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

Darth won’t be on tonight but I probably will, happy to farm room 1 with you.

Not felt that kind of tension since playing CS back in the day…..I really hate room 2 with a passion lol.
Room 2 was tough, defending was fun but intense. Vamps is the only way to go and I will look at cryo mines and names as a test.
I am unsure for tonight, if I get on I will join you.
 
Had a bit too much to drink with dinner tonight, managed to do dailies but way too woozy for raids lol.

I'll be on on Sunday with Darth again if you guys are interested.
 
Well....quite a decent night as far as finishing all 5 goes, not a great night for learning as that dude basically carried us through. I'm not keen on how he skipped rooms either, I quite wanted to give 4 a go but also didn't want to annoy him lol.

For me it seems like room 2 is the one that will always be the problem room, the other rooms I think are manageable with 2-3 but room 2 really needs 4. The snake room needs a high damage build so I'll work on a GP for that, I was quite chuffed to survive but honestly that is about all I did.
 
Well....quite a decent night as far as finishing all 5 goes, not a great night for learning as that dude basically carried us through. I'm not keen on how he skipped rooms either, I quite wanted to give 4 a go but also didn't want to annoy him lol.

For me it seems like room 2 is the one that will always be the problem room, the other rooms I think are manageable with 2-3 but room 2 really needs 4. The snake room needs a high damage build so I'll work on a GP for that, I was quite chuffed to survive but honestly that is about all I did.
It was a good night. It's a lot to initially take in but it's quite simple once you get going.
For me I need to basically level up and farm fuel. Talking to you last night the difference in strength between builds is huge. Level 200 is hard, where it takes me say 50 fuel to drop a mole miners in room 2 Cad was probably using far less and doing it a dam site quicker. I'm going to try and solo room 1 so when I'm on I can at least farm to get all the mods I need on the vulkan PA.
Room 4 seem like it can be quite fun, trying to run around heading crazy creatures. Maybe we should make a new version of old McDonald had a farm crystals crystals here we go, and on that farm he had a mole rat crystals crystals here we go. :D
 
It was a good night. It's a lot to initially take in but it's quite simple once you get going.
For me I need to basically level up and farm fuel. Talking to you last night the difference in strength between builds is huge. Level 200 is hard, where it takes me say 50 fuel to drop a mole miners in room 2 Cad was probably using far less and doing it a dam site quicker. I'm going to try and solo room 1 so when I'm on I can at least farm to get all the mods I need on the vulkan PA.
Room 4 seem like it can be quite fun, trying to run around heading crazy creatures. Maybe we should make a new version of old McDonald had a farm crystals crystals here we go, and on that farm he had a mole rat crystals crystals here we go. :D
Ced uses an Enclave flamer and also an Enclave plasma, he said the flamer is great for room 2. Holy fire is superb for survive-ability but it doesn't really have the greatest damage compared to others. You did great last night, I'm just really slow in those tunnels, I think that dude saying we all go for fuel at the start is a good shout but only if nobody dies.

I use a vamp minigun for the first stage of room 1, you don't need vamp if you have enough stimpacks though, for stage 2 I use the auto axe, first star is furious, second is heavy hitter, third is strength (I think) and fourth is pounders, last night I was doing well over 3k damage which is crazy.

Let me know which mods you want and I'll keep an eye out, I have dumped so many it's crazy.....next season apparently you can scrap them, doh! I think my next build will be heavy GP with overeater and powered, possibly rangers as a 4* if I get enough.

Oh next time I see you remind me to drop a 4* pyromaniacs, that should add some meaty damage to your Holy Fire. Congrats on passing lvl 200, the XP in those last few rooms is a nice wee bonus so a the double XP weekend in Feb will be great, I'd guess around 150-200k for the last room alone with all the buffs on, I was over 56k last night with no buffs.

I know room 2 is a horror but honestly I'm loving it, such a good challenge.

@Flibster hope you get well soon.
 
Ced uses an Enclave flamer and also an Enclave plasma, he said the flamer is great for room 2. Holy fire is superb for survive-ability but it doesn't really have the greatest damage compared to others. You did great last night, I'm just really slow in those tunnels, I think that dude saying we all go for fuel at the start is a good shout but only if nobody dies.

I use a vamp minigun for the first stage of room 1, you don't need vamp if you have enough stimpacks though, for stage 2 I use the auto axe, first star is furious, second is heavy hitter, third is strength (I think) and fourth is pounders, last night I was doing well over 3k damage which is crazy.

Let me know which mods you want and I'll keep an eye out, I have dumped so many it's crazy.....next season apparently you can scrap them, doh! I think my next build will be heavy GP with overeater and powered, possibly rangers as a 4* if I get enough.

Oh next time I see you remind me to drop a 4* pyromaniacs, that should add some meaty damage to your Holy Fire. Congrats on passing lvl 200, the XP in those last few rooms is a nice wee bonus so a the double XP weekend in Feb will be great, I'd guess around 150-200k for the last room alone with all the buffs on, I was over 56k last night with no buffs.

I know room 2 is a horror but honestly I'm loving it, such a good challenge.

@Flibster hope you get well soon
You are not slow, it's cautious. There is only so much risk that can be taken, look at the other guy. Dead in 30 seconds at times lol. I'm actually going to drop the dailies and try to farm some daily ops to build up some plasma cartridges and work on getting my enclave flamer to a vamps along with buffing my armour with more mods.
Anything I can do to make myself better in the raids is priority now.
Room 2 is all about vamps which I have grown to appreciate now.
No clue if I'm on tonight, as usual if I get on I will jump in.
 
Did a few room one raids last night, I got 5 good 4* mods and a couple of useful 4* Armour parts too, decent night.

We also went for a wander in the tunnels, kind of no pressure lets just learn them type of thing, I THINK I might be a little better now as I was missing a little path that will be handy for getting "home". Ced has now learned the part on the right side (a bit I liked and he has now stolen lol) so he can grab 4-5 canisters before having to defend, that only leaves 10 for me and whoever can grab a couple as I think the total needed is 15.

Probably concentrate on doing the daily/weekly thing tonight, might fit a few raids in at the end so once again both of you please feel free to join if interested.
 
Patch notes!

Today we are releasing an update to Fallout 76 that provides stability improvements across all platforms and brings more fixes to Appalachia.

While the servers are undergoing maintenance, here are today's patch notes!

Update Version​

Check the download sizes below for today’s update on your platform of choice:

  • PC (Steam): 1.8 GB
  • PC (Microsoft Store): 13.7 GB
  • Xbox: 18.6 GB
  • PlayStation: 14.1 GB

Armor​

  • T-65 Tricentennial Paint now correctly states it works with the T-65 armor set.

Best Builds​

  • Fixed an issue where Liking or Unliking a Best Build would cause inconsistent text for the button.

C.A.M.P. and Workshops​

  • Improved Pet spawns so they would no longer get stuck at the border of camps.
  • The vertical spacing between C.A.M.P. slots in the menu have been decreased appropriately.
  • Fixed an issue preventing the Plastiform Blue Star from being built in camp.
  • Fixed the Build menu icon for the Winter Retreat.
  • Fixed the Build Menu icon for the Mounted Jackalope Head.
  • Adjusted collision on the Winter Retreat.
  • Fixed the build limit for Billboards.
  • Fixed an abrupt transition when moving out of snow aurora weather.
  • All instances of the Gleaming Depths Shelter are now consistently named.
  • Counterfeit Bottle Cap Machine will now correctly generate Lead and Aluminum.
  • Counterfeit Bottle Cap Machine no longer shares a build limit with campfires.
  • Fixed an issue where some players could no longer build the Moe the Mole Safety Cutout despite knowing the plan.
    • Dev Note: If you have not learned the recipe for the Mole Safety Cutout, it can be earned as a reward from Dangerous Pastimes.

Creatures​

  • Scorchbeast and Scorchbeast Queen no longer continuously fire their sonic blast attack.

Events​

  • During Seismic Activity, if the corpse of the Ultracite Titan remains from a previous run, it will now despawn before the next run.
  • Plastiform rewards now correctly display "Activate" instead of "Use".
  • Fixed an issue causing Super Mutants to drop more caps than expected.

Gleaming Depths​

  • Mothman is no longer whispering in the Gleaming Depths.
  • The electricity hazard on top of the EN06 Guardian's platform will now become active sooner.
  • Vulcan Research Lab health and progress bars are now localized.
  • The electric field in the ENO6 Guardian fight has been expanded to cover the intended range on the guardian’s platform.
  • Fixed an issue where the Epsilon Squad Trophy wasn't being granted to players who completed the fight under the required time limit.
We are still investigating reports of performance issues within The Gleaming Depths raid. Thank you all so much for all your reports so far!

Items​

  • Added Mutation Suppression to the effect descriptions for Rad-X and Rad-X Diluted.

Quests​

  • The Ol' Weston Shuffle: Fixed an issue that would prevent Johnny from shooting at the end of the quest.
  • Hunter for Hire: Fixed an issue where Roper and Jacky were unresponsive to quest actions.
  • Novice of Mysteries: Fixed a rare case where the quest could get stuck.

Weapons​

  • Fixed Cauterizer displaying static VFX when on a weapon rack.
  • Adjusted the smoke effects of the Gauss Minigun.
  • Revolutionary Sword now uses the correct melee weapon icon in the weapon wheel.
  • Fixed an issue where colored baseball bats would not display their correct textures.
  • The Description of the Lickety-Split weapon now correctly states that "Railway Spikes Shatter & Ricochet for up to 30 Damage".

Miscellaneous Fixes​

  • "Mute Pings" and "Unmute Pings" are now localized.
  • Fixed an issue where some players were unable to earn the Player Title "Vault" and "Dweller" despite completing vault 76.
  • Supplies will correctly display in the Pip-Boy Currencies tab.
  • Owned Nuclear Winter Player Icons will now appear again in the Atomic Shop.
  • Fixed an issue which could cause V.A.T.S. firing to be misaligned on some ultrawide screens.
  • Screen narration accessibility setting will now display correctly in all languages.
  • The Motorized Butter Churn will now be found in the "Resources" tab of the workshop menu.
  • Season Booster widget will now correctly display boosters carried over from the previous season.
  • In the social menu there should no longer be a blue “shadow” being cast on the text of player names who are online.
  • Fixed inconsistent capitalization in some legendary effect descriptions.
  • Fixed a typo in the Golden Enclave Officer Outfit.
  • Player Titles will no longer obscure the player's face from a distance.
  • Removed extra word "Outfit" from the name of Grim Reaper Outfit and Headwear.
  • Nuka-World On Tour's "Bottle Blaster" game now correctly calculates the Nuka-cade points earned.
  • Fixed an issue that caused the Splash informational screen to not display correctly when launching the game on Xbox.
  • Fixed an issue causing Mutated Party Packs to not drop after completing the mutated version of Safe and Sound.

Mods​

  • Updated the description for the One-Star "Bolstering" mod to correctly state that it "“Grants up to +35 Energy Resistance and Damage Resistance, the Lower Your Health. Currently +0” (Currently + will display the current value applicable for that player).
  • Improved descriptions on the barrel mods for the Karma Syringer.
  • Fixed an issue with duplicate text in many legendary effect descriptions.
  • Electrician's Four-Star mod now correctly persists after the player dies.

UI​

  • Four-Star Legendary flyouts will now display the correct mod and appear and disappear appropriately.
  • Some Lunchbox effects now provide more informative descriptions in the Pip-Boy.
  • Improved maximum quantity behavior on purchase window.
  • Fixed an issue which could cause some UI overlap when viewing Item Statistics or Camp slots.
  • Pip-Boy no longer shows 3D renderings of items after a list becomes empty.
  • Updated UI of Ammo Per Shot to show currently instanced weapon rather than default weapon value.
  • Fixed an issue which would cause the first letter to not display in the disclaimers for AP and Carry Weight Boosters.
 
Pretty much, thinking at least one front and one behind him might work, will deffo take longer with the Gatling plasma but still do able
 
Well someone has a work around already. Dropped a suit of power armour on the centre platform and then stood on top of it and used a minigun with a shredder mod. Didn't have any 5mm ammo so was just using it as a melee weapon.
 
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Well someone has a work around already. Dropped a suit of power armour on the centre platform and then stood on top of it and used a minigun with a shredder mod. Didn't have any 5mm ammo so was just using it as a melee weapon.
Which gives you 60 seconds to get the guardian down or does it bug and the PA stay out?
Could do it with 2 people swapping PA drops if they could jump quick enough onto the top of it. Sounds chaotic but amusing.
 
We did it in a bit over 3 mins last night using the GP and hiding in the wee room once.
I think armour stays longer than 60 seconds, you get a warning when you have 60 left but that is after a little while anyway. One of the original bugs was two sets of PA at the side of the guardian….. too fiddly for me but one in the middle could be ok.
 
Ok, little bit of youtubing reveals strangler heart armor worn and a spare set of armor placed on the rim of the platform still lets you use the auto axe, folk still doing it in well under 60 seconds....some around 30 lol.

Looks like farming is back on! Strangely enough I spent around 5200 gold on strangler heart the last time Minerva had it.
 
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