Fallout 4

Fallout 4

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settlers weapons ?
On crafting weapons for settlers does the accuracy and range stats of the weapon have any effect on settlers or is it only for the player and they have a set rate ? Also is having a bayonet on a settler rifle/shotgun beneficial for them ? Im noticing alot fights end up being close quarters in some situations and bashing happening. Do settlers tend to do better with spefic weapon types ? I have mod lets me bring few extra settlers for followers btw. But im also gearing ones up in settlements.

sorry for all the questions and thank you in advance for any input.
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16-22 / 22 のコメントを表示
wtiger27 の投稿を引用:
Settlers benefit from the stats and types of weapons. Same for your companions. But don't give them something which has a explosive effect. As those weapons can damage your settlement and settlers.

But I don't use mods, so not sure of the side effects/conflicts involved there, if any.
Does the radiation legendary effect cause aoe damage? I'm not sure if it's similar to the mutant hounds who can outright aggro caravans because of their attacks, according to the wiki page on them.
Doombringer の投稿を引用:
Back when this launched I did a LOT of testing of settler damage output with various weapon.
(At the ranges enemies normally spawn from settlements - not that far away...)

For an un-modded game I found the following relative effectiveness of weapons:
3.01 - 100% Charging Barrel Gatling Laser
2.18 - 72% Gatling Laser
1.84 - 61% Gauss Rifle
1.21 - 40% Powerful Auto Handmade Rifle
1.00 - 33% Powerful Auto Assault Rifle
0.73 - 24% Plasma Sniper Rifle
0.73 - 24% High Power Minigun
0.71 - 24% Plasma Auto Rifle
0.64 - 21% Advanced Assault Rifle
0.57 - 19% .308 Combat Rifle
0.50 - 17% Minigun
0.48 - 16% Powerful Auto Combat Rifle
0.47 - 16% .44 Pistol
0.43 - 14% High Speed Minigun
0.37 - 12% Lever-Action Rifle
0.23 - 8% Laser Musket
0.17 - 6% Hunting Rifle
(Sights/Scopes do not affect settlers damage output, so no need to bother with them)

Sights DO affect NPC accuracy though, and thus damage output, hm? :)
Whenever your settlement gets attacked just scrap all the bad weapons and put the good ones in the workshop. Also, drop off any spare ammo into the workshop as well. When another attack occurs, the settlers will pick better weapons out of the workshop. By the time I get to a settlement under attack the attackers are pretty much destroyed. One settlement got attacked by 5 super mutant masters with miniguns. The settlers picked the miniguns up off the bodies and used them on the others.
rickcimbalo の投稿を引用:
Whenever your settlement gets attacked just scrap all the bad weapons and put the good ones in the workshop. Also, drop off any spare ammo into the workshop as well. When another attack occurs, the settlers will pick better weapons out of the workshop. By the time I get to a settlement under attack the attackers are pretty much destroyed. One settlement got attacked by 5 super mutant masters with miniguns. The settlers picked the miniguns up off the bodies and used them on the others.

Problem with that is, the first settler to the workbench will pick up EVERY SINGLE ONE of the best weapon inside that they have ammo for! :(

Say you have eight 10mm pistols with advanced receivers, and 15 basic pistols
A settler who has 10mm ammo will pick up ALL eight 10mm pistols with advanced receivers!

this is why you must hand out weapons and gear individually :)


Also as soon as I have good "Gun Nut" and Scrapper perks, I scrap most of the better weapons I find, make advanced versions to give to settlers, this also earns lots of XP and building resources ;)
I may even wait to Scraper lvl 3, but lvl 2 is a *must* if you liek settelment improvements :)
SIlverblade-T-E の投稿を引用:
Doombringer の投稿を引用:
my post

Sights DO affect NPC accuracy though, and thus damage output, hm? :)

I tested for 20 hours total, they never made any difference to damage output for settlers.
You can put them on if it makes you feel better though.

Sights do not affect recoil and (non-ironsights) aimcone variables.
They give -10% to -20% fAimModelConeIronSights, scopes give -20% fAimModelBaseStability (which is bad, makes aim point sway around), and affects ZoomData.
It seems like the AI doesn't use any of these.

Sights do not affect fAimModelMaxConeDegrees, fAimModelMinConeDegrees, fAimModelRecoilMaxDegPerShot, fAimModelRecoilMinDegPerShot, fAimModelRecoilArcDeg, fAimModelRecoilArcRotateDeg, uAimModelRecoilShotsForRunaway.
(or the 7 other aim model variables that weapon mods don't change)

The Accuracy stat shown in game is an amalgamation of those 17 variables.
最近の変更はDoombringerが行いました; 4月27日 10時27分
Doombringer の投稿を引用:
(Sights/Scopes do not affect settlers damage output, so no need to bother with them)
scopes increase the accuracy stat of the weapon which reduces spread for the player and increases chance to hit for settlers and companions. so yes you absolutely should put the scope on there. also the weight of the weapon affects how much AP it takes to fire in vats for the player so it might affect the NPCs accuracy or fire rate as well but i dont know for sure.
so for settlers and companions you want high damage, high accuracy, low weight, and non explosive.

EDIT: saw the others comments and i guess i was wrong. idk but it makes me feel better to give them their own custom weapons. like i always give Nick a custom revolver from nuka world or kellogs 44 magnum. :)
最近の変更はDracula420が行いました; 5月1日 23時41分
wtiger27 の投稿を引用:
Settlers benefit from the stats and types of weapons. Same for your companions. But don't give them something which has a explosive effect. As those weapons can damage your settlement and settlers.

But I don't use mods, so not sure of the side effects/conflicts involved there, if any.
give them a nuke launcher, ends all conflicts with a blast!
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投稿日: 3月21日 5時40分
投稿数: 22