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Author Topic: Vault 101 (Fallout Thread)  (Read 155557 times)

Caleb

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Re: Vault 101 (Fallout Thread)
« Reply #300 on: 13 Jun 2015, 12:09 »

I am playing Fallout New Vegas with the DUST mod.  It takes place 20 years after NV and the Wasteland is now truly a wasteland.  No alliances.  No quests.  Just get out of the Mohave alive. 

It's pretty great.  It basically takes away the vast majority of non hostile humans and adds a ton of monsters.  Guns are FAR more lethal.  Plasma rifles seem way more dangerous.  Inventory space is at a premium.  Stims are rare to nonexistent in some areas.  The only armor that I can find is light stuff.

The start is SUPER rough.  I would advise people not to get too angry at that area and to simply try to get the heck out of there to places with more stuff.  I took all the preorder stuff and didn't feel bad about it because I ran through those supplies in about an hour.

I have invaded the hostile remains of Goodsprings, the prison, Nipton and Primm.  I tried to get across the great divide but there was no easy escape there.
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Re: Vault 101 (Fallout Thread)
« Reply #301 on: 13 Jun 2015, 18:59 »

Wow, that sounds really unpleasant. To each their own, I just don't get the appeal of such a mod.
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ChaoSera

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Re: Vault 101 (Fallout Thread)
« Reply #302 on: 14 Jun 2015, 01:01 »

DUST mod sounds awesome, I gotta try it.
That aside, only one more day until Bethesda's Keynote on E3. I can't wait for more Details to Fallout 4.
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Re: Vault 101 (Fallout Thread)
« Reply #303 on: 14 Jun 2015, 08:44 »

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LeeC

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Re: Vault 101 (Fallout Thread)
« Reply #304 on: 14 Jun 2015, 10:08 »

Okay, so the Brotherhood of Steel.

When Bethesda gained the rights to the franchise they made FO:Tactics non-cannon so  is there a midwester Brotherhood of Steel?
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Re: Vault 101 (Fallout Thread)
« Reply #305 on: 14 Jun 2015, 10:17 »

I am playing Fallout New Vegas with the DUST mod.  It takes place 20 years after NV and the Wasteland is now truly a wasteland.  No alliances.  No quests.  Just get out of the Mohave alive. 

It's pretty great.  It basically takes away the vast majority of non hostile humans and adds a ton of monsters.  Guns are FAR more lethal.  Plasma rifles seem way more dangerous.  Inventory space is at a premium.  Stims are rare to nonexistent in some areas.  The only armor that I can find is light stuff.

The start is SUPER rough.  I would advise people not to get too angry at that area and to simply try to get the heck out of there to places with more stuff.  I took all the preorder stuff and didn't feel bad about it because I ran through those supplies in about an hour.

I have invaded the hostile remains of Goodsprings, the prison, Nipton and Primm.  I tried to get across the great divide but there was no easy escape there.

That sounds... just awful. But glad you're enjoying it!
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LeeC

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Re: Vault 101 (Fallout Thread)
« Reply #306 on: 14 Jun 2015, 20:27 »

Fallout 4!
*Fully voiced male or female character, fully customizable.

*Build and fully customize your own settlements complete with random raider attacks and brahmin caravans

*Weapons and armor are also fully customizable (noticing a theme here yet?)

*Your character was alive when the bombs drop.  You emerge from Vault 111 as the soul survivor 200 years later.  So possible an android situation which fans have speculate, or perhaps a vault that freezes people and you're the only survivor of that experiment?

*Its in downtown Boston

*Release date is Nov 10th this year!!!!

Collectors edition comes with a pipboy that you can connect your smartphone to....


Fallout: Shelter!
Released today after Bethesda's E3 panel.  Basically you build and manage your own vault as the overseer.  Its a free tablet and phone game.  Looks entertaining.

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Re: Vault 101 (Fallout Thread)
« Reply #307 on: 14 Jun 2015, 20:34 »

Is it PS4/X-bone only?
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Re: Vault 101 (Fallout Thread)
« Reply #308 on: 14 Jun 2015, 20:43 »

« Last Edit: 14 Jun 2015, 20:50 by LeeC »
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Re: Vault 101 (Fallout Thread)
« Reply #309 on: 14 Jun 2015, 20:49 »

Well obviously PC, I meant in terms of console. No PS3 :/
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Re: Vault 101 (Fallout Thread)
« Reply #310 on: 14 Jun 2015, 20:52 »

Afraid not. Could be an engine thing but I wouldn't know for sure.
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Re: Vault 101 (Fallout Thread)
« Reply #311 on: 14 Jun 2015, 21:13 »

I probably won't be playing for a few years when I have a better job and get a better computer.
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Neko_Ali

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Re: Vault 101 (Fallout Thread)
« Reply #312 on: 14 Jun 2015, 23:42 »

I watched a bunch of videos from the presentation here: http://www.pcgamer.com/fallout-4-is-releasing-in-november/

My jaw, it is dropped. This is beyond my expectations. Just from what they've shown, I can easily see sinking more hours into this game than I have in Fallout 3 and NV combined. The weapon/armor/settlement customization alone blows me away. I am calling it now... I'm calling out sick all winter long. An acute case of Fallout.
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Re: Vault 101 (Fallout Thread)
« Reply #313 on: 14 Jun 2015, 23:43 »

Looks like it might be a bit too non-linear and player-directed to the point where just getting started may be a little intimidating to some people.
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Re: Vault 101 (Fallout Thread)
« Reply #314 on: 14 Jun 2015, 23:48 »

Well they did point out that most of the stuff they were talking about via settlements and such were purely optional. Very little was mentioned about the storyline, aside from the fact that that you play as someone who was alive before the war and survived 200 years somehow still as a human. And that you are one of the people who was standing on the vault elevator when the bomb went off nearby, but you survived that and get lowered into the vault, against my prediction. So I am eating a large helping of rad-crow on that.
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Re: Vault 101 (Fallout Thread)
« Reply #315 on: 15 Jun 2015, 01:33 »

This is my best guess about the story mode (spoilered in case I'm right):
    (click to show/hide)
    FWIW, I'm seriously considering buying a PS4 just to play this; my PC probably wouldn't be able to meet the graphics requirements.
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    Re: Vault 101 (Fallout Thread)
    « Reply #316 on: 15 Jun 2015, 03:35 »

    Well, this settles it. Until November 10th my PC will have to get a massive Hardware Upgrade. This looks fucking fantastic.
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    Masterpiece

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    Re: Vault 101 (Fallout Thread)
    « Reply #317 on: 15 Jun 2015, 03:50 »

    I really liked the character creation. Design-wise, the couple fixing themselves up at a mirror is a great way to make sex-switching non-jarring.

    And yeah, everything they showed today was just awesome.

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    Re: Vault 101 (Fallout Thread)
    « Reply #318 on: 15 Jun 2015, 04:04 »

    Is it weird that I really don't want to turn out to be an android?

    Also much love to Bethesda for making us a fallout game to play while we wait for the fallout game...  :laugh:
    « Last Edit: 15 Jun 2015, 04:16 by LeeC »
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    Re: Vault 101 (Fallout Thread)
    « Reply #319 on: 15 Jun 2015, 04:23 »

    So... is there a way to freeze myself until November 10th? I don't want to wait.
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    LeeC

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    Re: Vault 101 (Fallout Thread)
    « Reply #320 on: 15 Jun 2015, 04:29 »

    Here's a more comprehensive video of Fallout 4 at the conference.



    edit: nearly forgot, but the Pipboy in the game will have old DOS like games on it like a parody of the old Donkey Kong called "Red Menace."
    « Last Edit: 15 Jun 2015, 05:10 by LeeC »
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    BenRG

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    Re: Vault 101 (Fallout Thread)
    « Reply #321 on: 15 Jun 2015, 05:14 »

    BenRG's Fantasy Weapons Wish-List

    1. Sniper Laser
    Designed by: Player character
    Obtained by: Crafting an Enclave/Brotherhood laser rifle
    The SL uses a series of lenses as beam focusing/guides, trebling the laser's effective range. Combined with a decent ergonomic grip and a telescopic sight, it extends the laser rifle's range almost to that of a conventional sniper rifle but with much better armour penetration.

    2. Concussion Carbine
    Designed by: Brotherhood of Steel
    Obtained by: Scavenging or joining the Brotherhood
    The CC is a shotgun replacement. It uses a sophisticated series of compressors to create hyper-compressed gas charges that can be fired in a number of ways. The force of the packet can be adjusted from a beanbag round-like stun attack to a concentrated force blast that can punch through light armours at close range. The CC also lets you vary the spread of the force wave from a broad cone to a narrow spear of force. Six full-power shots (or 36 minimum-power shots) are stored in the magazine. It takes about 5 seconds for the weapon's mechanism to charge up another full-power shot, so it's a good idea to leave the weapon equipped and powered up in between engagements to let it recharge.

    3. Heavy Laser
    Designed by: Player character
    Obtained by: Crafting
    The HL is basically a makeshift minigun-like weapon that has three or four laser rifle lasing chambers on a rotating mount. As each one goes through the power and firing apertures, it fires and then rotates away to cool. This enables the power levels to be cycled up to what would otherwise be an overload level for a laser rifle. In essence, it is 12% more powerful than a laser rifle and fires a laser discharge once every quarter of a second. The disadvantage is that it is cumbersome and inaccurate at greater than 50m.

    4. Multi Launcher
    Designed by: Player Character
    Obtained by: Crafting
    Prerequisite: Craft reloading bench
    The ML is a twin-barrel rocket launcher from which you can fire any of a bewildering array of lethal and non-lethal ordinance that you can throw together. This could be anything from electrostatic pulse grenades, homemade explosives and incendiaries. If you manage to salvage the fission core from a dead Mr Handy, you might even be able to build a battlefield nuclear warhead! Basically, the rockets are home-made grenades welded on top of home-made bottle-rockets. The straight-line range isn't spectacular but you can use your Pipboy to help aim indirect long-range ballistic shots.

    5. Railgun
    Designed by: Vault-Tec
    Obtained by: Side-quest or for a very, very large heap of bottlecaps from a specialised weapons store
    The Railgun is what it sounds like - an electromagnetic accelerator rifle and probably the deadliest sniper weapon in the Wastelands. It is even loads itself; its projetiles are small lumps of sand or dust particles accelerated to about Mach 5. It only needs energy weapon-standard power cells.

    6. Gauss Gun
    Designed by: Player Character
    Obtained by: Crafting
    The GG fires a cone-shaped energy field ahead of it that burns out any sophisticated electronics within the firing arc. It's good for taking out cyborgs, androids or disabling robotic defences around targets. The GG tends to burn out its power cell on its first shot and takes up to 10 seconds to complete the firing sequence. It is hardly a weapon for pitched battles.

    7. Weapon hotshoes
    Designed by: US Army pre-war but never implemented
    Obtained by: Crafting
    Prerequisites: Completed suit of Power Armour
    When you're using power armour, you still have to hold weapons like someone in their skin suit would have to. The T45c project involved installing weapons onto mounts on the armour that left the trooper's hands free without having to de-equip their weapon to pick something up or use other equipment. You can fit your armour with up to four hotshoes - two on the lower arm guards and two on the shoulders, basically turning the armour into a walking tank.

    8. Haze Shield
    Designed by: The Institute
    Obtained by: Completing a side-quest
    Prerequisite: Completed suit of Power Armour
    The shield is a Power Armour augmentation. When activated, it creates an electromagnetic field around the suit that disrupts and partially disperses energy packets and reduces the energy of projectiles. It essentially reduces attack damage from between 50% to 67%. The disadvantage is that it disrupts sensors, reducing VATS accuracy by 12% and disables long-range radio communications.
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    LeeC

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    Re: Vault 101 (Fallout Thread)
    « Reply #322 on: 15 Jun 2015, 06:06 »

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    Re: Vault 101 (Fallout Thread)
    « Reply #323 on: 15 Jun 2015, 08:57 »

    I don't think that your character will be an android, given what we know. Dr Zimmer in FO3 was part of the 'Synth Retention Bureau' and sad that the Institute invented their androids as an improvement over the old world Mr Handys and Protectrons. Added the fact that you see in the character creation video that your character (or at least the male character) is a veteran and you have a baby. I mean none of this absolutely precludes the character being an android and their being a vast conspiracy of their life to keep them from knowing that. But Occam's Razor says this seems unlikely.

    On the other hand, in the fighting video, a couple of the enemies who showed up were Synths, so they will be showing up. They clearly looked like human-shaped robots though. Not as sophisticated as the ones in FO3, or able to pass as a human.
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    BenRG

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    Re: Vault 101 (Fallout Thread)
    « Reply #324 on: 15 Jun 2015, 09:14 »

    Added the fact that you see in the character creation video that your character (or at least the male character) is a veteran and you have a baby. I mean none of this absolutely precludes the character being an android and their being a vast conspiracy of their life to keep them from knowing that. But Occam's Razor says this seems unlikely.

    Offered just as a wild theory:

    Not an android before the bomb, an android after. The door to Vault 111 never opened and the would be residents were trapped on the top waiting for entry to a shelter that never existed. What they didn't know was that the chips in their heads, implanted by Vault-Tec as part of an 'experimental personnel location technology test' transmitted their memories, their personalities, even subconscious stuff like muscular twitches and the like to the android programming bays below.

    What is the measure of a man? If you remember everything about this person's life, if you think and act exactly like him and even have the same personality quirks, does it matter if you're a synthetic now?

    FWIW, I don't think that this is the case. However, the possibility of 'resurrecting' dead loved ones may be one of the carrots that the Big Bad dangles before the Protagonist on occasion.
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    Re: Vault 101 (Fallout Thread)
    « Reply #325 on: 15 Jun 2015, 09:53 »

    Anyone ever seen "the Imposter" from a decade ago?  Whose to say memories were not just programed into the android? The Android in FO3 was.  I dunno it just seems tacky to make him into an android considering its the only information we know from FO3 about the Boston Wasteland.  I for one am hoping for the freezing theory.  When he says to Codsworth "I couldn't have been out that long" could be either from the known freezing process or when the nukes fell he got knocked unconscious and woke up in the Vault by himself al-a Walking Dead.  Only this time Grimes is an Android, what with it being 200 years.
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    Re: Vault 101 (Fallout Thread)
    « Reply #326 on: 15 Jun 2015, 10:19 »

    As pure guesswork, I'm thinking it might have been something like Vault 12, where the residents were put into cryo/VR pods. Just, without the VR. Which would at a glance suggest that V111 was meant to be a 'good' Vault. With the intention of letting people survive, not inflicting horrible experiments on them. Possibly linked to the player being a veteran? Having trained soldiers still around after a nuclear war would be handy. They describe the player as being the 'sole survivor' though. Which at a guess means all the other pods failed for some reason or reasons.
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    « Last Edit: 15 Jun 2015, 13:31 by Masterpiece »
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    Re: Vault 101 (Fallout Thread)
    « Reply #328 on: 15 Jun 2015, 13:10 »

    There's no actual link in there, you know.

    I wonder if console commands will be usable on the X-bone too, though. If so, it might be the deciding factor in that vs. PS4.
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    Re: Vault 101 (Fallout Thread)
    « Reply #329 on: 15 Jun 2015, 13:32 »

    should be working now. I doubt there'll be console commands.

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    Re: Vault 101 (Fallout Thread)
    « Reply #330 on: 15 Jun 2015, 14:10 »

    PC it is, then...once I can afford a proper gaming console. Here's what I don't get though, if the X1 will run Windows 10, shouldn't it run PC games?
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    Re: Vault 101 (Fallout Thread)
    « Reply #331 on: 15 Jun 2015, 14:27 »

    Simply put, it's not running Windows 10. Rather, a subset of APIs, those used to create "Windows Apps", which Fallout 4 definitely won't be using, is working identically on phone, tablet, pc, xbone and hololens.

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    Re: Vault 101 (Fallout Thread)
    « Reply #332 on: 16 Jun 2015, 01:25 »

    So, the Pipboy App - What's the likelihood of it working as advertised as an integrated part of the game?
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    Re: Vault 101 (Fallout Thread)
    « Reply #333 on: 16 Jun 2015, 04:18 »

    My prediction: it'll work as advertised, but it'll be a bit too gimmicky for widespread use.
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    Re: Vault 101 (Fallout Thread)
    « Reply #334 on: 16 Jun 2015, 05:12 »

    Xbone just announced to have backwards compatibility, meaning I could get rid of my Xbox 360.

    I guess I'm buying an Xbone!
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    Re: Vault 101 (Fallout Thread)
    « Reply #335 on: 16 Jun 2015, 15:04 »

    The Fallout Shelter app would be fun if it worked but it is. So. Freaking. Slow. Hopefully that'll be fixed soon.

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    Re: Vault 101 (Fallout Thread)
    « Reply #336 on: 17 Jun 2015, 01:17 »

    A prediction/theory:
    In the combat gameplay video shown on Saturday, we saw what looks like a fighting arena with a red-headed female fighters celebrating her victory. This is only a guess on my part but, if everyone else in Vault 111 is dead or beyond thawing out, I wonder if that gladiatrix might be one of the potential love interests for the protagonist as the game continues.

    Yes, I know that sounds more Mass Effect than Fallout but I get the impression that Bethesda is taking a big leaf out of Bioware's book for this one.

    [EDIT]
    Dog and squad members 'immortal' according to Todd Howard

    I'm in two minds about this. On the one hand, hearing people discuss how difficult they find it to keep companions alive in Fo3 and Fo:NV, a degree of uncommon durability may be desirable, especially if the companions are meant to play a significant role in the plot. However, making them unkillable reduces the degree of care the player will otherwise take to plan out strategies to protect them.

    I suppose that, if asked, I'd connect it to the difficulty level. At 'Easy', yes, you want them to be immortal. At 'Normal', they would be fantastically durable and have implausibly high hidden armour and HP stats. At 'Hard', they are as tough as the player character and level up in parallel. At 'Difficult' they are exactly as durable as you would expect them to be based on their equipped armour and character stats. At 'Insanity', they suddenly go immortal again and have ludicrously high attack stats because no-one plays a game like this at maximum difficulty for any kind of realism. :-P
    « Last Edit: 17 Jun 2015, 02:46 by BenRG »
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    Re: Vault 101 (Fallout Thread)
    « Reply #337 on: 17 Jun 2015, 10:22 »

    This is something added in New Vegas, so I'm not surprised they included it. In normal mode companions were set to essential, so that when they went down in combat (unless you were the one who killed them) they were just unconscious and would get up again a short while after combat ended. On hardcore mode companions died permanently. It's one of the reasons I didn't tend to use companions in Fallout 3 unless I was using a mod to set them as essential.
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    Re: Vault 101 (Fallout Thread)
    « Reply #338 on: 17 Jun 2015, 11:36 »

    See, I was just going to say, my companions in Fallout New Vegas never died, they just fell down for a while.

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    Re: Vault 101 (Fallout Thread)
    « Reply #339 on: 17 Jun 2015, 11:38 »

    Mine were never with me. I prefer to go at things alone. They only get in my way.
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    Re: Vault 101 (Fallout Thread)
    « Reply #340 on: 17 Jun 2015, 12:21 »

    Wait, will they be unkillable even on hardcore?
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    Re: Vault 101 (Fallout Thread)
    « Reply #341 on: 17 Jun 2015, 13:56 »

    Mine were never with me. I prefer to go at things alone. They only get in my way.

    But the robot ball (forgot the name) has his own quest and everything! And he has a huge range. He sees stuff from miles away.

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    Re: Vault 101 (Fallout Thread)
    « Reply #342 on: 17 Jun 2015, 14:40 »

    I really wanted there to be a way to turn on and off specific features of hardcore mode. Because dying companions was more annoying than it was something that made the game harder. Especially considering they have no pathfinding and will set off traps you easily avoided, and you can't give them antivenom so they all just end up being brutalized by Cazadores.
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    Re: Vault 101 (Fallout Thread)
    « Reply #343 on: 17 Jun 2015, 14:50 »

    All of the companions had quests in New Vegas. The companions were one of the things that was really improved. They were still dumb as bricks though and would charge any enemy that they noticed, even ones I was trying to avoid and they had no chance of beating. One of the most frustrating things was that you couldn't give them orders except through speech dialog/companion wheel interface. Now it seems, with Dog at least, you can give them orders to go places from a distance. I can just see you ordering a human companion around the same was as Dog.

    No! Bad! Do not charge the deathclaws! Go stand in that corner until I tell you to come back out.
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    Re: Vault 101 (Fallout Thread)
    « Reply #344 on: 17 Jun 2015, 14:57 »

    All of the companions had quests in New Vegas. The companions were one of the things that was really improved. They were still dumb as bricks though and would charge any enemy that they noticed, even ones I was trying to avoid and they had no chance of beating. One of the most frustrating things was that you couldn't give them orders except through speech dialog/companion wheel interface. Now it seems, with Dog at least, you can give them orders to go places from a distance. I can just see you ordering a human companion around the same was as Dog.

    I thought for a second you were referring to this Dog:

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    Re: Vault 101 (Fallout Thread)
    « Reply #345 on: 17 Jun 2015, 14:59 »

    Nah, the F4 video shows the dog as being called just Dog this time around. I'm guessing you can rename them.
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    Re: Vault 101 (Fallout Thread)
    « Reply #346 on: 17 Jun 2015, 15:00 »

    Mine were never with me. I prefer to go at things alone. They only get in my way.

    But the robot ball (forgot the name) has his own quest and everything! And he has a huge range. He sees stuff from miles away.
    But I'm playing a sneaky character and they are all to stupid to sneak so they get discovered all the time. Ergo I sneak around alone and one-shot Deathclaws with my Anti-Materiel Rifle.
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    Re: Vault 101 (Fallout Thread)
    « Reply #347 on: 17 Jun 2015, 17:08 »

    I think they fixes that.  Last time I played NV I had a stealth boy on and was sneaking right up to enemies with my companions in tow and they acted like they too were invisible.  Then again I have like a shitload of mods gong on.
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    Re: Vault 101 (Fallout Thread)
    « Reply #348 on: 17 Jun 2015, 17:54 »

    I remember sneaking working that way on PS3.

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    Re: Vault 101 (Fallout Thread)
    « Reply #349 on: 22 Jun 2015, 08:52 »

    Fallout Shelter is earning more and being downloaded more frequently than Candy Crush!

    Man, it looks like Bethesda has hit upon a license to print money with Fo:4 and its spin-offs!

    There are also rumours flying of an official port-over of Fo:3 and Fo:NV to the new engine! If this is true, and Bethesda are smart with the release dates, then it is possible that they could hold a stranglehold on the market for 6-12 months. In which case, their Veep for Marketing and the producer of Fo:4 could write their own pay-cheques, either at Bethesda or at any studio rich enough to head-hunt them.
    « Last Edit: 22 Jun 2015, 09:07 by BenRG »
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