messages
251
Location
Wasteland.
I thought the game stated all mutated creatures (Super Mutants, Deathclaws, Radstags, Yao guai, Ghouls) are immune to the radiation damage, and even some heal from it (I believe the Glowing Variants of animals get high off of that shit for some reason), which is the main reason why the Gamma Gun is considered the shittiest weapon in the entire game, and you're better off making caps off of them.

Also, out of all of the weapons, Broadsider and an explosive minigun seem to be the most legit fun you can get in carnage. A fully upgraded explosive minigun actually acts like a handheld GAU, and the Broadsider makes hilarious ragdoll moments, along with the Explosive benefits it gets from the Explosive perk, you can clear high level threats in 1-3 hits (Encountered a Deathclaw and when it did it's usual "I'm supr dupur mad nao!!11one!" stance, fired a cannonball right in it's gut and caved in, first time I chuckled for quite a bit on this game).
 

Bliblablubb

Arcane
Joined
Mar 1, 2014
Messages
2,925
Location
Copium Den
IIRC only ghouls are get an immunity perk plus one that heals them through it instead, while the rest of the wildlife just gets a resistance of varying magnitude.

Still, radiashun weapons are the worst to be used BY the player, they are mostly a big middlefinger TOWARDS the player. The stagger and bloom from the gammagun alone made me want to kill every CoA on sight. Heh, I actually did so. Progress!
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
I gave the lever action rifle a try finally. It's absolutely hilariousness. The reload animation is clunky as fuck, overloads the chamber and it looks like ass in first person. JESUS BETHESDA JUST RIP THE CODE AND MESHES FROM NEW VEGAS. IT'S OK. IT'S LEGAL.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
I'll say one thing doe. Melee is such shit in Fallout 4 on survival. I have 400+ hp, 6 endurance, 300+ ballistic and energy resistance, well 50 on average per body part. And I get onehitkilled by all the wildlife and trappers too - in melee - and these aren't legendary or way above my level. It's easy as shit if I just stick with ranged and get range between me and whatever. But get jumped from behind, and blam, you're fucked.

So uh fuck Bethesda, what the fuck is balance? Why should I wear armor at all?
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,778
Location
Republic of Kongou
IIRC only ghouls are get an immunity perk plus one that heals them through it instead, while the rest of the wildlife just gets a resistance of varying magnitude.

No, they're immune. VATSing them with that "see enemy level and resistance" perk gives you a fat for their rad resistance.

Still, radiashun weapons are the worst to be used BY the player, they are mostly a big middlefinger TOWARDS the player. The stagger and bloom from the gammagun alone made me want to kill every CoA on sight. Heh, I actually did so. Progress!

I just put on the rad suit and beat them to death (after shooting the one or two dudes with real guns).


Radium rifles are probably a bitch outside of PA since they do more damage than combat rifles on top of the rad damage.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
99,690
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
https://www.rockpapershotgun.com/2016/05/27/fallout-4-far-harbor-review/

Wot I Think: Fallout 4: Far Harbor

fallout4-1.jpg


The Fog comes and goes. Sometimes, on a good year, it hangs thinly around the mountains, or concentrates itself somewhere avoidable. It’s a hassle, but folks manage. Other years, it reaches out and drapes itself thickly across the whole island, swallowing villages and ruins and marinas. Folks manage a lot less. There are things in The Fog, you see. Old things, all twisted up by radiation and ill will. Sometimes The Fog carries poison. Sometimes it just drives you mad. Welcome to Fallout 4‘s Far Harbour. This is a bad year.

Far Harbour, Bethesda’s first large expansion to Fallout 4 begins simply enough. You pick up a radio signal (because you always pick up a radio signal) which, rather than presenting a new mystery or a strange voice, acts as a sort of pager from detective Nick Valentine’s assistant. “Hey!” she says, in as many words. “There’s a new case! Hey! Get back here!”. A girl has gone missing, vanished in the night, and you’re sent from Nick’s office to the north of the Commonwealth to get the full picture from her parents. This is when a spanner is thrown into the works. The girl wasn’t kidnapped, that’s for sure. She left, shortly after fixing a broken radio and receiving a transmission from an island to the north. It described Acadia, a haven built and run by synths, where they can live apart from the danger and prejudice of the Commonwealth, and Kasumi, our missing person, set sail because she had a strange feeling at the back of her mind.

fallout4-2.jpg


Some of Fallout 4’s most memorable moments came from its stories about synths, sentient robots that run the gamut from “visibly robotic” to “indistinguishable from humans”. Bethesda spun their most interesting stories around the fact that often it’s impossible to tell whether or not somebody is a human or a synth. Synths have memories of growing up, but they have gaps. Synths often bleed, they breathe, they sleep. As you hear over and over in both the expansion and the main game, “there are no tests for synths that aren’t fatal”. So here’s Kasumi, with gaps in her memory, with a sense of unbelonging, with a fixed radio and a fishing boat. She’s gone. Her parents are distraught.

You arrive on the island in the middle of the night, and are thrown straight away into a battle for the survival of the town. This is an extremely Fallout move; few peaceful settlements are discovered without immediately being threatened, few NPCs are given a direct introduction other than “no time for this! We can talk later!” The night battle, though, illuminated alternately by lightning and molotov cocktails, is the expansion’s first sign that Bethesda have rediscovered something that was present in Skyrim but somewhat lacking in Fallout’s main game: a confident and palpable sense of atmosphere.

fallout4-3.jpg


The Island is remarkably striking. Drawing as many cues from the province of Skyrim as it does the Glowing Sea, it is a vast landmass broken up by mountains, swamps, inland lakes and horrible, horrible forests. The Fog drowns the trees and filters through their upper branches. When lightning storms happen, the strikes cut through the Fog suddenly and nastily — what you thought was a cliff is revealed to be a vast submarine dock, what you thought was a broken treetrunk is a creature watching you. An early side location is a bowling alley which, for reasons I couldn’t quite work out, had a gigantic truck crashed through the roof onto the lanes, with a crane outside trying to lift it back out. Far Harbour’s Fog condensers, ramshackle machines meant to hold back the encroachment, hiss and sputter and glow. They have a bright blue electric light on the top, and the Fog whips around them and spirals and disperses.

Early on, I was led up a treacherous mountain path by Old Longfellow, the expansion’s taciturn new companion, when an unearthly whooping noise emerged from the thick Fog just off the path. “That’s a Crawler,” said Longfellow, and rather than heralding the arrival of a miniboss it was a sign that we had better move quickly on. The sound echoed behind us.

fallout4-4.jpg


In so many ways, though, it’s still the same Fallout. Dialogue, for the most part, moves stiltedly between exposition and [sarcasm], rarely taking a moment to express something surprising or evocative. As usual, Bethesda lets their environments do the talking and their characters do the explaining. NPC pathfinding is still a major issue; in a scene meant to be particularly emotional, Nick Valentine approached his conversational partner and then slowly orbited them like an unsteady satellite before sitting on a chair facing away. Super mutants will tangle themselves up on scenery. Companions will run headlong into traps.

It’s a mystery, then, why a central section of the expansion is essentially a game of platforming tower defense in which NPC pathfinding is crucial. That’s not meant metaphorically – about halfway through the main storyline, the game transforms dramatically for a segment. It becomes an outright puzzle game for five levels, and while it’s mechanically interesting, it is completely and entirely let down by the engine. All of Fallout’s movement and tool systems are built for gigantic open worlds, not individual puzzle chambers, and it shows. In settlement mode, I often found myself coming up against issues as my settlers would fail to use a door, or get caught in a corridor. The puzzle section of Far Harbour conjures this exact feeling, but on the critical path of the game.

fallout4-6.jpg


It’s a shame. The expansion is so large, so full of stuff, that the puzzle sequence forms a very small part of it. It’s just a very, very frustrating part. Grit your teeth. Take deep breaths. Hope that the pathfinding behaves. You will be able to get back to what you enjoy about Fallout, I promise.

I’ve said that Far Harbour’s dialogue largely maintains Fallout’s tradition of conversations that sound more like inexpert forgeries of speech, but for the first time in a long while I was genuinely surprised and invested in the wider story. Brilliantly, the enclosed setting of the island allows the developers to play out the sort of interfactional conflict seen in the main game on a much smaller, more personal scale; what begins as a missing persons case rapidly becomes a story about three distinct groups of people, and their attempts to work out how to live in this place, at this time. Far Harbour itself is a small town trying desperately to hold off the fog until a good year rolls around again, under the command of Mayor Avery, a brisk, friendly woman whose main concerns are making sure that people have enough fresh water and don’t get eaten. The Children of Atom, the radiation worshipping religion from the main game, have set up a base in a disused nuclear submarine under the leadership of High Confessor Tektus. Tektus is a man so glowingly zealous that his cavernous base takes on the feel of a cathedral, all hanging banners and candles and hushed, echoey whispers. And then, in the Acadia Observatory, high above the fog under spinning wind turbines, is the Acadia Synth community. The sky is blue up there. The synths are led by the frankly terrifying DiMA, an ancient robot covered in extra valves and storage units and processors. The exact manner in which DiMA is frightening changes several times over the course of the expansion, and it is in the player’s interactions with him that Far Harbour really plays its cards as far as its narrative ambitions are concerned. At several points, I believed I had got him sussed only for the game to twist itself again, to reveal something new about him. Don’t get me wrong, in so many ways DiMA still talks like every Fallout character, but… he goes somewhere, and it is consistently interesting to watch how he gets there.

fallout4-7.jpg


Fallout’s side stories have always thrived when they’ve been self contained stories of people doing brave or stupid things. An island-wide background story about the struggling Vim Corporation, a rival to Nuka Cola, goes places so quietly weird and varied that there are subplots that I haven’t gotten to the bottom of yet. Elsewhere, two co-workers hear of their colleague’s terrible war wound and decide that since he won’t be able to bowl anymore, they might as well make him a gun that fires bowling balls. Nobody can quite work out exactly how campy they’re supposed to be; the owner of the bar in Far Harbour plays the role of the portentous “you shouldn’t be here, mainlander” type to perfection, while my player character often completely misjudged the seriousness of a situation and delivered her lines as though she was in a far sillier situation. A radio signal operated by a long dead (and spectacularly bored) cinema receptionist rivals Diamond City Radio’s Travis for brilliantly incompetent broadcasting.

It’s so much. There’s so much. Near the start, I set out to try and circumnavigate the island to try and get a sense of its scale, but I was distracted almost immediately and veered off inland towards lights flickering in the trees. In the way that Fallout can be, it has the capacity to be an incredibly tiring game; faced with another looming factory on the horizon, I sighed, steeled myself. Bethesda still doesn’t really know how to design complex interior spaces without them being muddled and twisty. But also, in the way that Fallout can be, it has the capacity to be remarkably quiet and beautiful; the lights I saw through the trees revealed themselves to be a tiny ruined house, bonfire burning inside, upturned boats hoisted high on the roof.

fallout4-8.jpg


Turn off the radio. The island’s music breathes with flutes and whistles, cellos, a fiddle. Way back before all this, people danced in the bar in Far Harbour. Called out to fishing ships returning at the end of the day.

Fallout 4: Far Harbor is out now.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
I would love to have people see what I see. I would love to be a pillar of strength in my community.

What game is that guy playing.

This is what I'm playing.

EX79YwV.jpg

This was a funny quest though.

g3NROaP.jpg
 

typical user

Arbiter
Joined
Nov 30, 2015
Messages
957
No, they're immune. VATSing them with that "see enemy level and resistance" perk gives you a fat for their rad resistance.

I don't remember any supermutant or deathclaw being immune to radiation. Unless they had around 1000 rad resistance then I'm guessing fully automatic weapon with radiation prefix should kill it without much trouble. Gamma gun is shit because it is semi auto and deals almost pure rad damage with some low base energy damage IIRC.

Besides it is much safer to use that kind of legendary weapon than explosive minigun or something in close distance. In Survival you can easily kill yourself with one explosive bullet because hardcore to the max, balance to 11.
 
Joined
Jul 27, 2013
Messages
1,567
This is what I'm playing.

EX79YwV.jpg

How many pictures of lighthouses can one guy need?

I think they're being sold.
circ That woman is so damn sketchy, how can anyone not tell
she's a synth
doing shit like that? In my game right after getting off the boat she began to talk to me, during her dialogue she would run around in circles and jump off of rocks and shit, she was basically doing parkour mid conversation, it was hilarious, every time I would ask a certain dialogue option should would circle all the way around, bumping into the PC whilst talking with her awkward head tracking on me. I tried to record it but the video came out super choppy, quality dynamic dialogue there.
 

Metro

Arcane
Beg Auditor
Joined
Aug 27, 2009
Messages
27,792
As a developer, Bethesda has always been mediocre as designer but especially poor with DLC content. It's a shame we will probably never get a 'New Vegas' take/spinoff with the improved Fallout 4 combat mechanics.
 

orcinator

Liturgist
Joined
Jan 23, 2016
Messages
1,778
Location
Republic of Kongou
I don't remember any supermutant or deathclaw being immune to radiation.

Did the site eat my or something?

I went and tested it, and it turns out the game does lie to you, in a way.

Most creatures do have 1000 rad resistance instead of pure immunity, meaning the extra rad damage will shave off a couple milimeters from their health bar, on the other hand, robots and turrets don't have much, if any resistance.
 

The Dutch Ghost

Arbiter
Joined
May 26, 2016
Messages
685
As a developer, Bethesda has always been mediocre as designer but especially poor with DLC content. It's a shame we will probably never get a 'New Vegas' take/spinoff with the improved Fallout 4 combat mechanics.

I would really like another Fallout spin of like Fallout New Vegas but if the Fallout 4 engine was used such a spin off would suffer the same limitations and and broken parts of Fallout 4 which I wasn't that keen about to begin with. (they can probably remove or ignore the settlement building system)
If getting the 'improved combat mechanics' also means the crappy dialogue system, the removal of skills, and being a wasteland garbage collector then I think Obsidian should pass on it.
It would be better to start out from scratch and program a new engine and mechanics.

Not that Obsidian would get the opportunity anyway, and even if they did, would they want to?
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
Well I done met my match. Fuck you Shipbreaker. I can nae do eet cap'n. I had some trouble with some quest called The Hold Out? Kept getting swarmed by trappers but it worked itself out. Maybe I should bring a weapon with a faster fire rate next time. But this Shipbreaker nigga. Just you wait, Imma eventually come back with a pimped out missile launcher. See how you like them apples.

Also 8 or 9 perk points to spare. Not sure what I should blow it on. Maybe all the shitty settlement stuff, or max agil or per, or I dunno. Got weapons done except commando because fuck full auto. Got chr and int done. Explosives 2, which is enough. Crafting and science done. Robo whatsitcalled Expert 1 which is enough too. Locksmith and Hacker 3, unbreakable lockpicks is worthless when you have 9 million.
 

HatTrick

Scholar
Joined
Mar 20, 2011
Messages
140
As a developer, Bethesda has always been mediocre as designer but especially poor with DLC content. It's a shame we will probably never get a 'New Vegas' take/spinoff with the improved Fallout 4 combat mechanics.
I actually really liked Shivering Isles. Fuck, at the very least even if you didn't like it, you can say it's more creative and has more content in it than Far Harbor did.
 

RK47

collides like two planets pulled by gravity
Patron
Joined
Feb 23, 2006
Messages
28,396
Location
Not Here
Dead State Divinity: Original Sin
Well I done met my match. Fuck you Shipbreaker. I can nae do eet cap'n. I had some trouble with some quest called The Hold Out? Kept getting swarmed by trappers but it worked itself out. Maybe I should bring a weapon with a faster fire rate next time. But this Shipbreaker nigga. Just you wait, Imma eventually come back with a pimped out missile launcher. See how you like them apples.

Also 8 or 9 perk points to spare. Not sure what I should blow it on. Maybe all the shitty settlement stuff, or max agil or per, or I dunno. Got weapons done except commando because fuck full auto. Got chr and int done. Explosives 2, which is enough. Crafting and science done. Robo whatsitcalled Expert 1 which is enough too. Locksmith and Hacker 3, unbreakable lockpicks is worthless when you have 9 million.

Take Aquaboy for easier time exploring the island.
 

circ

Arcane
Joined
Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
Why does Bethesda keep hiring retards? I guess it's good someone does, but jesus don't do it with entertainment. People play this shit. For some reason.

Fuck you Bethesda. Never doing this shit again.

geg58oI.jpg
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom