Fallout series

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You aren't actually restricted from this, those are identical to the ones from Primm and a different internal Faction entirely, despite the end of the quest giving Powder Ganger fame.
However, you do get locked out if you kill Papa Khan for basically any reason.
You know what, I was going to call you out on that, but then I remembered that in my latest playthru, I did indeed kill Papa Khan and I remembered that he was integral to their questline. I did have negative Powder Ganger reputation so I thought it was a simple trigger, apparently not and checking the wiki it confirms they do not belong to that faction. I guess you learn something new everyday. Everything else I said about Goodsprings was true tho, typical that a Bethesda fanboy cannot read so he has to resort to an ad-hominen and pretend he won(not you, obviously). Then they wonder why they're laughed out of CRPG circles.
Ironically the opening sequence is one of the few times where there's only two immortal NPCs present- Amata because of fucking course, and the Mr Handy for... reasons, i assume he's a support poster or something.
Everyone else will make a reappearance and the place is severely depopulated if you kill everyone possible (or let them get eaten by roaches).
That being said, the rest of the quest is a walking simulator and the only interesting outcome is destroying the vault in a way you can return to.
You forgot Stanley. Yes, everyone else can be killed but nobody matters except for the Overseer and Butch/his mom. You don't even see your other classmates in this sequence so you can't kill them. This is why I said it's a fake sense of choice as it has little impact, but unlike most other parts of that game, it is indeed a choice you can make.
 
No counter argument, then.
Also, nothing in Fallout 3 has any significance in the game. It's a story about a water purifier, then Fallout 4 starts and any INT 1 character can build one straight out of the vault. Let's not pretend like Fallout 3 is some forgotten masterpiece, because it isn't.
Fallout 3 has a completely retarded main conflict. The Enclave led by Autumn were victims of Bethesda actually forgetting to give them an evil motive whatsoever. (Only the retarded computer that you can convince to kill itself by saying "You are abortion, KYS" is actually evil) Autumn's Enclave just wants to turn on the Water Purifier which will purify the Potomac River, which is exactly what you also want to do.
The final conflict of Fallout 3 is a massive tardfight over who gets the credit for flicking a switch.
Your father was just entirely unreasonable to Autumn considering the request being made, too. Deciding to go full suicide bomber after the armed and extremely dangerous individual politely asking him to hand over the project got annoyed by his retarded refusal.
What a fucking stupid plot.
 
Fallout 3 has a completely retarded main conflict. The Enclave led by Autumn were victims of Bethesda actually forgetting to give them an evil motive whatsoever. (Only the retarded computer that you can convince to kill itself by saying "You are abortion, KYS" is actually evil) Autumn's Enclave just wants to turn on the Water Purifier which will purify the Potomac River, which is exactly what you also want to do.
The final conflict of Fallout 3 is a massive tardfight over who gets the credit for flicking a switch.
Your father was just entirely unreasonable to Autumn considering the request being made, too. Deciding to go full suicide bomber after the armed and extremely dangerous individual politely asking him to hand over the project got annoyed by his retarded refusal.
What a fucking stupid plot.
I made a post about this earlier, but essentially Enclave in Fallout 3 boil down to having a civil war that the player never sees, so they just look like incompetent storm troopers at face value. There is actually quite a bit of lore of what's going on in the background, but you have to dig deep for it. It's not bad either, but who is going to care if they're not actively reading every single note? Essentially, yeah it boils down to Enclave and Brotherhood only being there cause Todd wanted the game to have them for fanservice. The moment they were put in, the game's timeline jumped from right after the war to 200 years after the war, with little in the way of updating the locations or the script. Typical Bethesda moment, kind of like making an entire cowboy planet cause you liked Red Dead Redemption 2 so you scrap the much better concept you had already planned for Starfield.

I should point out that the story of New Vegas also revolves around what is essentially a giant water supply, but the story makes sense, we know why the factions are fighting over the water, the dam produces electricity on top of providing water and makes for a defensible position, there is already established lore that explains why the two factions are fighting over the dam instead of one of them literally appearing out of thin air in the second half of the game, the operation of the dam makes sense as it exists in the real world, and the battle, while being smaller in scope, feels more real and impactful(not to mention you have actual player agency as to who you fight and help win, versus the "fake player choice" Fallout 3 has where you either do A or B and neither matters cause the game has no ending slides). Fallout 3 can't even claim to have an interesting plot cause New Vegas does it better too.
 
Fallout 3 has a completely retarded main conflict. The Enclave led by Autumn were victims of Bethesda actually forgetting to give them an evil motive whatsoever. (Only the retarded computer that you can convince to kill itself by saying "You are abortion, KYS" is actually evil) Autumn's Enclave just wants to turn on the Water Purifier which will purify the Potomac River, which is exactly what you also want to do.
The final conflict of Fallout 3 is a massive tardfight over who gets the credit for flicking a switch.
Your father was just entirely unreasonable to Autumn considering the request being made, too. Deciding to go full suicide bomber after the armed and extremely dangerous individual politely asking him to hand over the project got annoyed by his retarded refusal.
What a fucking stupid plot.
Not to mention 3 hitting you with its theme of self-sacrifice for the greater good with all the subtlety of a flaming brick to the face over and over again. We get it, Emil, jesus.
 
Not to mention 3 hitting you with its theme of self-sacrifice for the greater good with all the subtlety of a flaming brick to the face over and over again. We get it, Emil, jesus.
Ah yes, the most hamfisted and shitty ending ever conceived, where it was so bad they needed to release DLC to fix it.
"Would you please go inside and do it instead, extremely radiation resistant Super Mutant who has already waded through deadly radiation for me once on my quest"
"No, kill yourself."
Well OK, what about you, Slave Girl who I can literally kill on a whim for not obeying my commands?
"No, kill yourself."
Shit, alright, what about you, Ghoul who is completely immune to radiation and is subject to a psychological condition where you have to follow my commands no matter what?
"No, kill yourself."
OK, and you, robot who is literally my property and is complete unaffected by radiation?
"No, kill yourself."
Alright fuck you guys then, I'm leaving.

And then the narrator calls you a massive piece of shit for not wanting to sacrifice yourself in order to complete daddy's vanity project.
Fuck off.
 
Ah yes, the most hamfisted and shitty ending ever conceived, where it was so bad they needed to release DLC to fix it.
"Would you please go inside and do it instead, extremely radiation resistant Super Mutant who has already waded through deadly radiation for me once on my quest"
"No, kill yourself."
Well OK, what about you, Slave Girl who I can literally kill on a whim for not obeying my commands?
"No, kill yourself."
Shit, alright, what about you, Ghoul who is completely immune to radiation and is subject to a psychological condition where you have to follow my commands no matter what?
"No, kill yourself."
OK, and you, robot who is literally my property and is complete unaffected by radiation?
"No, kill yourself."
Alright fuck you guys then, I'm leaving.

And then the narrator calls you a massive piece of shit for not wanting to sacrifice yourself in order to complete daddy's vanity project.
Fuck off.
The companions telling you to fuck off is a last minute addition, because companions were done only very late into the game. If you recall, Oblivion didn't really have companions in a traditional sense, unless you count Adoring Fan, so they had to figure out how that would work. Of course, Obsidian would finish their job since in Fallout 3, they are buggy and tempermental as shit without mods, but the devs didn't even get to think about using them to enter the purifier as much as that would make sense since the game was ready to ship by then. All they had time to do was write a dialogue option for each and that's that, they only had time to actually implement the scripting needed for the former option with Broken Steel.

Not that this excuses them mind you, but it does draw a funny parallel with the first game, where the companions were also something of an after thought. Without an NPC mod, you cannot order your companions to change their armor, change their weapons, you cannot even take their gear without "pickpocketing" it from them(will never fail if they're in your party but you don't get XP for it). Then, by the time Fallout 2 launched, they were not just an integral part of the game but Fallout 2 still has the most in-depth companion system to date, much like how Fallout New Vegas companions run circles around Fallout 3 and even 4 companions. History doesn't repeat, but it sure does rhyme.
 
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Fallout New Vegas companions run circles around Fallout 3 and even 4 companions.
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.

One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
 
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.

One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
 
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
while most of the companions were boring as all fuck (Looking at you, Piper and Preston) I remember thinking that Curie was kind of neat and had a pretty neat little character quest.
Or maybe I just liked her French Accent idk.
 
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
I liked the companions, I don't think they were bad but the companion quest themselves were eh. Almost all of them came down to going to a dungeon and clearing it, which is what you are already doing anyway.

They were also romanceable which was laughable, especially since you can abuse the system and they can go from neutral to "I love you" in minutes while they stand still.
 
The command system was also way improved in 4. Each companion has different levels of various perks so some of them were able to hack terminals for you. In my recent play through I was able to allocate more points into important skills (I was trying to get my bases built quicker and scrapping was a must) solely because Nick Valentine was hacking terminals for me. In addition to this you can command them to attack specific targets mid combat or initiate a fight to draw fire (most of their sneaking skills are poor so they typically do this without you asking for it). Changing equipment is easy and you can just force equip things for them. I'm not sure if companions do this but settlers use infinite ammo as long as one quantity of the ammunition type is in their inventory. I've started to ramp up base construction and have been outfitting settlers with more advanced weapons now that I've been forming supply lines to transfer crafting materials.

This is on top of the intimidation perk which allows you to essentially have a free additional follower who will help you out in fights. The notion that the other games have better companion mechanics is laughable.

And for as simplistic as the characters are in 3 I find it odd that people in this thread appear to be unable to be attached to them. On one of my playthroughs Charon was my absolute rock that followed me through thick and thin as I toed the line between good and evil. The game has it's limitations of course, but that's where the imagination takes over. For me he was a protector but also a silent judge, constantly observing and noting my deeds throughout the game. The one time I used Butch it was the old enemy becoming a friend, and a foil to his own story: The Lone Wanderer helped him and his mother in their time of need, and when LW needed someone in the quest to find dad Butch was there to return the favor. Two big fish from a small pond realizing it's a big ocean out there.

This time in Far Harbor I kept Old Longfellow the whole time. It started as a grizzled vet leading an outsider through the mist, but through our time on the island I gained his respect, and he got to observe all the lengths I went through to earn the respect of the locals: The Captain's Dance, fixing the hull, building up the settlements locally (still have to go back and do that but I wanted to get back into the main game to manage stuff I'd been neglecting). Every bit of the time spent in Far Harbor was like a little story with him, and by the end when I filled up his bar it was completely natural. I'd relied on him the whole time and it felt like a progression. He shared more of his story with me and it was great. I got to hear some of his opinions on the local happenings as well. Where Bethesda writing can fall short I'm more than capable of filling the gaps.
 
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.

One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
Fallout 4 companions are garbage, both personality wise and how they function in game, their personal quests are garbage too. So, what's the big comeback to this statement?
"Durr, New Vegas overrated!"
Good to see that trademark IQ Bethesda fans are known for being put to good use.
Actually, I take it back, there is some fun companions in the game but they're all locked behind DLC. And you still have to engage with the awful Fallout 4 companion system.
NV had janky triggers for the quests but didnt 4 just add in shitty TellTale games "Niggerman liked that!" grinds to a kinda forgetable cast?
There is a rather in-depth system of what a companion likes and what they don't, but once again it's a false sense of choice as it only impacts two things: If a companion wants you to do their quest/engage in a shitty conversation where they say shit nobody cares about, or if it's negative if they will have a tizzy fit and scold you. It's done much better than in Starfield but it's essentially the same system. New Vegas is jankier, but it is much more organically done how you interact with companions there.

They were also romanceable which was laughable, especially since you can abuse the system and they can go from neutral to "I love you" in minutes while they stand still.
Preston and Danse going from neutral to "I literally want to fuck you(full homo)" just by standing around and watching you build shit in the settlement or craft weapon mods is a testament how useless this whole system is. Compare that to Boone, whom will not open up about his PTSD until you both know what to say(by interacting with the world and various NCR NPCs) and by exploring large chunk of the map. Same with Arcade, but then again the payoff is worth it. Companion quests in Fallout 4 are boring and don't give you anything interesting from the gameplay perspective aside from a new perk which is usually gimmicky garbage.

The command system was also way improved in 4. Each companion has different levels of various perks so some of them were able to hack terminals for you. In my recent play through I was able to allocate more points into important skills (I was trying to get my bases built quicker and scrapping was a must) solely because Nick Valentine was hacking terminals for me. In addition to this you can command them to attack specific targets mid combat or initiate a fight to draw fire (most of their sneaking skills are poor so they typically do this without you asking for it). Changing equipment is easy and you can just force equip things for them. I'm not sure if companions do this but settlers use infinite ammo as long as one quantity of the ammunition type is in their inventory. I've started to ramp up base construction and have been outfitting settlers with more advanced weapons now that I've been forming supply lines to transfer crafting materials.
In theory, that sounds useful. In practice, you will never utilize any of these features as the base gameplay itself is still just Skyrim with guns. This isn't Fallout Tactics, you never need to do anything more in-depth in combat than "Shoot the guy in the face and hope he dies before you do" and your companion will likely just stand there and do the same as well.

This is on top of the intimidation perk which allows you to essentially have a free additional follower who will help you out in fights. The notion that the other games have better companion mechanics is laughable.
Nobody ever used this perk or the other two that function the same way. What a waste of Charisma slots, they should have just brought back Animal Friend that works passively and added two brand new perks.

And for as simplistic as the characters are in 3 I find it odd that people in this thread appear to be unable to be attached to them. On one of my playthroughs Charon was my absolute rock that followed me through thick and thin as I toed the line between good and evil. The game has it's limitations of course, but that's where the imagination takes over. For me he was a protector but also a silent judge, constantly observing and noting my deeds throughout the game. The one time I used Butch it was the old enemy becoming a friend, and a foil to his own story: The Lone Wanderer helped him and his mother in their time of need, and when LW needed someone in the quest to find dad Butch was there to return the favor. Two big fish from a small pond realizing it's a big ocean out there.
None of these characters feel real and any impact their too kewl for skool backstory might have evaporates when they tell you to piss off when you ask them to go into the purifier, which as it was stated quite literally shouldn't be possible with most of these companions. Also, they are broken in Fallout 3, the code is literally unfinished. For example, most of the time after a gunfight, companions will glitch the weapon in their inventory and spawn a phantom copy of whatever they were holding, this means that they will be unable to attack but still hold the weapon in their hand, staring daggers into the eyes of the enemy as they are getting shot up like a moron. Charon is so cool, am I right? No, and even if he wasn't broken half the time, he would be useless as all companions aside from Fawkes, RL3 and Dogmeat do not scale properly to DLC threats and will die instantly to later gunfights, similarly to Fallout 1 companions. Again, like pretty much everything else in Fallout 3 the idea was solid, but the execution was poor.

Where Bethesda writing can fall short I'm more than capable of filling the gaps.
Well sorry to say, that's not a selling point as much as it is Stockholm Syndrome levels of cope. I can say I love Outer Worlds as much as I want, but that won't change that it is a mediocre game nobody remembers, in the same way Bethesda games will never be "good" no matter how wholesome chungerino unfinished, janky and buggy they might be.
 
Preston and Danse going from neutral to "I literally want to fuck you(full homo)" just by standing around and watching you build shit in the settlement or craft weapon mods is a testament how useless this whole system is.
You do realize you don't *have to romance them?* It's not essential to progress anything. In my current playthrough I maxed out Preston just because I was doing settlement building and responding to calls for help from factions. You know what I did when it said relationship? I just clicked a different option. Preston isn't drooling to fuck me. When you ask how he feels about he he says that you turned his life around and he would proudly follow you (his general's) orders. Danse when I asked him last (again have never hit the relationship button with him) said "I'm glad you follow the tenets of the Brotherhood." Do you just not have restraint? Do you lack the ability to not click on the romance option?
In theory, that sounds useful. In practice, you will never utilize any of these features as the base gameplay itself is still just Skyrim with guns. This isn't Fallout Tactics, you never need to do anything more in-depth in combat than "Shoot the guy in the face and hope he dies before you do" and your companion will likely just stand there and do the same as well.
I literally used it with Nick Valentine for several hours so I could conserve my perk points to put into other skills I needed. We were able to open various doors to get better vantage points, take over turrets and Protectrons for additional chaos, and there were rewards I was not locked out of because he was able to get the terminal open. This is base gameplay. Maybe you didn't use it, but I certainly have. Were sneak not borked on companions I'd probably be having them start fights as well and taking a different spot to shoot. If their sneak level was set to the player's it would probably be a non-issue. I actually wonder if there's a mod for that...
Nobody ever used this perk or the other two that function the same way. What a waste of Charisma slots, they should have just brought back Animal Friend that works passively and added two brand new perks.
Just because you didn't use it means nobody did. You search it on Youtube and different videos come up. They're not super popular, but I'm skeptical of any video about Fallout 4 being "popular." Quite a few of them are tied into various overhaul mods as well so I think the perk even got spotlighted in a few different mods. This is just a silly statement.
None of these characters feel real and any impact their too kewl for skool backstory might have evaporates when they tell you to piss off when you ask them to go into the purifier,
Yes it's an oversight. Part of the point of Fallout 3 is sacrifice though, and the inital writing didn't want to consider it. By taking the neutral stance it does completely cheapen the idea of self-sacrifice. Fallout 3's writing has issues. I've always felt it's better played as a "role" playing game. You play a very specific style of character. A goody two shoes who took the lesson of helping others at risk to your own safety from their father or somoene who, once out of the restricting confines of the vault, finds freedom in the chaos of the wastes.
Well sorry to say, that's not a selling point as much as it is Stockholm Syndrome levels of cope. I can say I love Outer Worlds as much as I want, but that won't change that it is a mediocre game nobody remembers, in the same way Bethesda games will never be "good" no matter how wholesome chungerino unfinished, janky and buggy they might be.
I don't get how it's cope to engage with the game and it's characters. When I played through Fallout 1 and brought companions through there was a lot of great times to be had. Ian just opening burst fire at the wrong moment and causing a mess was great. I'd argue it was a flaw in the game as he'd take horrible shots with little to no regard for anything. It was fun. When he finally bit it towards the end of the game I was bummed. Same thing happened with the characters in Atom: RPG for me. Fidel and Hexogen helped me soldier through so much of the game and in the final fight they got ripped through. The game doesn't give a way for the player to process that. You're just a robot that picks up the loot they had and keeps going. *You* as the player have to engage with the game to give it meaning.
 
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Fallout 4 companions are garbage, both personality wise and how they function in game, their personal quests are garbage too. So, what's the big comeback to this statement?
"Durr, New Vegas overrated!"
No but seriously, I think you are a retarded nigger and I do not wish to communicate further.
 
No they don't. 3 yes, 4 no.
Again, people can't just be objective and rate NV for its good and bad parts. It always has to be a full on glazing session.
I'd say half of nvs companions are good while the other half is just okay. Cass, Veronica, Raul aka my nigga, and ede are great characters while Boone is a one note tough guy constantly moping about muh wife and muh bitter springs. Lilys entire quest line can be missed if you don't pay attention to her, and no matter what choice you make she suffers. Arcade is a character written as a reddit archetype and while amusing he grates really quickly. Rex is a pain in the ass to get, simple as.
Everyone shits on 4s companions citing the bad ones like x688 or Preston but ignores the amazing ones like nick, danse, cait and deacon.
One of the most overrated games in history and almost solely responsible for turning the fallout scene into a faggot parade. I thoroughly enjoyed watching popular opinion turn on NV because of how spergy its fans were over the show.
I love nv but the cult like fanbase it has has soured me on it greatly. The same fans who laugh at Bethesda fans for being culty and dick suckerish are the same ones who white knight obsidian for making mediocre to downright bad games. The show was mid but the nv fans acting like giant babies showed everyone they're no different than Nintendo fans when the company doesn't cater to them. Again, I agree that Bethesda is not the right choice for fallouts future but neither is obsidian. I genuinely love the series but either Bethesda needs a complete overhaul or the ip needs new blood.
Fallout is a dead ip and while I've enjoyed the new games [nv included] i hate seeing the state its in. But oh well.
Edit: fuck the khans they've doomed countless lives to drug adled fiends, they deserved bitter springs.
 
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but ignores the amazing ones like nick, danse, cait and deacon.
You just named three miserable ones to work with- the only one that's not grating from that selection is Nick.
For reference- Deacon is a stalker motherfucker and cannot be trusted (his words) and he likes leaping in front of shotgun blasts but ONLY when not an active companion; and Danse has gameplay issues that make him a pain to work with (Power Armor means no sneaking, have to side with the Brotherhood and NOT bring him along, etc.)
Okay, Cait's not so bad, but the fact that she whines constantly if you complete her quest and drink DLC Nuka Cola sometimes is a nonstarter.
Other gripes: Curie has fixed HP and no Armor values despite being a robot and won't shut up about her companion quest; MacCready won't shut up and is directly linked to one of the worse-backgrounded areas in 3; Piper literally cannot shut up ever; Ada also cannot shut up ever but differently.
Again, I agree that Bethesda is not the right choice for fallouts future but neither is obsidian.
You say this, and then you trash NV enthusiasts for saying that Obsidian should get it back, yet the only NV fans i've seen say that are literally from Reddit and were talked down with examples of modern Obsidian's work (and sometimes, how they treat their sometimes former staff).
Where are you finding these people? I think i want to hit them with a rock, it might improve their Intelligence enough for them to stop doing it.
fuck the khans they've doomed countless lives to drug adled fiends, they deserved bitter springs.
Eh, i'd say Springs is karma enough for them to have a chance at redemption.
But that'd take a serious catalyst to kick off. Like the Courier.
Actually, I take it back, there is some fun companions in the game but they're all locked behind DLC.
Did you try Strong or were you put off by him complaining about using Exo Armor?
 
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Just because you didn't use it means nobody did. You search it on Youtube and different videos come up. They're not super popular, but I'm skeptical of any video about Fallout 4 being "popular." Quite a few of them are tied into various overhaul mods as well so I think the perk even got spotlighted in a few different mods. This is just a silly statement.
Nobody uses these three perks because they are useless. They are only there because the devs used them for debugging/testing purposes and in their infinite wisdom, decided to give their new toy to players via a perk. I wouldn't mind if it didn't waste a limited perk slot, which leaves Charisma perk tree bereft of as many useful perks as other trees. Simply put, if you can aim a gun at an NPC or a creature, you can also press the fire button and kill them. Pacifist runs are impossible with Fallout 4 so leaving them alone doesn't matter, sneak builds won't make use of this and leaving a useless raider or a wild dog as a temporary neutral creature is the most gimmicky of all gimmicks. The perk WOULD be useful if it worked on enemies much higher leveled than you, but that's not the case, the enemies this works on(and not 100% of the time mind you) will always be weaker, and therefore easily disposed of with a bullet.

I know you like your gimmicks, but this one is pointless and wasted valuable dev time. One that could be used to, say, add some skill checks, which are absent from the game entirely except for one quest designed by an Obsidian employee, who likely put them out of pity for any returning Fallout players.
Everyone shits on 4s companions citing the bad ones like x688 or Preston but ignores the amazing ones like nick, danse, cait and deacon.
Really, Deacon is supposed to be "amazing"? Half his backstory has been cut from the game and he works for the worst faction in the game, if not the entire franchise. Danse is a one note soldier boy until the big reveal at the end, which I missed the first time around since he is so unlikable. Cait is a one note tough-irish chick with a shitty personal quest, and as much as I like Nick, his base game personal quest and perk sucks. You need to play Far Harbor to actually go thru any sort of character arc with him. Ironically enough, X6-88 is one of the better companions in the game as he simply shuts up and shoots whatever you point at. He's also one of the few characters that despises the Commonwealth cattle as much as I do, which is also why me and Gage get along as well. Fallout 4 is short on "good" companions, having a whole load of dialog doesn't make a companion likeable or relateable. A lesson that Bethesda should have learned with Starfield, where the most charismatic companions are literally the generic ones with as little dialogue as possible, if we were to count Starfield as a Fallout title then the main Constellation companions would have to be the worst companions in the entire franchise. Fallout 4 companions don't get anywhere near that level, but it gets close at some points, Piper for example is insuffurable.
Did you try Strong or were you put off by him complaining about using Exo Armor?
Strong is a piece of cardboard, just like Macready. Why he was even included in the game to begin with is a mystery. Lily, Marcus and even Fawkes run circles around him, hell the generic Super Mutant recruits from Tactics do so as well.
 
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Why he was even included in the game to begin with is a mystery.
Mutant Companion since the devs didn't consider the multiple Synth ones Mutant enough.
Lily, Marcus and even Fawkes run circles around him, hell the generic Super Mutant recruits from Tactics do so as well.
I mean, yeah, of course the Gen 1 (and Gen 1 analogue) are going to run circles around the Self-Aware Dumdum.
Anyways, fair enough.
 
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