Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Automatron works both during the main storyline and after the main storyline because the Mechanist is producing robots to protect the people of the Commonwealth from the Raiders, supermutants, gunners and Institute. Even without the Institute, killing all the supermutants, raiders and gunners is still an important purpose. If you do the quest while finding your son it still makes sense to pursue the Mechanist because the Mechanist's robots pose an immediate threat to the Commonwealth as the robots are constantly attacking your settlements making the Mechanist a much more immediate threat than the Institute.
As far as stories go, Automatron's story works both during and after the main quest line whereas Far Harbour's questline doesn't work during or after the main quest line because it is so poorly told and is overshadowed by far more important events or far more important dangers. Even on Far Harbour, the nature and source of the evil fog and Earthquakes is the only real problem that needed to be resolved and it is the only thing that you don't get to explore and learn about. The whole thing is just about another synth who was afraid that people would see it as the robot it is instead of the person it wants to be but will never be. I just didn't care.
The robots you can build using the Automatron DLC will make for good companions who can carry a lot and use exploding gatling guns without running out of ammo. I haven't found anything all that useful in Far Harbour. There are some minor armor upgrades and some useless guns (more guns that deal radiation damage because that's super duper useful when fighting 75% of the enemies in this game right?) I even found a Ghoul Slayer's version of the new radiation gun. That was my first legendary drop in Far Harbour. I face palmed really hard.
Frankly I think the entire point of Far Harbour was for all the people who complained that they couldn't be pointlessly evil in Fallout 4. Now they can make pointlessly evil decisions in Far Harbour. So they got something I guess.
The storyline is somewhat tangental to the main-plot, but I would say if you want to know when the best place is to start it's when you return to Diamond City with Nick. (Or while you're on your way to getting to the Institute.) It's not required that you have Nick--he does, however, have the most relevance in the storyline of all companions--but you have to know a lot about Synths and the Institute already to enjoy the story of Far Harbor.
If your chrisma is high you can talk the leaders into giving up. It depends on what you want to do.
It's Donald Trump, he's going to nuke the hell out of most of them, and build a wall around the survivors.
It was a gift and since then I upgraded my PC. Thank you for all the replies. I'll head to Far Harbor when I return to Diamond City or around level 20-25.