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2) Its fine. Seriously its not that bad if you focus on attack and sneak. I one-two shot dethclaws, mirelurk queens. Any easier and id go melee
3 4 5 and 6) Food does heal as long as you are eating the right food and don't have a debuff. Nobody sleeps as well in a sleeping bag as well as an elevated matress past the age of 8. Quit eating ♥♥♥♥♥♥ food. Sleeping wont give you parasites.
7) You can fast travel with the brotherhood or institute. I agree that there should be more points. 3 settlement home plates would be amazing.
8) A grenade should kill you in everygame ever. I bathe in fire and it barely hurts me. Im betting if you had explosives maxed it would destoy those gunners.
Sounds to me like youre just starting out. It will get easier and then come to the point were you see 2 dethclaws fighting and instead of saying oh ♥♥♥♥, you are like yay exp!
Also, sleeping does give you illnesses at random, whether that illness is parasites, insomnia, weakness, or fatigue. And food does NOT heal you if you're hungry. In case you've never noticed, both the heal rating and stat/buff bonus is 0 until you eat enough not to be hungry anylonger. Which means that - since growable food like tatoes, corn, and mutfruit can make you sick when you eat it - you have to waste stat-boosting meat in order to fulfill your hunger, since you get 0 healing and 0 buff while you're hungry.
I'd suggest you pay more attention to make sure what you post is accurate. But it's teh intarwebs, so YMMV.
Deathclaws have extreme resistance to energy damage. Maybe learn the game before complaining about it huh?
Takes me less than1 magazine of Violent 10mm Auto pistol. With only 2 Commando points.
Not 'extreme resistance'. All deathclaw variants have an energy resistance that is higher than their ballistic resistance, but the 30% armor penetration from maxed Rifleman negates this difference for everything but standard deathclaws. For standard deathclaws, the AP bonus from Rifleman puts their energy resistance at 167. Compared to a weapon that does 154 energy damage, this means that the deathclaw's energy resistance soaks about 54% of that damage but should still take more than 70 damage per hit, based upon the damage formula on the wiki - though this is susceptible to range penalties.
So, yeah. I do know the game. Maybe you should back up statements with facts before tossing out trite comments, huh?
I smoke everything in the game no problem. Again you dont get parasites from sleeping its a delayed effect from something else. But its the interwebs so YMMV or more post crying about something. Survival isn't for everyone. Good luck losing your virginity
Wow, someone forgot to put on their Big Girl panties after they woke up on the wrong side of the bed this morning, looks like.
Having NPCs run out of ammunition would be a good change if they didn't have so little ammunition to begin with. Even if they start with a full magazine/charge in their weapon, they've usually only got a dozen or so rounds beyond that. More firefights would last 5 or 10 seconds and be over as the enemies then run at you and I guess try to beat you to death with their fists? Which, admittedly, would be hilarious. But not, I think, what's needed.
I think what is needed is a change in how damage from grenades and explosions work, simply because damage is treated differently for players and NPCs. If you get caught in an explosion, you take that explosion's damage to every body part caught in the blast. That means that if a grenade goes off at your feet, you take 151 damage for each leg, arm, body, and head - 906 damage total, reduced by armor. So even if you're wearing a full set of power armor, a grenade going off at your feet can still hit you for 300 damage. If the enemy who threw it is a supermutant or gunner with the Demolition Expert perk, that damage looks more like 900.
But NPCs only get hit by damage once - so a grenade going off at the feet of a gunner, a deathclaw, or Piper will hit the closest body part only. Which means they suffer only 151 damage, which is then reduced by armor.
Finding a way to apply player-based explosive damage to NPCs would be great.
if you use your weapon at a distance greater than intended (listed in description and determined by barrel, etc), then your bullet damage will be complete poop.
so instead of 100% damage from medium range, trying to use a medium range weapon at long range will result in you wasting tons of ammo and doing about 5% normal damage.
example: i've wasted 80 rounds of 5.56 on a deathclaw because i was 2 feet outside of the optimal range. stepping forward 2 feet made all the difference and the deathclaw was dead in about 5 bullets instead of 80. no exaggeration.
NexusMods.com/fallout4
Power armor completely encloses the occupant in protection, not the only partial coverage of conventional armor. Explosives should be neutralized by the armor until it begins to fall apart.
I recently ran into three super mutants, each armed with a missile launcher. Before I could kill them they got off around a dozen missiles at me. My power armor legs went into the red during the fight, but I was not killed. Considering that a missile is at LEAST 10 times as powerful as a hand grenade, the damage done by grenades is unrealistic.
There are some encounters where the changes made to survival mode did not take place, most notably the cockroaches in Station Olivia that take around a dozen hits from a 10 mm pistol to kill. I am assuming that the damage still being done by grenades falls under the list of items not upgraded by the survival upgrade.
This should be added to the standard survival. Course you'd get less ammo from corpses too.
http://imgur.com/16QPI5x
wandering into a higher level area can result in false assumption that something is op when really you've got to curb your expectations... don't go to a 30+ area and get mad that the area is challenging even though you are level 80... this is a blessing, not something to cry about. adapt.