Reached what looks like a big decision point (after around 80 hours).
Trouble is I can't decide! I don't really like any of the factions enough to grant them ultimate victory, but equally I don't want to go to war with any of them and I can sense some ***** off factions will be the result of what I choose next...
Now mulling over my longer term plans for grim reaper's sprint and four leaf clover. Do these become useful late game? Does VATS become more necessary? Also wondering if I shouldn't shoot for science instead as I'm seeing more laser and plasma weapons around and the plasma rifles look to have great stats. Do ballistic weapons become underpowered as you level up towards 50 and beyond?
1) Ignore them all, explore and build settlements. You don't care about the factions. This would work if you don't care about the main story either.
1) Ignore them all, explore and build settlements. You don't care about the factions. This would work if you don't care about the main story either.
2) Try to have as many factions as possible co-exist. I think it's possible if you opt to go against the Institute. The Institute won't co-exist with any other faction, but I think the others will co-exist with each other. I'm doing missions for the other 3 and I'll eventually support the Minutemen. They're more tolerant than the others. Maybe if I have enough status with the other 2 they'll not declare war on the Minutemen.
3) Pick one at random and go with it in a committed way for roleplaying purposes.
Depending on what the... coilgun based weapon is classed as (ballistic or energy) ballistics can still do very well. I've been rocking a maxed out, semi-auto 5.56mm for ages and haven't had to use VATS for quite a while now (full points in non-automatic rifles probably helps). It's VERY accurate with a relatively simple scope on and still decent as a hip firing weapon.
If the coilgun type weapon mentioned is classed as ballistics still then I'd say they're definitely fine into end game. The special named version of it is easily my biggest hitter.
managed to get into the settlement building side of things in this one, generally I avoid stuff like that as I've not found it interesting but FO4 has got me building stuff and spending a lot of time doing it
One thing that has me annoyed though is that the dead bodies of feral ghouls I had to clear out in Sunshine Hills wont despawn, I've even tried dragging them outside the settlement but I guess one of the settlers goes out at night and puts them back again
Any ideas how to remove them?
I got this from the wife as part of my birthday present , only done a few missions but quite enjoying it. Just done a mission where i had to go to a garage place and clear it out (killed about 4 mole rats or something) then i had to build a generator and recruitment tower which i have done.
I have one settler there now , how long does it take for settler numbers increase roughly ? I will run a few missions but i really fancy building a settlement up as soon as possible , it's that part of the game that interests me the most.
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Now mulling over my longer term plans for grim reaper's sprint and four leaf clover. Do these become useful late game? Does VATS become more necessary? Also wondering if I shouldn't shoot for science instead as I'm seeing more laser and plasma weapons around and the plasma rifles look to have great stats. Do ballistic weapons become underpowered as you level up towards 50 and beyond?
I'm at L59 and I am using only one weapon - Overseer's Guardian. It's wholly ballistic. It's a combat rifle with extra damage against everything. I've maxxed the non-automatic rifles perk and the gun modifying perk and I've modded it to give a good balance between hip fire, scoped fire, damage and fire rate:
308 receiver
long light barrel
recoil compensating stock
large quick eject mag
large night vision scope
no muzzle
That gives me 258 damage, 49 fire rate, 203 range and 110 accuracy. Recoil is fine. Magazine size is 40 and even without reloading perks reloading is very quick on a combat rifle with a quick eject magazine.
It's very usable at all ranges, although it's poor for small skittery enemies unless you use VATS. Radroaches and bloatflies are the only things I routinely use VATS for. So I'd say that VATS doesn't become more necessary.
I have tried fully modding a laser rifle but it still doesn't match Overseer's Guardian. I found a Never Ending plasma rifle (never needs reloading, though it still uses ammo) and fully modded that - 256 damage and the rate of fire, range and accuracy are lower than Overseer's Guardian. Also, plasma ammunution is far more rare than 308. The only advantage it has over Overseer's Guardian is weight. My OG weighs 18.8 and my NEPR weighs 6.9.
I have lots of weapons. I have a locker with dozens of legendary weapons in it and I've tried modding many standard weapons to see the results. OG beats all other weapons and has done since I bought it and modded it.
If there's a perk for energy weapons like there is for each type of ballistic weapon, then it would be a different story. If such a perk exists, I've missed it.
EDIT: I haven't used Grim Reaper's Sprint or Four Leaf Clover. I also haven't used anything to do with stealth in any way. Very much the opposite - I ring bells on counters and fire a few shots at nothing just to announce my presence. If it's at all dark, I leave my Pipboy light on so enemies can see me clearly. I'm playing the main character as someone who is intending to forge a country. He wants a larger than life reputation. He wants stories of how he strolled into a building full of supermutants while loudly proclaiming his arrival so they had a chance to run away. Run away from his territory, his country, because his country will be safe for the people living in it and anyone who would be a danger to them has a choice of leaving the area or dying.
I got this from the wife as part of my birthday present , only done a few missions but quite enjoying it. Just done a mission where i had to go to a garage place and clear it out (killed about 4 mole rats or something) then i had to build a generator and recruitment tower which i have done.
I have one settler there now , how long does it take for settler numbers increase roughly ? I will run a few missions but i really fancy building a settlement up as soon as possible , it's that part of the game that interests me the most.
Go to the town near sanctuary, there should be a battle going on. Help the guys in the church, Preston Garvey will get you to "reboot" the minutemen faction. He'll give you lots of missions, many of which are to reclaim/start new settlements.
Settlement building is fun!
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I still very rarely use VATS and so I do now look on my VATS critical skills as wasted perks, but there's not a lot else I want to invest in at this point. Starting taking points in Toughness because there's not much else I need and damage reduction is always welcome.
I can't imagine playing a Fallout game without stealth, though. It's just ingrained into me. Silenced shots from the shadows for me! Plus the Mister Sandman perk stacking with the other stealth perks gives me 5.4x damage for stealth shots with a silenced weapon, plus 15% for Bloody Mess and 25% for Lone Wanderer (plus the Rifleman/Gunslinger bonus) and it's instant death even to legendary Super Mutants or BoS members. I'm taking back the wasteland one silenced bullet at a time...
Guys, really need some ideas for the castle. What have you build on the tops of the (repaired) walls? I have crops along one side, and I have artillery in all 5 corners. On the land facing sides, I have turrets, traps and spot lights. My court yard is quite plain so far:
I got this from the wife as part of my birthday present , only done a few missions but quite enjoying it. Just done a mission where i had to go to a garage place and clear it out (killed about 4 mole rats or something) then i had to build a generator and recruitment tower which i have done.
I have one settler there now , how long does it take for settler numbers increase roughly ? I will run a few missions but i really fancy building a settlement up as soon as possible , it's that part of the game that interests me the most.
I'm at L59 and I am using only one weapon - Overseer's Guardian. It's wholly ballistic. It's a combat rifle with extra damage against everything. I've maxxed the non-automatic rifles perk and the gun modifying perk and I've modded it to give a good balance between hip fire, scoped fire, damage and fire rate:
OG is certainly one of the best weapons in the game, albeit mine is nowhere near 258HP yet! Let's hope it doesn't get nerfed in a patch. However Reba II is my preference for distance work and on my first playthrough I had a similar .50 Incendiary Sniper Rifle which I haven't found this time round so far (maybe I got it from The Forged but still to do that mission). However for close encounters I'm finding the Deathclaw Hand very effective and it also saves on ammo quite a bit.This is the main prize for doing the Museum Of Witchcraft mission, though I wish I'd left the egg on the nest rather than giving it to Wellingham and then having insufficient CH to coax more than the basic 200 caps from him. Reckon Bethesda should have given more incentive to do that - perhaps a truce with deathclaws for doing the right thing or even a deathclaw companion!