**** Official Fallout 76 Thread ****

I've spent my atom points on trivial decoration stuff because I felt like it, so I took a look at the challenges to earn some more.

I found a number of challenges (in the "world" section, I think), for visiting 5 locations in each area. I have them all apart from Cranberry Bog at 3 or 4 out of 5, but I have visited all the locations. Mousing over them brings up a list of qualifying locations and I've been to them all. For example, it says I haven't visited Top of the World, but I've been there at least a dozen times. An irritating bug.

I've collected all the Overseer's logs, but the quest won't complete or give me any indication of any remaining logs. I listened to the mountainside B&B tape again as it was suggested that might complete the quest, but it didn't.

Anyone got any ideas on those bugs?


I got my first 3* legendary tonight...a pipe pistol with 20% extra damage, faster movement while aiming and something else useless. Sold it for 5 caps to a vendor. Yay. I also noticed that I have nearly 1000 screws. Probably more than enough :)

Nearly done now - I just have most of the cranberry bog and a small part of the savage divide to explore and the later parts of the BoS and Enclave questlines to complete.
Yeah its bugged you were a beta user like me right? I have a load of these challenges which are stuck until or if ever they fix it even though I have visited the locations many times over! Would take 1 second to fix if we had access to the console like previous games.....I think it mainly affects beta users as it does not seem to count locations you discovered before the game went live. You can always raise a support ticket with Bethesda they will flag with the devs but its most likely on their long fix list already......

As for overseer that's bugged as well but easy to fix just start replaying & re-listening to all the 16 holotapes all of the msg as well do not skip it does not register if you do (I listened to no17 as well just incase!) & make sure you collect all 16 caches as well at each location this completed it for me after they said they patched it a few weeks ago.

I should also add after you complete this quest & got the rewards it registers as completed but next time you login it reappears as uncompleted again so just ignore!

As for Atoms I have earned about 9000 now just from playing everyday & keeping an eye on the challenges just keep doing them its possible to make an easy 350-400 a week just from the daily ones plus another 400-500 a week from progressing in the other challenges (many come naturally as you play some you need to concentrate on). I keep them for PA paintjobs and have 5 of those now just waiting for the next ones I like the look of as I have 2600 waiting to buy & will have around 3000 by the end of this week I hope. Did not like the new Play PA paint it looks so awful :( as did the one on ltd time offer with splashes of paint all over it :rolleyes: I can live without those! Due to those players visiting the dev room we know that they already have a nice looking Lime Green VIM Refresh from Fallout 4 ingame waiting to be unlocked ;) whenever they feel like giving us something else :rolleyes: :(
 
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I've been generally free of any bug which impacts gameplay significantly, but two interesting ones cropped up over the weekend.

I died, and when trying to respawn, the map had lost every location except for one half a map away. I had no choice but to respawn there. Thankfully, I was playing with some friends, and once I had, the map was back to normal, so I could fast travel back to them.

And fighting a glowing one while backing away, I managed to reverse between two containers which I then couldn't fit back out from - so was forced to fast travel to the same location I was already in to be able to move again.
 
I died, and when trying to respawn, the map had lost every location except for one half a map away. I had no choice but to respawn there. Thankfully, I was playing with some friends, and once I had, the map was back to normal, so I could fast travel back to them.

I've noticed this one quite often, can sometimes happen after FT or even after loading into a world.

The other way i've noticed is if you're near any of the vendors, they'll look like they've vanished, you've gotta give the server some time to fully sync before they reappear and all the locations show up again.
 
Anyone got any ideas on those bugs?

I wasn't a beta player and those are still bugged for me, same for some of the other challenges - like the unlock recipes, i think mines stuck on 4/76 yet when you look i've got well over 100 recipes unlocked.

I presume (and hope) that this is low down on their list of things to fix. There's more critical things like the frequent CTD and the SBQ is majorly bugged.

I've pretty much been at the stage of completed the game now for some time, there's a few things i'll still continue to do:
- 4,000/10,000 Atoms - for future PA paints + other cool cosmetic items
- Gain three or four more 3* godly legendaries - wouldn't mind an FE or AAE Handmade, Tesla rifle, Gatling laser or plasma, and then a fast melee weapon.
- Collect remaining serum recipes
- Hit lvl 200
- Complete plans for CAMP, Armour and Weapon mods
- Maybe build some Ultracite PA if stash space allows

Then it's just a case of bulking inventory - Ultracite ammo, Chems and Serums, for any future endgame bosses they add to the game.
 
@ Semple I picked up a rather nice Lvl 50 LEG drop early today ;) its a 2* 2 Shot Radium Rifle with 3 of the 5 Bars filled in (I repaired with my high INT perk to add 1 bar).

I also have picked up the following LEG drops which I repaired with my high INT build:

The Dragon - Black Powder Rifle std DMG is 220 BEFORE any boosting & perks so for you its probably a massive DMG weapon :eek:
Black Powder Pistol- DMG is 352 BEFORE any boosting & perks so for you its probably a massive DMG weapon :eek:

I also have the Lvl 50 Railway Rifle as well & a Tesla Lvl 50 LEG!!

I can either trade with you if you have any high DMG Melee weapons I need or you can just pay the ingame price whatever that is I think they are between 300-450 Caps each. Otherwise if you do not want I will just sell to Vendors when the 24 hours 1400 Caps limit is up!

Please let me know sooner rather than later as I am looking to sell today if possible as I am low on Caps again ;):p and my stash is constantly full I dumped a load of duplicate plans yesterday & still have a load more which cost a lot to buy but are worthless unless you can find someone ingame who wants to give you Caps for them :(
 
@ Semple I picked up a rather nice Lvl 50 LEG drop early today ;) its a 2* 2 Shot Radium Rifle with 3 of the 5 Bars filled in (I repaired with my high INT perk to add 1 bar).

I also have picked up the following LEG drops which I repaired with my high INT build:

The Dragon - Black Powder Rifle std DMG is 220 BEFORE any boosting & perks so for you its probably a massive DMG weapon :eek:
Black Powder Pistol- DMG is 352 BEFORE any boosting & perks so for you its probably a massive DMG weapon :eek:

I also have the Lvl 50 Railway Rifle as well & a Tesla Lvl 50 LEG!!

I can either trade with you if you have any high DMG Melee weapons I need or you can just pay the ingame price whatever that is I think they are between 300-450 Caps each. Otherwise if you do not want I will just sell to Vendors when the 24 hours 1400 Caps limit is up!

Please let me know sooner rather than later as I am looking to sell today if possible as I am low on Caps again ;):p and my stash is constantly full I dumped a load of duplicate plans yesterday & still have a load more which cost a lot to buy but are worthless unless you can find someone ingame who wants to give you Caps for them :(

Ah you sell away :)

Yeah the dragon is quite a good gun, massive damage but insanely slow.
 
Ah you sell away :)

Yeah the dragon is quite a good gun, massive damage but insanely slow.
Yeah DMG is insane but the reload is so slow I sold the lot in the end to ingame vendors for peanuts! Finally found the Excavator Core Assembly Plans @ Camden Amusement Park vendor which were expensive but had to buy them ;)

Now just need the Calibrated Shocks which are very rare & about 1K Caps each!!
 
all bought from vendors so not to bad maybe 2k caps in total!
The trick there is once you bought the first mod sell back 200 Caps worth of Aid, Weapons or Armour from your inventory to get the 200 Caps back then do the same again on the next part before someone else visits the Vendor! That along with eating a Grape Mentat & using the Hard Bargain +3 perk will save you further Caps ;) You can only carry 25K Caps max so it makes sense to do what I do constantly buy stuff. Also you can only sell 1400 Caps per day of items that is the max right now so if you do not find any Vendors with Caps wait until the next day before they refresh Caps again. Server hopping does not help either its a per day per user limit.

I found if you go on a massive treasure hunt using this superb guide some Fallout fangirl wrote it gives you further Plans & mods along with some other high value stuff including a few rare LEG weapons you can then sell or keep! Takes about 4 hours to visit all the locations & dig for all the treasures but well worth doing ;)
http://dulfy.net/2018/12/02/fallout-76-treasure-maps-guide/#Toxic_Valley_Treasure_Maps
 
well this new patch has made buying plans easier in 2 way! 1 massive improvement is having known infront of the plans you have already. the other is having all plans available from different vendors! although some are very expensive!
 
Yeah this new update says bye bye to the economy. You can now buy all the serums from whitespring bunker for a start (24k a pop mind!). But either way, kinda makes fighting the SBQ a bit pointless now.

Also to make matters worse, most of the players taking on the SBQ and doing majority damage came from TSE weapons, but those have been massively nerfed. So that's just going to make any SBQ fights almost impossible if too many low level / low damage players turn up.

Think i might try a few SBQ runs, and if all is hopeless, then i guess that's the game finished for me.
 
This alone make me happier no longer is it a random tiresome quest to find missing plans !
"Vendors: Recipes and Plans in Vendor inventories are no longer randomized and can now be reliably sourced from those Vendors, with the exception of some minor Workshop and C.A.M.P. Plans.
  • The appearance of many Plans and Recipes in Vendor inventories is based on player level and they will show up once the proper level has been reached.
  • Additional structural Plans for wall sets, power connectors, doors, generators, and water purifiers have also been added to some Vendors. "
Here are the full patch notes not many fixes!!!: https://fallout.bethesda.net/article/2J2ong0O2B6GAI1AeIdGcp/fallout-76-patch-notes-january-29-2019
Fallout 76: Patch Notes – January 29, 2019
Patch 5 is rolling out today with a number of balance and design changes along with another large wave of bug fixes. All of this is possible thanks to your continued support and feedback on the game.

As the game evolves, so do our patch notes. With Patch 4 a few weeks ago, we added “Dev Notes” under some of our larger changes. We’ve done this to provide you with more context behind things like balance and design changes. We will also tackle additional questions as they come in and we’ll update this article as needed. Additionally, we’ve been working on a known issues post that we plan to keep updated as we fix existing bugs, acknowledge and address any new issues that arise, and roll out changes to the game based on you feedback.

Now, let’s take a look at the updates coming with Patch 5.

Patch Version:
Download sizes for today’s patch will be approximately 3.5 GB for consoles, and around 500 MB for PC.

  • PC: 1.0.5.10
  • PS4: 1.0.5.9
  • Xbox: 1.0.5.7
General
  • Performance: Several additional improvements have been made to in-game performance.
  • Stability: The Fallout 76 game client and servers have received additional stability improvements.
Balance Changes
  • Perks: The damage bonuses provided by each rank of the Demolition Expert perk have been reduced from +20%/40%/60%/80%/100% to +20%/30%/40%/50%/60% to match other weapon perk damage bonuses.
  • Perks: The condition loss bonuses provided by each rank of the White Knight and Licensed Plumber perks have been reduced from 30%/60%/90% to 20%/40%/60%, and their repair bonuses have also been reduced, to match the Power Patcher perk.
    • Dev Note: In looking at the Demolition Expert, White Knight, and Licensed Plumber perks, we felt they have so far been overperforming in their current roles, and we wanted to bring them more in line with similar perks to help prevent them from feeling like mandatory picks.
  • Weapons: The Explosive legendary mod’s damage bonus has been reduced from +100% to +20% of base weapon damage, with explosive radius damage.
  • Weapons: The Two Shot legendary effect’s damage bonus has been reduced from +100% to +25% of base weapon damage.
    • Dev Note: As mentioned in a previous Inside the Vault article, both the explosive mod and two shot weapons could result in dealing very high amounts of damage, and this was compounded if two shot and explosive were combined. We’ve decided to tone both of these damage bonuses back.
  • Weapons: Flamers, Cryolators, plasma weapons, and laser weapons can no longer spawn with the Explosive legendary mod.
    • Dev Note: The explosive mod causes weapons to fire bullets that are . . . explosive. The weapons listed above don’t fire bullets, so we’ve temporarily removed the ability for them to spawn with that mod applied so we can make adjustments.
C.A.M.P., Crafting, and Workshops
  • Scrapping: Loose weapon and armor mods are now protected from autoscrapping when crafting. However, they can still be scrapped manually if a player wants to break them down into scrap components.
  • Turrets: An “(Owned)” tag will now appear next to the names of Turrets a player has built in their C.A.M.P. or a workshop.
Design and Gameplay
  • Carry Weight: Is now capped to an absolute limit of 1,500 pounds over the character’s current maximum carry weight.
    • For example: If your carry weight limit is 210 pounds, then your maximum limit is 1,710 pounds.
    • Characters will be unable to exceed this new weight limit moving forward.
    • Characters who already exceed this limit will be unable to add any additional items or caps to their inventories until they have reduced their carry weight below the cap.
    • Dev Note: These limits exist primarily to keep servers from performing poorly, which can happen when we have too many items in the game world. They also play role in helping to regulate the in-game economy. We do recognize the desire to be able to own more of the cool items that we have in the game, and we are looking into a variety of solutions, including increasing the stash size. We will be sure to talk more about this when they are ready.
  • Cap Stashes: To help address cap exploits, caps stashes have been turned into containers, which allows them to properly reset and provide players with instanced loot.
  • Plans and Recipes: When viewing a plan or recipe in a menu, a “(Known)” tag will now appear next to the names of recipes and plans the player has already learned.
  • Vendors: Recipes and Plans in Vendor inventories are no longer randomized and can now be reliably sourced from those Vendors, with the exception of some minor Workshop and C.A.M.P. Plans.
    • The appearance of many Plans and Recipes in Vendor inventories is based on player level and they will show up once the proper level has been reached.
    • Additional structural Plans for wall sets, power connectors, doors, generators, and water purifiers have also been added to some Vendors.
PVP
  • Hunter/Hunted: A server-wide message will now appear when a player joins the Hunter/Hunted queue.
    • This message will only be displayed once per player to avoid spam.
    • An additional server-wide message will be displayed when Hunter/Hunted is ready to begin in order to give other players a final chance to join.
Quests and Events
  • Belly of the Beast: A new “Ultracite Power Armor” entry has been added to Taggerdy’s Terminal on the top floor of Fort Defiance, offering Ultracite Power Armor plans to those who read it.
  • First Contact: A new miscellaneous objective will now appear upon reaching the Overseer's C.A.M.P. for the first time, prompting the player to place a C.A.M.P. of their own.
  • Gauley Mine: A new miscellaneous objective will now appear at Gauley Mine to introduce players to Ore Deposits.
  • Monster Mash: The amount of XP awarded per round during this event has been reduced from 350 to 100.
Bug Fixes
Art and Graphics
  • Lighting: Lighting no longer flickers throughout Arktos Pharma.
  • Apparel: Fixed an issue that could cause a character’s legs to show through the Rose Dress while it is equipped.
C.A.M.P., Crafting, and Workshops
  • Artillery: Fixed an issue that could prevent Artillery from being placed in valid locations.
  • Blueprints: Addressed an issue preventing players from placing a stored blueprint containing posts that were placed partially underground when the blueprint was originally saved.
  • Budget: Scrapping a stored blueprint that contained wires will now correctly remove those wires from the C.A.M.P. budget.
  • Exploit: Addressed an exploit that could allow players to duplicate their stored blueprints.
  • Exploit: Addressed an exploit that could allow players to reduce their carry weight to a negative value.
  • Foundations: Fixed an issue that could cause a “Cannot place item: Needs support” message to display when editing a partially floating foundation.
  • Power Armor Station: Players can no longer view power armor they do not own when attempting to access a power armor station that’s occupied by another player.
  • Scrapping: Ignition Cores crafted for the Earth Mover event are no longer automatically scrapped when using the Scrap All Junk option at a Workbench.
  • Scrapping: Junk items that need to be manually scrapped are no longer automatically scrapped for components when attempting to craft.
  • Stored Objects: Repeatedly attempting to place an Atomic Shop variant of an object the player had stored but does not own no longer prevents them from placing other variants.
  • Structures: Fixed an issue that could prevent a C.A.M.P. or workshop structure from being edited when building levels had been merged or split several times. This fix is not retroactive and will not apply to structures built prior to today’s patch.
  • Terminals: Powered terminals contained within a stored blueprint now work correctly when the blueprint is placed in a new location
Challenges
  • Collect Holotape Games: Nuka Tapper sub-challenge can now be completed by playing the Nuka-Tapper holotape game.
  • Formal Wear Challenges: Pantsuits and Shortsuits now correctly count as formal wear when completing challenges.
  • Gather Building Supplies: The “Scrap items to produce fertilizer” condition has been updated to "Collect Fertilizer" and can be completed by salvaging or crafting it using spoiled fruits, vegetables, and meat.
  • Learn Cooking Recipes: This challenge will now recognize many additional cooking recipes when they are learned for the first time. Retroactive credit will not be awarded for recipes learned prior to today’s patch, but that is planned for a future update.
Enemies
  • A.I.: Fixed an issue in which some enemies could chase the player farther than intended and become frozen in place.
  • Exploit: Addressed several XP exploits by adding a limit to the maximum amount of XP granted by a single kill.
  • Looting: Fixed an issue that could prevent players from looting goo and ash piles after killing an enemy with a laser or plasma weapon.
General
  • Loading: Fixed several issues that could cause characters’ body parts, equipped apparel, or armor to become temporarily invisible to other nearby players or teammates after loading into a world.
  • Monorail Elevator: Fixed an issue that prevented the Monorail Elevator near the edge of Cranberry Bog from taking players to the top floor.
  • Performance: The Scorched Earth event has received optimization improvements.
  • Performance: On laptops with more than one graphics card, Fallout 76 will now default to using the dedicated graphics card rather than an integrated card.
  • Performance: Launching the Traditional or Simplified Chinese game clients on Xbox One no longer causes a 6 second hitch when the launch video begins to play.
Items
  • Bobbleheads: Using multiple Explosive Bobbleheads no longer causes their effects to stack.
  • Exploit: Addressed an exploit that could allow players to duplicate items using MODUS Vendors.
  • Exploit: Addressed an exploit in which the Vampire legendary effect could restore health through unintended means.
  • Magazines: Removed magazines from several locations where they were unintentionally guaranteed to spawn.
  • Tomahawks: No longer become stuck in mid-air after striking a hostile creature or player.
  • Magazines: Guns and Bullets #5 now correctly provides bonus components when scrapping weapons, but no longer specifies a 50% increase.
  • Magazines: Tesla Science #6 now correctly grants bonus Rad Resistance.
  • Rad-X: Consuming multiple Rad-X or Diluted Rad-X no longer causes their effects to stack.
  • Health Bonuses: A player with very low health who unequips an item that provides bonus health will no longer be instantly killed if removing that item that would cause their health to drop to or below 0.
  • Paper Bags: Fixed multiple issues in which transferring items into an empty paper bag as the bag was despawning caused those items to become lost.
  • Pip-Boy: Fixed a rare issue that could cause a character’s Pip-Boy to go missing.
  • Power Armor: Entering a suit of power armor no longer occasionally causes it to become invisible to nearby players.
Items
  • Bobbleheads: Using multiple Explosive Bobbleheads no longer causes their effects to stack.
  • Exploit: Addressed an exploit that could allow players to duplicate items using MODUS Vendors.
  • Exploit: Addressed an exploit in which the Vampire legendary effect could restore health through unintended means.
  • Magazines: Removed magazines from several locations where they were unintentionally guaranteed to spawn.
  • Tomahawks: No longer become stuck in mid-air after striking a hostile creature or player.
  • Magazines: Guns and Bullets #5 now correctly provides bonus components when scrapping weapons, but no longer specifies a 50% increase.
  • Magazines: Tesla Science #6 now correctly grants bonus Rad Resistance.
  • Rad-X: Consuming multiple Rad-X or Diluted Rad-X no longer causes their effects to stack.
  • Health Bonuses: A player with very low health who unequips an item that provides bonus health will no longer be instantly killed if removing that item that would cause their health to drop to or below 0.
  • Paper Bags: Fixed multiple issues in which transferring items into an empty paper bag as the bag was despawning caused those items to become lost.
  • Pip-Boy: Fixed a rare issue that could cause a character’s Pip-Boy to go missing.
  • Power Armor: Entering a suit of power armor no longer occasionally causes it to become invisible to nearby players.
Quests and Events
  • Breach and Clear: The Meteoric Sword now correctly has a slim chance to spawn in containers during the Breach and Clear event.
  • Early Warnings: Quest progress will no longer become stuck when crafting Upgraded Motors and logging out after crafting Upgraded Motors will no longer reset the quest tracker to 0/5.
  • Events: Fixed an issue that could allow a player to simultaneously join two different events.
  • Events: Fast traveling after joining an event will now correctly remove the player from that event and will no longer prevent them from joining proximity event at their fast travel destination.
  • Flavors of Mayhem: Rose will no longer occasionally play unrelated voiceover lines when attempting to turn in Flavors of Mayhem, and the player is no longer prevented from correctly completing the quest.
  • Signal Strength: Fixed an issue that could prevent Rose’s introductory voiceover lines from playing when the player approaches Top of the World.
  • Second Helpings: An area marker will now appear for the “Find Delbert Winters in Flatwoods" objective to better inform players about their options for proceeding through the quest.
Survival
  • Diseases: The Rad Worms disease now correctly increases rad damage taken by 50%.
Sound
  • Weapons: Breath sound effects will now play correctly when activating the Hold Breath option while zoomed.
User Interface
  • Display: Fallout 76 will now better autodetect AMD 7900/8900 series and AMD Radeon R9 200 Series graphics cards.
  • Field of View: Addressed an issue causing camera clipping near walls when using a very high Field of View setting.
  • Hotkeys: Fallout 76 now better supports French AZERTY keyboard layouts and the game’s controls will adjust accordingly.
  • Hotkeys: While using a French AZERTY keyboard, the “/” key can now be properly rebound in the controls menu.
  • Loading Screens: Fixed an issue that could cause loading screens to appear cut off or black at different resolutions when entering a building’s interior.
  • Map: Character levels no longer appear truncated on the map for players over level 100.
  • Nameplates: Fixed an issue that prevented player nameplates from appearing while inside the nuke zone during the Scorched Earth event.
  • Nameplates: Fixed an issue that prevented the crown icon from displaying next to legendary enemy nameplates.
  • Social: On Xbox, after sending a friend request to another player a notification will now display to confirm that a friend request has been sent.
  • Social: The “Invite to Team” option no longer appears for players who have already joined the team.
  • Social: If an attempt to fast travel to a friend or teammate using the Social Menu fails due to nearby enemies the player will now be notified by an error message that states "You cannot fast travel when enemies are nearby".
  • Trading: Decreased the wait time required between trades when making multiple trades with another player. If players attempt to make multiple trades too quickly, a new "Trade failed due to frequency, wait a moment and try again." error message will now display rather than the previous “Trade Failed on Server” message.
  • Trading: Fixed an issue on PC that could cause the player’s cursor to appear on both sides of a trade menu at the same time.
  • Tutorials: New players will now receive a tutorial message informing them of the Change Appearance option in the Main Menu.

  • VATS: Now selects targets more consistently across different field of view (FOV) values. For example, VATS will no longer target enemies that are visible in peripheral vision at high FOV values, but would be off-screen at default FOV values. This fix will help prevent VATS from providing an advantage to players who use high FOV settings.
  • VATS: Fixed an issue that could cause the VATS interface to rapidly flicker on and off.
  • Voice Chat: Fixed an issue preventing the speaker icon from appearing to others while a player is speaking over voice chat.
  • Workshop Previews: The player’s current Atom balance no longer appears truncated when viewing an Atomic Shop item in the workshop preview at 16:10 and 21:9 resolutions.
 
Yeah this new update says bye bye to the economy. You can now buy all the serums from whitespring bunker for a start (24k a pop mind!). But either way, kinda makes fighting the SBQ a bit pointless now.

Also to make matters worse, most of the players taking on the SBQ and doing majority damage came from TSE weapons, but those have been massively nerfed. So that's just going to make any SBQ fights almost impossible if too many low level / low damage players turn up.

Think i might try a few SBQ runs, and if all is hopeless, then i guess that's the game finished for me.
That is what I noticed last week before the patch these players with mega weapons were no longer around. I was in several SBQ runs which never came close to succeeding due to lack of decent weapons DMG. Now its easy to get most of the plans they are pointless anyway as the best drop was Ultralite PA which you can find in game or buy know in known places. At least they have now put something in place for dupers to no longer have unlimited carry weight that will hopefully make it easier to find stuff & stop the world being cleaned out all the time!
 
Yeahhh I can't really think of much to do now. Will try a SBQ run and see if there's any new drops or anything, but now you can pretty much just buy everything from the vendors, it really seems pointless and not worth the extra ammo required.
 
Excavator Calibrated Shocks are now 5820 Caps each :eek::rolleyes: all Weapon Plan prices seem to have been jacked up x5 if not way higher same as the rarer PA Mods some are x10 more Caps! Its going to take ages to get enough Caps to buy this stuff! At least its always in stock now although found a new glitch under Whitesprings no stock whatsoever & carry weight has glitched out yet again! The new patch is supposed to have boosted it but now it goes haywire from 605 down to 480 again cannot see what on earth is going on with it either!
 
Looks like everyones planning to swap over to a melee build, before they get nerfed for doing too much damage.

I'm quite lucky that I've got about 40 perk points spare that I can just use to respec.
 
Excavator Calibrated Shocks are now 5820 Caps each :eek::rolleyes: all Weapon Plan prices seem to have been jacked up x5 if not way higher same as the rarer PA Mods some are x10 more Caps! Its going to take ages to get enough Caps to buy this stuff! At least its always in stock now although found a new glitch under Whitesprings no stock whatsoever & carry weight has glitched out yet again! The new patch is supposed to have boosted it but now it goes haywire from 605 down to 480 again cannot see what on earth is going on with it either!

That's because those are plans rather than mods, so gives you the chance of repeatedly crafting them. It's all because of the new PVP mode where you'll likely lose armour/weapons, this way you can just buy the plan and craft them again. But kinda makes it a bit pointless dropping them in PVP - the idea is to get another players decent armour/weapons, not one that can just be crafted.

As for carry weight, I hear that Bobby pins are back to 0.1? Sounds like they forgot to commit the previous change!
 
Looks like everyones planning to swap over to a melee build, before they get nerfed for doing too much damage.

I'm quite lucky that I've got about 40 perk points spare that I can just use to respec.
They already nerfed them IME :( I lost my +20% DMG Bobblehead it used to give 3 hours then you would logout & back in & get another 3 hours so a constant 3 hours presumably so you do not lose out when it crashes or server disconnects. Well after the patch I logged back in & it was gone from my inventory when I used another Bobblehead as a test it runs the timer down even if I am out of game :rolleyes: not only that Excavator Carry Weight got nerfed as well now its 380 Max unless you have the Calibrated Shocks. Before the patch it was 480 max BEFORE Calibrated Shocks then 580 after Calibrated Shocks the devs have nerfed it as it was part of the game before that it would boost +100 in daylight since launch now that is gone. This means its not longer worth getting the Calibrated Shocks as the other PA have the same carry weight & look better.

So now my Melee build is -20% DMG at all times which means it takes an extra hit than before to down an enemy & also the weapon condition degradation is now not working properly it seems to ignore the Perk Card :(

I wish Bethesda would just come right out & say they prefer a certain type of softcore casual player who is going to constantly buy their crappy over priced cosmetic items in the Atomic Store as that is the direction its heading towards :rolleyes: The hardcore players & real fans are being punished heavily now. The latest Weekly challenge is also bugged again & does not work :(

More unstable than ever this evening so many disconnects & other glitches :rolleyes:
 
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