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Fallout Fallout 4 Thread

Mastermind

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Steve gets a Kidney but I don't even get a tag.
Mastermind's logic is fucking hilarious. "hurpa durr farmz can't exist in city ruinz CUZ IT CITEH"

I can tell you're a retarded faggot just from your name. The fact that you can't tell the difference between "can't" and "why the fuck would you?" is just icing on the cake.
 
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* FO3 took place in a small city, where a fraction of the city was the entire map. NV took place in a city and the surrounding desert, and the "city" had like 5 buildings in it. FO3 had no farms because it makes little sense to have a farm in the middle of a city. NV had farms because it took place in a hobo's cardboard box.
* Both FO3 and NV had generic companions. Both implementations were rudimentary (read: shit) and there's no reason to use companions in a single character game that gives you almost no options for controlling their actions.
* Most people didn't like FNV's story (because it didn't really have one). This actually shocked me the most because the only thing NV has on Fo3 are the story structure and a higher weapon variety. You're also using the broadest possible terms to make it look like Fallout 4 just copied the faction structure. Fallout 4 had no backup, it had 4 factions with asymmetrical relationships (like in the real world) whereas NV had 3 factions at each other's throats and one option to go at it alone (no, that's not a faction, backup or otherwise).
* iron sights are shit and I fucking hate bethesda for adding them in 4. Huge downgrade thanks to new vegas retards.
* FO3 had crafting. and lol @ acting like NV invented crafting, a never before seen original feature that Bethesda's had in their game since fucking arena. :lol:

All this of course doesn't change the fact that Fallout 4 is miles above NV. I had Fo3 and NV installed for years. A few hours with FO4 and I uninstalled them both. There's just no going back to the mediocre combat of the FO3 engine to anyone with even remotely good taste.


*People had no farms, were told by the 'Survival Guide' to raid pre-war buildings for preserved food, and had settlements out in the middle of nowhere that seemingly didn't trade much yet still got by. Oh shit, the Capital Wasteland's 90% infiltrated by Institute Synths and no one even realizes it.

*Read: "I can't argue against Obsidian's version being more fleshed out and functional so I'll dismiss them both."

*
As far as the greater story is concerned the Minutemen are a non-entity. You could have settlements in every asscrack of the territory, well defended with coordinated trade, communication and security patrols...and the other three could not give less of a fuck. If you take the time to establish it no one deals with you as The General who is doing more to rejuvenate the area than they ever did. You're the straggler who started doing missions for them and *that* has earned some of their respect. The only storyline advantage is insuring you have plenty of settlements to choose from to sacrifice to the Brotherhood, and ample supplies to build the teleporter. Do you really see House, the NCR or Caesar's Legion not reacting in the same situation?

*...yeah. I'm not one for Iron Sights either.

*Compared to NV Fallout 3's crafting is downright anemic. What, seven or eight items and field repair? Both Bethesda titles since then have dramatically expanded their systems in kind.


*And let's be fair here, Bethesda didn't just crib from Obsidian. Automatron is blatantly a mixture of Robco Certified and Buildable Bots, while the arena aspect of Wasteland Workshop is inspired by a legion of Youtube videos where people spawn X to fight X in New Vegas, Skyrim or Fallout 4.
 
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Mastermind's logic is fucking hilarious. "hurpa durr farmz can't exist in city ruinz CUZ IT CITEH"

I can tell you're a retarded faggot just from your name. The fact that you can't tell the difference between "can't" and "why the fuck would you?" is just icing on the cake.


Because they have no other sources of food aside from the odd person harvesting Mirelurk meat or traders? This ain't Coruscant, they're not getting tons of food shipped over every day. By a little bit into Fallout 3 it's not uncommon for the caravans to get themselves eaten.
 

Mastermind

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Steve gets a Kidney but I don't even get a tag.
*People had no farms, were told by the 'Survival Guide' to raid pre-war buildings for preserved food, and had settlements out in the middle of nowhere that seemingly didn't trade much yet still got by. Oh shit, the Capital Wasteland's 90% infiltrated by Institute Synths and no one even realizes it.

Fallout 3 traders had a trade route that went through all the settlements (not that there's anything stopping someone from just going to the trade route when they know a trader's gonna pass by to buy what you need, like the player does). Try harder.

*Read: "I can't argue against Obsidian's version being more fleshed out and functional so I'll dismiss them both."


I can and have argued it. You and the rest of the BIS ass lickers OTOH can't produce a single argument for why the city formerly known as Las Vegas has half a dozen buildings in it. Nothing says reducing a city of half a million to 3 hotels and a radio station and calling it "fleshed out". :lol: Does Avellone's cum have hallucinogenic effects or something?

As far as the greater story is concerned the Minutemen are a non-entity. You could have settlements in every asscrack of the territory, well defended with coordinated trade, communication and security patrols...and the other three could not give less of a fuck. If you take the time to establish it no one deals with you as The General who is doing more to rejuvenate the area than they ever did. You're the straggler who started doing missions for them and *that* has earned some of their respect. The only storyline advantage is insuring you have plenty of settlements to choose from to sacrifice to the Brotherhood, and ample supplies to build the teleporter. Whereas in NV do you really see House, the NCR or Caesar's Legion not standing up and take notice?

Sure, and NV has guys in football uniforms swinging machetes and pretending they're romans pressuring a modern military armed with guns and explosives. The NCR and Caesar's legion also forgive you if you slaughter them by the dozens just to advance the plot. There's enough retardation in NV that FO4, while not perfect, doesn't end up looking any worse off.

*Compared to NV Fallout 3's crafting is downright anemic. What, seven or eight items and field repair? Both Bethesda titles since then have dramatically expanded their systems in kind.

Compared to FO4 NV's crafting is practically non-existent.

And lol @ "since then". Only Fallout 4 comes on par with Morrowind with regards to crafting options. Skyrim, Oblivion, Morrowind, Fallout 4, maybe even Daggerfall shit all over NV when it comes to crafting. To say nothing of the fact that I never felt the slightest impulse to use crafting in NV, whereas Fallout 3's craft options were all superb weapons you wanted to build because they were damn useful.

*And let's be fair here, Bethesda didn't just crib from Obsidian. Automatron is blatantly a mixture of Robco Certified and Buildable Bots, while the arena aspect of Wasteland Workshop is inspired by a legion of Youtube videos where people spawn X to fight X in New Vegas, Skyrim or Fallout 4.

Bethesda didn't crib Obshitian at all because Obshitian didn't do anything original in NV. The reason why we're having some hysterically funny discussion where Obshitian fanboys think NV invented multiple hostile factions (ever play Morrowind? NV just ripped off the Great Houses. :smug:) or iron sights. You guys are the obsidian fanboy equivalent of Al Sharpton:

"Bethesda was in the Super Duper Marts while we was building farms... we made crafting and iron slights [sic] and arena fights before Toddler and them Maryland homos ever got around to it. #WeWuzDasaignerz"
 

Mastermind

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Steve gets a Kidney but I don't even get a tag.
Because they have no other sources of food aside from the odd person harvesting Mirelurk meat or traders? This ain't Coruscant, they're not getting tons of food shipped over every day. By a little bit into Fallout 3 it's not uncommon for the caravans to get themselves eaten.

Rivet City has hydrophonics. Little Lamplight grows some wall fungus. They phoned it in because only autists really care about this shit.
 
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*Relying on traders for your food when you could miss them, they could be eaten, they can only carry so much for so many settlements is retarded. A couple bad rolls of the dice and you starve. And you would have to venture further and further out for scrap to trade in a Bethesda world where every couple hundred feet is a bunch of roaming bandits or Super Mutants or other death trap. Try harder.

*The fuck does the size of New Vegas have to do with companions? Someone pointed out that NV companions have mini-storylines and are generally better developed (fleshed out) and you responded by saying they were basically the same.

*No one's going to argue the designs of certain factions aren't ridiculous, but that's not what I was talking arguing. I'm saying that even when they're built up the Minutemen have so little impact on the larger whole it's hard to consider them on the same level as the other three. I think there's maybe a couple extra lines of dialogue.

*http://fallout.wikia.com/wiki/Fallout:_New_Vegas_crafting

Yeah, no. Fallout 4's is better in several areas but to say NV's crafting might as well not exist is retarded. That would be this.

http://fallout.wikia.com/wiki/Fallout_3_crafting

And I take by Morrowind and Oblivion you're speaking of Alchemy and Enchanting?
 
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They phoned it in because only autists really care about this shit.


Enough that they made a point to have farms and other logical sources of food/supplies in 4. They had them in Morrowind or Oblivion, but just like factions that aren't tea spoon shallow they apparently thought that kind of stuff doesn't need to be in a Fallout. It's a wacky crazy post-apocalypse.
 
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RK tried streaming Fallout 3 today, it crashed some 5 times just in the tutorial.

Pretty sure its one of those things where the pirate version is actually more stable than the legit version. Pirates are better at removing GFWL than Bethesda are.
 

Kutulu

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You are still talking about this banalshitboring abomination of a fallout reference fps?

3 was better than 4, NV was an actual attempt at being an RPG and in the end just plain better than everything bethesda has ever created.
 
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RK tried streaming Fallout 3 today, it crashed some 5 times just in the tutorial.

Pretty sure its one of those things where the pirate version is actually more stable than the legit version. Pirates are better at removing GFWL than Bethesda are.
It was a pirate version so I don't even want to imagine how the original works lol.
 

TheHeroOfTime

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FO3 took place in a small city, where a fraction of the city was the entire map. NV took place in a city and the surrounding desert, and the "city" had like 5 buildings in it. FO3 had no farms because it makes little sense to have a farm in the middle of a city. NV had farms because it took place in a hobo's cardboard box.

That statement is senseless since the west map of Fallout 3 is a wasteland. Fallout 3 had no farms because all the ground of Capital wasteland got highly irradiated due the harder attack against Washington DC during the war. This doesn't explain how the fuck does the people survive in Capital wasteland though, where they get food. You can suppose that they get it from the caravans that come from outside of Capital wasteland and through trading, but that's barely non explained neither mentioned in the game.

Dude, if you will defend Fallout 3 do it at least in a proper way. Definitively, you have too much to go through the path of becoming a true Master Bethestard like me.
:obviously:
 

typical user

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How fucking retarded you have to be to think that you can scavange shit for over 200 years in a city overrun with fucking mutants? I repeat, how dense you have to be?
 

Infinitron

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http://www.pcgamesn.com/fallout-4/bethesda-dont-seem-to-know-what-fallout-4-is-anymore

Bethesda don't seem to know what Fallout 4 is anymore

Last year, I played a lot of Fallout 4. During my first forays into the Commonwealth, I loved it – the improved combat, sleuthing with Nick Valentine, all those lovely sets of power armour – but the more I played, the more hollow the game felt. As an open-world action game, it’s pretty damn good, but as an RPG, as a story-based game, even as a Fallout game, it has some serious problems.

Against my better judgement, I dived back in recently, beckoned back by the promise of DLC and the vast number of new mods. I knew what to expect this time, so at least I wasn’t going to be let down by my expectations. But even though I steeled myself against disappointment, thinking I knew what Fallout 4 was and was not, I came to the realisation that actually, I don’t have a clue what Fallout 4 is.

And I don’t think Bethesda do, either.

The base game is a smorgasbord of contradictions. It spins a personal yarn about family and the hunt for a lost child, but encourages you to do everything but search for your estranged brat. It offers up a huge world that you can explore with your customised parent, whose dialogue you select, yet there’s almost no room to be anything other than a hero. It gives you four very different factions to join, most of whom are opposed to each other, but you can join them all and nobody seems to care.

Fallout 4 has the most focused narrative of any game in the series, and yet seems to be largely devoid of identity or direction. You end up with the worst of both worlds: a Fallout with a poor story that restricts you, and an open-world that feels aimless.

The DLC, then, is an opportunity for Bethesda to provide more cohesion, consequences and the sort of diversity and personality that Fallout is known for; a chance to address the criticisms directed toward the main game. Four DLCs down, and they’ve mostly failed to do that.

Of the DLC launched so far, three quarters of it is dedicated to crafting and building, giving little attention to the world itself. I can’t think of many games, let alone RPGs, that actually make a compelling argument for the existence of a crafting system, and Fallout 4 largely falls into the same pit of making people spend hours picking up junk for the thrill of adding some more numbers to a gun or piece of armour.

Construction, on the other hand, was actually surprisingly well thought out in the vanilla game. Buggy, fiddly, immensely frustrating and dragged down by weird limitations – but ultimately enjoyable. I spent countless hours creating settlements, designing checkpoints complete with sections for imagined customs officials, elaborate watchtowers, bars, bunkers and barracks. Despite being new to Fallout, the system fit in perfectly. Indeed, I’ve always felt rebuilding society has been something that’s always been missing in many post-apocalyptic games.

The problem is that it never actually goes anywhere. Once you’ve built your fancy new home or guardpost or what have you, nothing actually happens. Maybe a settler will sit inside it? Like the rest of the game, the settlement construction system is large and ambitious, but devoid of any real soul. It’s mostly cosmetic.

But Bethesda have doubled down, focusing their DLC efforts on expanding construction by… adding more stuff that doesn’t really do anything. There are more objects that you can plonk down, and now you can even faff around with logic gates and conveyor belts, but for what purpose?

The Wasteland Workshop DLC, for instance, stuffs the game with new lights, signs, walls, and assorted repurposed garbage, but it’s all just window dressing. The meat of the pack, the capture cages and traps, aren’t much better. You can kidnap beasties and even raiders and ostensibly make them fight – when it actually works – but it’s a lot of work for very little payoff. Essentially, it’s a mod pack. But one that’ll set you back a fiver.

I don’t even dislike these small DLC installments – they’re fun diversions. But that’s the one thing that Fallout 4 never lacked. And settlement construction has been like catnip to modders, so it’s been massively expanded by the community already, for free. It’s an utterly bizarre place for the studio to put its energy into, when what’s actually missing are the meaningful quests and character development that the series was best known for, until now.

The next bit of DLC, the Vault-Tec Workshop, looks to continue this weird direction. We’re now able to build and run a vault as an Overseer, running experiments on its inhabitants. It is perhaps the most baffling expansion of the lot, since the vaults are part of the world’s past, the place where all but Fallout 2 and New Vegas’ protagonists leave at the start of their quests.

Fallout 4 shadows the beats of the series, while its DLC feels more like a spin-off; novelties that are more evocative of the Fallout Shelter mobile app than any of the core games. They’re just so detached from the game-world, and together they push Fallout 4 further and further away from its RPG roots.

Far Harbor is the faint light in the radioactive murk. Despite being set in an entirely new area, it’s a lot more connected to the main game than the rest of the DLC, and it shows signs of Bethesda almost remembering what a Fallout game can be, with more thoughtful, impactful dialogue that’s connected not just to how you imagine your character, but how you’ve grown their stats as well. It helps that Nick Valentine plays a big part in it, too, since he’s absolutely the best companion in the game.

One more proper expansion is on its way later this year, as well, in the form of Nuka-World, set in a dilapidated amusement park filled to the brim with raiders and villains. One of its most notable features – and the one I’m most interested in – is the ability to lead raider gangs and conquer settlements as a blood-thirsty, latter-day Genghis Khan. As fun as that sounds, I do worry, however, that this will merely solidify my opinion that Bethesda are just throwing ideas against the wall to see what sticks.

With the base game, Bethesda created the conceit that you’re a hero, or at worst a disinterested wanderer who loves his or her son. Aside from very few exceptions, the most villainous thing that you can do is choose not to help someone. It’s a role-playing game that pretty much chooses your role for you at the start. Sure, you can still inexplicably eat people, and by the end of the game, you’ll have probably killed a mountain of raiders, mutants, ghouls and the odd dog, but as far as the narrative is concerned, you’re a pretty decent person.

So how does conquering settlements at the head of an army of murderers fit into all of that? If you joined the Minutemen in the base game – which it encourages – it makes even less sense, since you’ll have already spent a plethora of hours saving and protecting settlements, and maybe even becoming the leader of a group dedicated to that noble goal. I’m not sure there’s a way to make it sit comfortably next to the rest of the game without it being a standalone story with a new, less than heroic, character.

Nuka-World will also be, lamentably, the last Fallout 4 DLC, leaving the list dominated by things that resemble mods and do little to expand or enhance either the story or the world itself. Inconsistencies and an overall lack of cohesion plagued the game, and the DLC is likewise infected by this meandering, frustrating lack of direction.

It is perhaps apropos that the game will end in a theme park. After all, that’s what Fallout 4 really is: a series of largely disconnected rides and experiences that are often entertaining, but for the most part shallow and not quite as good as they seemed in the brochure.
 

Wayward Son

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Pretty goddamn accurate, especially in the last paragraph. I found it exactly the same, fun for a while, but lacking any depth.
 

Duellist_D

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Hi.

Which console(s) do you own? Do you think you paid for the mods when you bought the game? Did you ever make a mod yourself?

You're a good example why mod makers do these things.

OH HAI

My last non-handheld was the N64, i made my first Housemod for Morrowind in 2002, helped translating a few mods some time later kindly ask You to get of my lawn, youngster.
Now fuck off and stop spewing DRM-FUD.
The only ones getting pissed are the legitimate customers, and nothing will be gained.
Download mod from nexus, remove superflous f4se code, reupload with Smurf to bethnet, repeat every few weeks (DMCA request takes a few days).
Le end, nothing gained.
Several Decades of DRM on PC should have taught you a lesson on its non-usefulness.
 

Metro

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Fallout 4 has fun gameplay and mildly interesting exploration. The rest is terrible.
 
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Looking over old Reddit threads and found this gem comparing The Institute and NV's Think Tank;




"This is the most hilarious part to me. The Think Tank is blatantly gaining knowledge for knowledge's sake. They have no goals beyond never-ending knowledge. They are not trying to save society, they are not trying to rebuild humanity. They've long believed humanity is lost and are so cut off from everything that the ONLY thing that keeps them going is experimenting and learning. Most people would refer to them as insane, as many of their goals and focuses completely lack a practical motivation at this point and just make zero sense to an outsider; Mobius himself tries to keep them in the dark because he believes they would be dangerous to society at this point if they re-established contact, as they've been cut off too long to have any grasp of reality or empathy for others.


The Institute is actively trying to rebuild humanity. They saw the world explode and said "this is awful, we need to rebuild!" They've dedicated all of their man hours into making sure humanity survives and rebuilds.


What ends up happening is you have one group that's like "WOAH GUYS what do you think would happen if we crossbred a cow with an ear of corn?" and another group that's like "ok what's the best way we can help humanity survive the post-apocalypse?"


And to everyone's surprise, 200 years later one of them is like "we created a cow that produces corn instead of milk, and it produces corn rapidly enough to feed a population of 800,000 people per one cow for 25 years," while the other group is like "we built a toaster that bitches at you for not respecting it's feelings enough when you try to ask it to make toast, and then it rebels and runs away to become an actor."


Good fucking game, Institute, you got beat by some clinically insane brains in jars. Fucking idiots."
 

pippin

Guest
Looking over old Reddit threads and found this gem comparing The Institute and NV's Think Tank;




"This is the most hilarious part to me. The Think Tank is blatantly gaining knowledge for knowledge's sake. They have no goals beyond never-ending knowledge. They are not trying to save society, they are not trying to rebuild humanity. They've long believed humanity is lost and are so cut off from everything that the ONLY thing that keeps them going is experimenting and learning. Most people would refer to them as insane, as many of their goals and focuses completely lack a practical motivation at this point and just make zero sense to an outsider; Mobius himself tries to keep them in the dark because he believes they would be dangerous to society at this point if they re-established contact, as they've been cut off too long to have any grasp of reality or empathy for others.


The Institute is actively trying to rebuild humanity. They saw the world explode and said "this is awful, we need to rebuild!" They've dedicated all of their man hours into making sure humanity survives and rebuilds.


What ends up happening is you have one group that's like "WOAH GUYS what do you think would happen if we crossbred a cow with an ear of corn?" and another group that's like "ok what's the best way we can help humanity survive the post-apocalypse?"


And to everyone's surprise, 200 years later one of them is like "we created a cow that produces corn instead of milk, and it produces corn rapidly enough to feed a population of 800,000 people per one cow for 25 years," while the other group is like "we built a toaster that bitches at you for not respecting it's feelings enough when you try to ask it to make toast, and then it rebels and runs away to become an actor."


Good fucking game, Institute, you got beat by some clinically insane brains in jars. Fucking idiots."

It's baffling, but this is Bethesda so they never understood the point of the problem.
The Big MT is a chaotic neutral organization. They've lost any sort of planning or objective and just resorted themselves to do what they know, simply because they don't know anything else. In fact, their main "contribution" to the Mojave Wasteland is the cazador, or the nightstalker. However they do help the Wasteland if you get the good ending. If anything, I think it's a testament to Obsidian's good writing to have this faction which was born as a joke in the joke DLC and then open a window for interpretation and true roleplaying.
The Institute ended up being a Donut Steel version of Skynet. It's a lawful evil organization, they have power, and they enforce their influence by coercion instead of legislation. I mean, they are supposed to be The Master but with Robots. They even made a robot out of your fucking kid, even though your kid himself did himself as a robot (yeah it's stupid, but what else is new). The Railroad is a weak attempt at a guerilla organization, which is fucking weird considering how you still live in a wasteland with raiders attacking 24/7. Don't you have something better to do?
All in all, FO4 is just another missed opportunity. Some ideas aren't bad, but the execution is fucking painful. This has been a constant in all of Bethesda's games after Morrowind, and I'd like to have them work on a project with all the people who think the good ideas and leave the retards outside. I'm sure they could make a somewhat decent game.
 
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The Underground would instantly be more interesting if you could discover that it is merely the 'public' cell of a larger network, with groups like the Covenant/Compound hitting from another angle.
 

typical user

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Institute: We mean good, so we will destroy newly founded Minutemen goverment to keep Commonwealth as anarchistic wasteland, then kidnap it's people and replace them with obedient androids with failsafe commands in case they go rogue, then use kidnapped people in FEV experiments and dump supermutants on ground level because we have no idea what the hell we are doing. Hey, hey, HEY! Why do you want to destroy us?! WE ARE THE GOOD GUYS!

Railroad: We have been annihilated in the past and learnt nothing from it so we will establish new HQ under old church with red trail leading to it while spreading rumours that if you want to find us you have to follow it. We will help rescue androids with failsafe commands which can be easily detected with X-rays and used to rediscover Institute technology by Enclave remnants or similiar organization which can be used to mass-produce army of dangerous replicants. We will help them escape instead fighting raiders or helping Brotherhood of Steel even when they want get shit done. We are PETA of postapoc world and freedom fighters and those sound like cool stuff. Hey, hey HEY! Why did you come here and want to wipe us out!? We are just trying to help tosters and we don't mean any harm to Steel people! WE ARE THE GOOD GUYS!

Brotherhood: We came here guns blazing and we will steal crops even when we have technology to improve agriculture and means to repel raiders, mutants and other crap from Boston. We will nuke Institute instead of securing their tech for repurposing and we are non-negotiable. At least we still act with logic because we weren't designed by Bethesda yet they try to portray us as Murrican Nazis. Hey, hey, HEY! Why do you want to blow up our blimp?! We are... Oh crap, we didn't establish any HQ on the ground so I guess that's it, you won.

Minutemen: We can't build toilets alone and we are threathened by molerats on the other side of the map. We are simply here as failsafe faction in case you screw up plus you need to invest yourself in Minecraft if you want to beat the game with us, the most useless and bland faction that could be created.

There, I'm firing shots.
 
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The comments are grand. Every other post is someone telling Bethesda to go fuck themselves and their season pass. Followed by 15+ people rushing in to try and shut them up. Plenty of calls for Obsidian as well.
 

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