- Joined
- Jan 3, 2017
dummy slave faggots deserved to get ENCLAVED
mindless sheep lusting for their own subjugation
Whatever gets you hard, my man.
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
dummy slave faggots deserved to get ENCLAVED
mindless sheep lusting for their own subjugation
how dare youWhatever gets you hard, my man.
Don't cut yourself on that edge, Monsoon.how dare you
my perfectly natural bloodlust and love for superiority can only be satisfied through the cleansing and abuse of the weak
don't you pervert it with your filthy mind
ironically, he was right, as was every major bad guy raiden cut down in his cyborg vigilante gameDon't cut yourself on that edge, Monsoon.
Proceeds to found a colony of luddites that degenerate into a bunch of spear chucking tribal savages within a single generation (I really despise the Arroyo).Yeah. There's a quest to convince a rebellious faction to stick around and trust the overseer. Pretty sure that the VD just went to those guys and said, "Hey, I was wrong, the Overseer is a douchebag so let's get the fuck out of here and start a new life outside."
I think its safe to assume Vault 13 wasn't sending their best...Proceeds to found a colony of luddites that degenerate into a bunch of spear chucking tribal savages within a single generation (I really despise the Arroyo).
Personally, I think House's plan was stupid. Restarting the tech sector is smart, trying to abandon the only inhabitable planet we know exists in search of another is not. I mean, there's so fucking much that could go wrong here.
What if the ship suffers a catastrophic accident and is lost? That can happen in so many ways it's not even funny.
What if we get to the new planet and find out that while it has air and water, both are poisoned with a previously unknown element that kills in a matter of hours, rendering the entire planet uninhabitable? Wasted trip, wasted resources, probably no return trip for the poor bastards we sent out there.
What if the planet is home to hostile lifeforms that make the inhabitants of the wasteland look like a pack of puppies?
What if the atmosphere is composed in such a way that the solar radiation is so severe it's like living in the fucking Glowing Sea?
No, in my opinion the best possible plan would be to restart the tech sector and start churning out GECKs to fix our planet. We made a mess, now it's time to man the fuck up and clean it. You don't move out and get a new place when your house gets dirty, you don't tear the whole thing down because a spot on the roof is leaking, you don't start the damn thing on fire because you got a few cockroaches. You roll up your sleeves and get the fuck to work fixing that shit.
House is a coward because he thinks colonizing another planet is the easy way to go, but I don't think it is. We didn't have massive colony ships before the war, and the research and development for and construction of them could take a long time, decades certainly, even centuries. Meanwhile we DID have GECKs, and that technology could easily be rediscovered and mass produced to fix the shit we fucked up. And that could likely be accomplished a LOT faster than trying to colonize other planets.
I think House's leave Earth plan's biggest flaw is either overthinking this shit or being a fucking doomer.
Another thought: How do we know House isn't just going to build himself a little circlejerk of intellectual elite and take them, leaving the majority of the human race to rot? I mean, it's not like they would need the majority of us, they have robots to do all the work they don't want to. We could very well end up with The Institute in fucking space. Bunch of privileged assholes so detached from what it means to be human that they view those degenerate wastelanders as little more than animals.
On a more philosophical note, this is our fucking homeworld we're talking about here! This is the planet that birthed us. It's supposed to be sacred and holy to us, not expendable trash to be discarded the moment we've used it up and ruined it. We goddamn SHOULD try our damnest to fix it, because it's Earth. Terra Firma. Mother Gaia. It's ours. It's where we belong.
In House's own words, ships. Not a ship. Ships. And not just a planet, but planets. Something tells me House doesn't want all of mankind's eggs in one basket anymore. And nobody ever said rail lines are one way, either. What may go out to the stars may come back. He may also be exaggerating more than a bit about what he can actually accomplish. That said, he also says high technology sectors, so again, its not just all about leaving this dead gay Earth.Robert House: "New Vegas is more than a city - it's the remedy to mankind's derailment. The city's economy is a blast furnace in which can be forged the steel of a new rail line, running straight to a new horizon. What is the NCR? A society of people desperate to experience comfort, ease, luxury... A society of customers. With all that money pouring in? Give me 20 years, and I'll reignite the high technology development sectors. 50 years, and I'll have people in orbit. 100 years, and my colony ships will be heading for the stars, to search for planets unpolluted by the wrath and folly of a bygone generation."
I mean, there are areas that almost entirely escaped the bombs. Zion canyon being one of them, very lush and green for a Fallout setting.That said, the rest of your remarks are spot-on, although the Earth may not even be salvageable. Something tells me that in Fallout our green and blue sphere is actually browner than a 2000's FPS game once you hit orbit.
I get the meat synths are supposed to be an example of unchecked scientific hubris, what I have a problem with is that the way the Institute uses them (as scavengers / soldiers / laborers) the robot synths are actually superior in several ways. For example:But Meat Synths don't fall into uncanny valley because they look exactly like a regular human. When I say Meat Synth, I legitimately mean that the only unnatural component of a Synth (barring how they were constructed) is the Synth Component. Everything else about a Synth from the blood to the bones to the meat is exactly like a regular human.
I feel like the 'it was a gag' argument falls apart when those things were treated with exactly the same relevance as finding Dogmeat, or, to belabor a point, the Zetans in 4.
Otherwise, what's to stop you from saying that about every stupid fucking writing choice BI made? Which would be most of them, since Avalone is a fucking retard.
Why is the Enclave's number 2 a mutant? It's a gag. Why is Coffin Willy not dead? Gag. Why is there an actual ghost that needs to be exorcised? Gag.
The biggest crime 4 has is getting rid of the fucking brilliant Wild Wasteland, which solved this problem by making the gags and references opt in, and cleanly separating actual lore/canon from jokes.
I actually don't mind the aliens and weirder stuff in Fallout either. They remind me of the alien factions present in other post-apocalyptic themed settings from old pulp stuff and tabletop, like Gamma World for example which Fallout draws a lot of inspiration from.IIRC the alien ship in Fallout 1 was canon, whereas stuff like TARDIS was from Fallout 2.
Also, based on how boring I find Wasteland 2-3, I really hope NVfags don't suck the silly out of Fallout.
For one, the 'start me up' mod, which helps the roleplaying a smidge by allowing you to cut out the entirety of the pre-war bullshit.Been itching to give Fallout 4 a go. What mods do you guys recommend?
I honestly liked the level of gun customization that game had, even if the roleplaying was complete ass.
I get the meat synths are supposed to be an example of unchecked scientific hubris, what I have a problem with is that the way the Institute uses them (as scavengers / soldiers / laborers) the robot synths are actually superior in several ways. For example:
- Robot synths are immune to radiation, and they don't need to breathe. So they will be able to work / explore in extremely toxic and hazardous environments.
- Robot synths don't eat or drink, saving resources, and to my next point
- Robot synths are more hygienic. If they don't eat, that means you won't have to deal with all the piss and shit, and having to bathe. Not mention you won't have to worry about a robot synth picking up some unknown pathogen out in the wasteland and spreading around the Institute.
- Robot synths don't get exhausted. To get the same output of labor you'd need double or perhaps triple the number of meat synths.
- Robot synths don't feel fear, or pain. You blow the arm off a meat synth, he'd panic and pass out due to blood loss. A robot will continue fighting until it's utterly destroyed. Granted, the Institute acknowledges this and considers it an error, but they still feel these things, and they aren't in too big a hurry to figure out why.
They don't start a topside community because the Institute loathes the surface. They view the surface as a bombed out hellhole full of degenerate savages that are not deserving of being graced with their presence. The Institute's literal end goal is to create a fusion nuclear power generator so that they can forever cut themselves off from the surface and be independent enough to survive underground indefinitely.Their only advantage is they make excellent infiltration units, which makes sense. However, some of the people they choose to impersonate is questionable. Like why go thru the effort of impersonating some nobody tato farmer? Why don't they just start their own community topside? There's plenty of vacant homesteads, just get a dozen or so synths and start your own trading hub. And wouldn't that be a cool quest, finding a village that just seems a bit off and having to figure out why.
I always liked the Institute because I figured it's a lampooning of how up-it's-own-ass academia and big research culture has become, and you've outlined how in a great way. Good job.That's actually close to how the Institute on the surface operates. The Institute's topside military operations consists of endless hordes of skeleton and plastic Synths presumably for those very reasons you list.
The only Meat Synths that operate topside in a military capacity are Coursers and they are specifically selected and genetically modified and trained to be peak soldiers. They canonically are portrayed as being able to single handily wipe out a building full of Gunners and other protagonist level achievements.
Non Courser Meat Synths are portrayed as being next generation slaves and laborers for the Institute. Basically a prettier face for the Institute to interact with as the Meat Synths do all the labor.
They don't start a topside community because the Institute loathes the surface. They view the surface as a bombed out hellhole full of degenerate savages that are not deserving of being graced with their presence. The Institute's literal end goal is to create a fusion nuclear power generator so that they can forever cut themselves off from the surface and be independent enough to survive underground indefinitely.
The reason they replace a Tato farmer is because, like the rest of wasteland in the eyes of the Institute, the surface's only use is for experimentation and for harvesting materials. Why work and build their own community when they can get a Meat Synth off the assembly line to replace the farmer and conduct the experiment? Less resources and less work, and your only getting rid of a surface farmer, who probably less than dirt in the eyes of the Institute.
Speaking of that Tato farmer, it further shows how scummy the Institute is because once the experiment is done, the Synth farmer is to eliminate the rest of the family of the farmer that was replaced, slaughtering the farmer's wife and kids.
People who get mad at the ayyylmaos are missing the beat, I think. Fallout is a mix of Mad Max/Boy And His Dog and outrageous 50/60's sci sfi, which was influenced hugely by things like alien paranoia at the time.I actually don't mind the aliens and weirder stuff in Fallout either. They remind me of the alien factions present in other post-apocalyptic themed settings from old pulp stuff and tabletop, like Gamma World for example which Fallout draws a lot of inspiration from.
View attachment 3649767View attachment 3649748View attachment 3649749View attachment 3649750View attachment 3649754
With Fallout even having some of the same factions from Gamma World like the Church of Atom just being the Radioactivists in everything but name (among many others), and Fallout's weirdness is nothing compared to that of the codifier that is Gamma World.
But yeah, the Wild Wasteland perk should've probably been kept to make it clear what is and isn't actually there so players know what's part of the lore and what's some weird joke or reference. Like the painfully obvious and out of place Who, Indiana Jones, and Lassie references or 4th wall breaking which doesn't follow any classical post-apocalyptic pulp themes and just breaks immersion in contrast to believable in-universe weirdness like how some orcish mutants used to be grannies and prostitutes before mutating, a forcefully evolved tree-man becoming worshiped, rabid raccoon mutants forming a tribe out of garbage (cut content but still) or aliens scavenging and probing a long dead world.
Sim Settlements, but stick to Sim Settlements 1 instead of 2. Has a lot less scripting and overall bloat. For guns, probably Weaponsmith. Adds a lot more, expands on the moddding in-game, and is somewhat balanced with regards to damage. Add in one of the realistic bullets mod for it that gives you actual travel times and arcs and you'll learn fast not to snipe with .50 Beowulf even though it does the most damage.Been itching to give Fallout 4 a go. What mods do you guys recommend?
I honestly liked the level of gun customization that game had, even if the roleplaying was complete ass.
Sim settlements 2 was certainly a mod I had alot of difficulty getting the scripting and progression to get the mod to actually function as intended, especially with the quests, not as bad as some others but clearly it seemed like the devs wanted you to do alot of things "their" way.Sim Settlements, but stick to Sim Settlements 1 instead of 2. Has a lot less scripting and overall bloat. For guns, probably Weaponsmith. Adds a lot more, expands on the moddding in-game, and is somewhat balanced with regards to damage. Add in one of the realistic bullets mod for it that gives you actual travel times and arcs and you'll learn fast not to snipe with .50 Beowulf even though it does the most damage.
(Personally I stick to 6.8 or .300 Blackout for 90% of the the guns due to recoil and magazine size issues, but slower firing marksman weapons use 7.62x51mm with snipers using .338... which lines up pretty well with IRL things in that regard.)
Yeah. Its really script-heavy, and that causes a lot of knock-on issues.Sim settlements 2 was certainly a mod I had alot of difficulty getting the scripting and progression to get the mod to actually function as intended, especially with the quests, not as bad as some others but clearly it seemed like the devs wanted you to do alot of things "their" way.
That's one of the things that makes me really detest the Institute. Why eliminate the entire family, why not just leave the synth there? Not like it costs them anything to just let the fucker keep pretending. Hell, it's why after Preston has me resettle the Institute scientists in an empty settlement I actually give them absolutely no protection and actively build a dozen Super Mutant cages there. Once the cages have enough Muties I let them out, without building the device that causes them to not go hostile, then watch the Institute fucks get torn apart by their own creations.Speaking of that Tato farmer, it further shows how scummy the Institute is because once the experiment is done, the Synth farmer is to eliminate the rest of the family of the farmer that was replaced, slaughtering the farmer's wife and kids.
I've always personally liked tweaking damage values high on both ends so I kill fast and get killed fast. High level gear helps a ton but you still die quick enough that deathclaws and cazadores, or really well equipped enemies, still feel very dangerous.>get tired of rolling 1s in RNG games
>decide to boot up Vegas because more control
>tons of mods installed
>super easy
>realize it's me, not the mods
Truly a curse.
I've never tried the Sawyer rebalance one, but it seems like something that'd annoy me with that man's weird ass game balance ideas. Vegas just isn't a difficult game in general, I find. Most of your trouble in the early game's just going to be a gear issue. The moment you get your hands on actual weaponry is when you can hunt entire packs of Deathclaws and take out Cazador hives if you know what you're doing. Game gets even easier after that point. You have to purposely gimp yourself to really find the game overall challenging. Changing the difficulty just fudges the numbers so you have to crit or headshot twice.