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Fallout 4

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22 minutes ago, Hendo said:

Can you ignore the base building stuff or is it necessary to progress? It looks a bit of a faff.

 

There's a few missions where you have to do basic construction, more as a tutorial to introduce you to the basics, but it's unnecessary to spend too much time doing it (but can be useful to have workbenches etc in key locations).

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There's bits where you have to specifically build something for certain things, but if you don't want to focus in it you don't really need to bother with it. 

 

Depending on how you play you're going to benefit from doing the bare minimum. For instance if you wear power armour you're going to want a power armour station so you can do repairs. 

 

I'd recommend setting up in Red Rocket. It has all the work stations and you can surround it with turrets so it never gets attacked. 

 

No supply chains means you're going to have to hand deliver all the junk there though. If the others don't cover it before I do I'll do it later. I need sleep now. 

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Usually with the special tree I have picked intelligence and charisma since that lets me play how I like to play. Which is pick the interesting dialogue options to see what happens and never get locked out of areas by terminals or locks (perception 4). I found in Fallout 4 though that I was kind of trapped using specific weapons after a certain point due to the damage buff perks so you might want to take a look at the trees, see which ones give you buff to the type of weapon you use, then focus on that. Or gear yourself towards the damage buff for different types of weapons by being a jack of all trades which should open up a lot of fun perks. 

 

I do really dislike pissing about though so I also usually make a beeline to a handful of quality of life perks. I deleted Fallout 4 yesterday to make some HDD room so I can't look to tell you how to get them but generally I get the skill that let's me go through water without getting rads, increase the effectiveness of stimpaks so you aren't having to either use three or four at a time or use them constantly throughout a fight and then unique to fallout 4 is the trade lines perk. This is annoying and comes at a high charisma cost but it is kind of essential unless you only want one central storage hub. It will allow you to access your stash in all settlements you have trade routes set to. It requires a very basic amount of settlement building which I really disliked. If you don't mind fast travelling back to sanctuary or red rocket or wherever Preston isn't then you can happily live without it. Settlements in general are too buggy and basic to get a lot from for me. With the workshop DLCs they added some fun cosmetics so you can write cock on walls but it felt like the more advanced stuff didn't serve up enough interesting gameplay to really be worth it. 

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5 hours ago, Sly Reflex said:

Nag said there was one where you have to do something with building

 

Out of the base game and dlc's I ended the game with three achievements left locked, two of those were building related. There was no way I was spending my time getting a settlement to maximum happiness.

 

4 hours ago, Hendo said:

Can you ignore the base building stuff or is it necessary to progress? It looks a bit of a faff.

 

From memory you have to make a settlement early in the game but after that its pretty relaxed about it... it's worth playing.

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OK, here we go. You get 28 points at the start of the game to spread across SPECIAL. There's also a book at the start of the game that allows you to put a +1 into anything of your choice.

 

Spoiler
Spoiler

0WmZahz.jpg

 

STRENGTH

 

Strong Back is 6 points of investment. You're going to want this perk as it allows you to carry more. Maybe also make it so you can fast travel if you're not bothering with settlement stuff. Also of note is Armourer. You're going to need this one as well because it's a lot harder to cannibalise armour than it is guns. I'll explain later down the post why.

 

PERCEPTION

 

Like @Bob said, you're going to want Lockpick. That's 4 points down the investment tree. However You only need to put 3 points in here as when you start the game you're going to find the Perception Bobblehead within an hour of starting. Do not take the unbreakable bobby pins perk in the lockpick, you're going to have hundreds of pins so breaking a pin here and there isn't really worth the offset. Also of note is the Rifleman perk which is your sniper tree. Knowing how you like to play games, you're going to want to invest in this perk as well. There's Sniper further down the line as well, if you really need to specialise. That's a case of getting into the game though.

 

ENDURANCE

 

This is probably where people are going to be divided. Toughness is a good perk. Lead Belly is pointless as you're going to outgrow it. Lifegiver is godly in a few ways. You get extra hitpoints and on the last level up you gain heath regen out of combat. This is really helpful in a few ways. You have to carry less foodstuffs to heal you as you're normally have time to heal naturally over time. It also helps you save on stims for when you really need them. Aquaboy/girl are also really good, but you're not going to need them until you're going to have to do a lot of water travelling at the bottom and east of the map, so maybe think about levelling up Endurance in the long run to take it. Do not take the second perk of Aquaboy/girl, it's a waste.

 

CHARISMA

 

This is a weird one. If you want to link all your bases together you're looking at a 6 point investment and then another point to be able to set up supply lines. You can also earn caps off your settlements, but since it's sounding like you're not wanting to bother with them I think this is a big waste of points. Unless you want to persuade people I think charisma is a big waste for you. I guess it depends if you're going to be rolling with Dogmeat or another companion to get the best from it, but I'm going to say 1 point and pick up Cap Collector for better buying and selling.

 

INTELLIGENCE 

 

You're going to want Medic. Unlike Bob I stayed at 1 point investment here. 40% healing is more than enough when you have the passive heals from Lifegiver. Just heal when it's a critical situation and you're going to be fine. You're going to have an abundance of stims anyway and stuff like Radaway is super common to find, you'll have hundreds of those. Although just to save on carry weight I'd stash any chems that have carry weight in a settlement. You can further save by building a decontamination unit at your settlements which will remove all radiation debuffs. This is not a huge investment, but you do have to do a specific quest to unlock them. Radaway will be fine in the meantime.

 

Gun Nut having actually taken it in my playthrough I wish I had not. Basically it allows you to craft weapon mods. Except this doesn't apply to the vanilla weapon mods. Say you find a pistol and it has a nice red dot on it. Take that gun to a workbench, craft a ironsights for it and then the red dot will be put into your inventory. Now you can put that red dot on any compatible weapon. You can take Gun Nut if you want, but it's a convenience perk more than anything.

 

Take Hacker, aside from the last perk. Same reason as the lockpick, you can always just back out and try again. Hacking isn't that hard, I can teach you how to do it easily enough. It's just process of elimination. Or you could cheat and just pick the first few choices each time and back out.

 

AGILITY

 

I think this is where you're going to see the most bang from your buck given how I think you're likely to play.

 

You want to take Gunslinger. You want to take Commando. You want to take Sneak. You might want to take Mr Sandman, not for the killing of sleeping people, but for the silenced weapons buff. You want to take Actionboy/girl. Depending on how invested you are you might even want to take Ninja. That's 7 points of investment before you even take any perks.

 

LUCK

 

At this point you've 4 points left over. I think this tree is where you make your money as well as have a little fun. Points in Scrounger will see you until you're comfortable with ammo. Bloody Mess is a flat damage boost that can cause people to explode, which is handy for those high up enemies that you can't be bothered trekking to to loot. Fortune Finder is where you're going to make caps because you're not bothering with settlements. Mysterious Stranger is worth taking because paired up with Action Boy you're going to be able to spam VATS one shot at a time and get him to obliterate shit.

 

Strength 6

Perception 3 (+1 from Bobblehead)

Endurance  3 (with a view to grabbing Aquaby/girl later on if you get into the game)

Charisma 1

Intelligence 4

Agility 7

Luck 4

 

Plus you get 1 SPECIAL point for finding the book in the house where you start. I guess that's up to you where you want to put that. Maybe throw it in Intelligence so you get more XP for actions or put it in Endurance for a bit more survivability.

 

The Charisma is really low but I just can't see @Hendo getting anything out of those trees to warrant taking it. Sure he's losing the ability to  persuade. The beauty is if he really wants to he can just supplement anything he likes the look of and get it in the long run. It just means playing a lot. I think aside from that it's going to allow him all the conveniences of playing the stealthy sniper style I know he's probably going to end up doing.

 

I just want to touch on this what Bob said.

 

8 hours ago, Bob said:

I found in Fallout 4 though that I was kind of trapped using specific weapons after a certain point due to the damage buff perks so you might want to take a look at the trees, see which ones give you buff to the type of weapon you use, then focus on that. Or gear yourself towards the damage buff for different types of weapons by being a jack of all trades which should open up a lot of fun perks. 

 

OK. So what I found out is that you have 3 perks that buff gun damage. Rifleman, Gunslinger and Commando. The way that the game explains these perks to you is terrible.

 

Rifleman buffs any weapons where you have to hold your breath to steady the shot.

 

Gunslinger buffs any weapons that are single shot where you do not hold your breath.

 

Commando buffs any weapon that is automatic.

 

So here's the thing. With the weapon benches you can change nearly any weapon you find into something that fits one of those categories. You can make rifles become single shot, you can make LMG's snipers by adding stocks and having long optics on them. It's actually really pliable. On the flip side you've to be really aware of what mods you're attaching because it's going to shift them across from perks you might have invested in to ones you have not. I found this out when a single shot rifle I had that was doing megapower damage ended up being a limp dicked piece of shit because I added a mod to it that while making it look better on paper meant that it was now considered a sniper rifle and therefore had no use because I had not invested in Rifleman yet. I had a bit of a play about with weapons and found that the descriptions in game for those perks are badly worded.

 

Obviously if you take Mr Sandman you want to throw silencers on all your weapons. Pay attention to what your guns are and what perks they're going to benefit from before committing.

 

OK, now you've spend the past 10 minutes reading you can rip it to pieces and show flaws in the SPECIAL I picked.

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That all seems fine for a sniper build. Although i would say if you are going to set intelligence to 1, you may as well take luck to 5 and get the idiot savant perk because it is hilarious. I always do a playthrough with a strength 10, intelligence 1 character in Fallout and idiot savant was a lot of fun throughout 4. 

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I've never done that. Maybe a melee and heavy weapons play through idea?

 

EDIT: I actually really fancy trying a maxed out luck class, because that last perk sound hilarious.

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Idiot Savant is a good perk for loads of extra exp.

 

I mostly played as a sniper using VATS and focussed on those perks which gave you back APs, enhanced criticals and gave you hits through cover.

 

So things like Concerntrated Fire, Critical Banker, Grim Reaper Sprint, Action Boy, Gun Fu, Penetrator, were extremely useful.

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Action Boy is too good not to take. Even if you're not using VATS a lot you're still looking down scopes and running about, so having it recharge quicker the better. It's going to pair well with Strong Back as well for when he gets over encumbered and needs to speed things along so he can get outside and fast travel.

 

I've not played much because I was putting the finishing touches to the podcast, but I did start the Far Harbour kick off mission, which I'm going to leave for now, and the bit that's meant to be about the Salem Witch trails. Also ended up in a cannery where the meat going into the cans wasn't what it appeared to be. Before that I was jumped by a Mirelurk Queen who I took out in 5 shots of explosive shotty blasts. That things is completely filthy. I rounded the night off by defending Starlight. That's been the first attack since forever. I didn't really need to do anything really, I just turned up and my turrets were fucking the bejesus out of everything unfriendly.

 

I am thinking of reworking Starlight. As proud of it as I was when I first built it I'm not now. I can do better as well as make it a bit more convenient to walk around. I considered ripping off @OrangeRKN's idea of building on the cinema screen, but it's all bent out of shape and I think it's going to be a fucker to line stuff up on.I think instead of having it built up I'm going to build far and wide and use the space up. There's so much space there and in reality you'd use all of the ground stuff before building up. I think there's a better more aesthetic way of doing it.

 

I managed to put the finishing touches to my favourite weapon tonight as well. I'm going to rename them all when they reach their max build. Witness this beauty.

20190407023954_1.jpg

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@Nag. If I were to go for all the achievements on this, where would I need to stop to do all the endings? Is it possible to scum through them or am I looking at multiple play throughs? Same with the DLC as well, are there branches or is it a linear thread?

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Yeah, you can save scum the endings (that's what I did) for the base game, I'm pretty certain the dlc's don't have any branching off achievements.

 

There's a flow chart in the spoiler tags which will tell you where to put a save, it's spoiler free apart from quest names.

Spoiler

fallout.jpg

It's easy enough to find a more detailed walkthrough if you need it.👍

 

@Sly Reflex

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On 06/04/2019 at 04:29, Hendo said:

I might give it a try in the next week, that or 3.

 

Obligatory "play New Vegas" post

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New Vegas is the best, but I think 4 is way more approachable. You can play it just like a Farcry game if you want. When I'm done and I do the long wind up post I'll probably dissect that point. It's a way better game than a lot of people give it credit. Then moment to moment stuff and quality of life improvement make me think it will be hard going back to a game that's 11 and 9 years old now.

 

I played tonight but really managed to do fuck all. I did Cait's mission in Vault 95 and that's about it. A few settlements got attacked as well, but as always when I got there to help the turrets were already taking care of the incursion.

 

This is one of those games where you can play for a few hours and get literally nothing done. I walked from one side of the map to the other looting buildings and attacking enemies and that was it for the most, but I'm totally fine with that.

 

I did drop 2 harpoon guns tonight, both legendary. I've not even seen a normal one yet, nor the ammo to use in it.One of them has the explosive perk on and the other is radiation. Given how OP that shotgun is I know which one I'll be using. I also found a legendary gun that looks like an AK but it takes 7.something rounds, of which I've seen zero of. I must have crossed a threshold to where new weapons are dropping in the world.

 

Here's that harpoon I was talking about. I got it off a Radstag of all things.

20190409230625_1.jpg

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Had a real WTF just happened moment in the last session.

 

Went to Vault 88 to hand in some mission. Jumped off a ledge to get to the Overseer and because I was wearing Power Armour I stomped her arse into the void, before I could even figure out what I'd done everyone turned hostile and I was gunned down before I could do anything about it.

 

I got an achievement for killing someone with the ground pound though, so I guess I've got that going for me.

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Well I took Danse in to give the Mechanist a good hiding. He was locked out and I had to do it myself. I absolutely beasted it. The explosive shotty is way OP. I think I took maybe 30 points of damage. They didn't stand a chance.

 

I now have another base. I don't know what to do with this. I still have places in the rest of the game I've not built on, so this is just another project and I'm not sure I can be bothered with it.

 

Also Danse is so fucking dull. He seems like a complete after thought. I just couldn't give a fuck about him at all. He's on par with Ada as being a bit barren character wise. I n fact I've not really liked any of the Brotherhood characters in this, they've all been a bit shit.

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19 hours ago, Sly Reflex said:

Had a real WTF just happened moment in the last session.

 

Went to Vault 88 to hand in some mission. Jumped off a ledge to get to the Overseer and because I was wearing Power Armour I stomped her arse into the void, before I could even figure out what I'd done everyone turned hostile and I was gunned down before I could do anything about it.

 

I got an achievement for killing someone with the ground pound though, so I guess I've got that going for me.

 

:lol:

 

I'm surprised she wasn't marked essential (which is one of the things I hate in Fallout 4 and Skyrim...)

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