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- Pickup teams typically have pickup players who are typically incompetent with builds
I expect my full health build can solo everything with ease except the drill (because of having to protect it too)
Granted I'm going to be about 1200 health, 2400-3200 armour, high richochet, etc and to be fair I'm only going to be at 1400-2200 until I get that tankys unlocked
- I fully expected this
- Cosmetics but they also bring 1-3* legendary mods randomly
- I thought they were going to, but you HAVE TO fully unlock everyone for mumbles to show up
- Nothing unexpected here
- As expected
Yeah, i could tell from your answer
Yeah we did a raid
Definitely underestimated aspects of it
I certainly need to walk that back... its going to be impossible for pickup groups to accomplish, and buddy groups will probably struggle too
Until we unlock 4* stuff that is
Went in wearing unyielding armour with +int and qol 3rd *s
Had to throw on funky duds and spam some healing for the snake
The first boss = cakewalk - easy enough with bloodied builds
The drill = longest part - again easy enough with bloodied builds... just time consuming and I'm 99% certain that the fuel doesn't respawn so keep track of where you've been... also you can 100% get 4+ of the ultra moles running around, and he 100% will teleport in front of you
The 3 miniboss squad = calkwalk... We feel that each generator protects a single guy... but it was inconclusive sometimes we'd have all of them down and they've be shielded... sometimes we'd have one down and be able to pile damage into a guy... I suspect server lag?
The ultra squad = calkwalk, but one of them spawned in the hallway and took us way to long to find... Jetpacks are your friends... we also feel that while its good to make ultra your priority, taking out the enemies that have long stuns is important too
The serpent = yeah... took us a hot second to figure out the rules... a couple deaths here (and a lot of bugs on reloading too)
a - Bridge disappears when you get to the center and spawn the serpent... goes away instantly... slow moving teammates die from this
aii - Everyone gets teleported to the center island after a brief second IF they are not on the bridge... aka just waiting anywhere in the raid
aiii - An invisible wall surrounds the area once the fight starts so no safe cheezy places to hide
b - The snake tail is priority... if it hits the ground it chunks out a large part of the arena floor
c - Vats while risky is necessary for the DPS (one girl on our group just couldn't stay alive to the poison, or the push attack, or the mobility parts) So we did it 3 player vs the snake with most of it from 2
d - Jetpack and being in the air negates the snakes push attack
e - Vats the eyes... I PRESUME that taking down the scales reveals a super weakpoint, but its just not worth it... even with crippling perks we didn't get close to crippling anything on it before it died
f - We needed to readjust to min/max damage (Including magazines and bobbles) so that the three of us who survived were able to do enough damage
fi - Endangerol does NOT work against him... taking one for the team MAY have?? his damage taken was ALL over the place... some vats would be 2500 damage and others would be 70...
fii - We ended up settling on AA versions of the gauss minigun as the highest DPS weapon
Ended up with 2 of us vs the boss (other guy crashed) and girl was dead
The boss does eventually stop fighting and you NEED to lay that DPS down... I presume if you fail to kill him in time then its an instant fail
Once he went into super suck mode we just laid on the DPS until he died... no idea if we had 30 seconds left or if we just got him before he did his attack
I would recommend
Union + Funky duds
1* is unnecessary, nothing does enough damage to really make that an issue... overeaters or maybe troubleshooters for the first boss
2* endurance will be your friend... more poison resist = easier time vs the snake
3* nothing really good, sentinel may help if its fixed vs the first boss, but I've heard its still broken... so through hikers to get the 3* str and 2* endurance QoL weight perks covered is probably best
4* I got a few mods and one unlocked now but I'm not sold... Tankies doesn't seem necessary so the DPS increasing ones will be your best choice
You can pretty easily reach 800 health now and that helps
Going in pretty blind and on an off int exp farming score build and made it so...
I am confident that I could solo
Stage 1, 3 & 4
Stage 2 I question if I could protect the drill and fuel it up... probably not doable since the enemy enrage too frequently and then become spongy
Stage 5 I question if I have the DPS for the final form... I don't know its duration is the problem... When I get 4* weapons and armour I'm confident I'd be able to solo it
Well there goes any chance of me playing this new Raid.
I've perfected my build around HP, Holy Fire and survival and have about 670 HP and about 600/600 armor non-PA. Not sure where you expect to get double mine since I have all perks relating to defense and HP.
On another note, the first boss is not impossible when you know what to do. The second part is harder even if you know what to do.
Never seen this before.
Mumbles isn't on the official server yet so even if you are maxed out (like me) you won't get that npc. They did SAY they were going to add it but they didn't bother to say when. As per usual with Bethesda.
1. My two characters are not made for grouping or that at all. I would waste a space so there's no point in wasting my time. When more of you figure out how to do it, good luck.
2. The game froze 2x in a row at the startup screen which is common.
3. Unless the pets bring in good stuff and not just more JUNK they're not really different than the Collectrons.
4. Huh. Didn't know that.
5. I don't have FOMO so I get what I get for trying. World isn't going to end.
But that could still be included.
I decided to test with an overcharged electro enforcer for some big beefy energy damage.
No PA - Not bloodied - No booze/chems - No power attacks
Swings against robots felt good. 2-3 attacks per dyer chemical bot.
Swings against gouls felt below average. 2-4 attacks per freddy's gouls + wendigo.
Swings against humans felt good. 1-2 attacks per mothman cultist.
Swings against mirelurks felt like the game was broken. 10-15 attacks to kill one. WTF?
Swings against supermutants felt average. 1-3 attacks per westek mutant.
Swings against animals felt not good. 3-4 attacks to kill a wolf? bah
Swings against insects felt good. 1-2 attacks per blood bugs.
Conclusion: They broke something with how mirelurks scale. I can crit for 1600+ juiced up but was dinking mirelurks for 20-40 damage per swing this morning. It was if they were reducing the physical damage by 90% and preventing the energy damage from registering.
Something broke with lurks and it's not my build. Since they're still kill-able but super annoying I doubt bethesda will fix it. Haven't even tried the raid yet and frankly I don't want to. Not with the way this season is off to a bad start.