![]() I wholeheartedly agree that the stealth system in Fallout 4 is a broken & recycled joke gone terribly wrong. (For the useless record, I consider New Vegas the worst of them all, and so far, FO4 to be the best.) Since then, I've religiously followed and played the Fallout series going back to the original and working my way up the series in chronological order. I've been heavily into Fallout when my first experience with Fallout 2 occurred at the tender sponge-brained age of 15. thank you for the insight, experiences, and unique words. But I haven't gone the "Stealth God" route.įirst off - great article. Do you want to increase a SPECIAL attribute, unlocking access to traits deeper in its tree, or are you going to grab a shorter-term boost now and plan for something better down the road? It feels to me as though the path to meaningful character improvement is less clear in Fallout 4. They still drain down from regular walking, but you can run across the map on a single core, no problem, if you avoid those behaviors). (Though I've discovered you can extend their life dramatically by not using VATS, jumping, or sprinting. The solution might to be to rely on power armor more than I do, but then hey - those Fusion Cores don't come cheap. In FO3 or FNV by this point I could compensate for weakness in a character by throwing caps at the situation, but the fact that I'm buying a significant amount of ammunition (even after shifting over to other weapons) makes that trickier. ![]() The +Crit% and Crit damage are too good to let go of. I'm still carting Righteous Authority around because a fully modded RA has proven more effective than most others I've located. While it's awesome that guns can continue to be upgraded, I haven't had great luck finding weapons with high base damage. Water farming works pretty well, as does setting up shops, but I'm not thrilled with the minigame as a whole. This drove me into the settlement game hunting for a way to make caps back. This isn't bad, as such, but it definitely keeps me caps-poor long after I'm normally rolling in them. I've wound up buying substantial amounts of both from vendors. I have two ranks in Scrounger and yet rarely find them. I normally focus on energy weapons in Fallout games, but fusion cells are *extremely* hard to come by. I've run into several issues that leave my build less-optimal than I'd thought it would be. There are more ways to build a viable character in FO4 than 3/NV, not less. You only really need one, maybe two weapon types and maybe +40% max in terms of damage - high crafting skills can double the damage of weapons, agility-stealth perks vastly push damage up. Ultimately, you can get the +damage perks at 3 points in the relevant special. They where complete dump stats and virtually worthless. Luck/charisma builds in FO3 where terrible. An INT based build gets bonus xp (outlevel things), a LCK build gains very substantial bonuses there, CHA is much less direct combat oriented but is hugely useful for the settlement game, if you're into that. The system doesn't feel terribly well-balanced.I'd argue that this is far more balanced than FO3 was. The focus on SPECIAL as a means of unlocking skills also means that you end up pumping up a lot of base stats just to reach unlock points. ![]() Even at lvl 30, I feel like I'm spread pretty thin. Maybe if I'd gone all-out and pumped in max points to Mysterious Stranger / Bloody Mess / maximum crit damage, I'd have fewer issues, but you have to go deep in some other trees to unlock settlement options. Similarly, I had to finally drop some points in gun related skills, even though my character is mostly a Luck / Charisma build - you can't find weapons with high enough damage to offset *not* having abilities that add 20% / 40% and more to base damage. Even after finding multiple skill magazines, my sneak ability is extremely weak (I haven't invested any points). One thing that drives me a bit batty in FO4 compared to previous Fallout games is that it feels like the base level skills are weaker than they used to be.
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