Fallout series

This is thankfully fixed in TTW due to using NV's DT system
Not wholly true anymore, thanks TTW team for nerfing (almost) every DT source across the board- you have to run something like Threshold (more forgiving variant or otherwise) or Titans of the New West (which overrides the values if configured) to get it to behave properly again.
If you're curious, the only armors spared a DT nerf are the (basegame) raider ones- which keep their value of 4- and Gecko-Backed, which is tampered with via scripting so i have no clue what's going on there.
I know, i know, it's DR then DT nowadays, but i'm still bemused and frustrated by the fact that even upgraded Leather is inferior to a literal armored jumpsuit outside of attacks dealing such high single-hit damage that you die instantly either way.
but it always cracks me up when I see it in Fallout 3 proper
It is funny to watch though, yeah.
I think the only time a Courser was a threat was the one time i went to complete Hunter-Hunted at i think level 10.
Psycho-Jet. along with almost everything else i had in my pockets at the time, i think.
 
Not wholly true anymore, thanks TTW team for nerfing (almost) every DT source across the board- you have to run something like Threshold (more forgiving variant or otherwise) or Titans of the New West (which overrides the values if configured) to get it to behave properly again.
If you're curious, the only armors spared a DT nerf are the (basegame) raider ones- which keep their value of 4- and Gecko-Backed, which is tampered with via scripting so i have no clue what's going on there.
I know, i know, it's DR then DT nowadays, but i'm still bemused and frustrated by the fact that even upgraded Leather is inferior to a literal armored jumpsuit outside of attacks dealing such high single-hit damage that you die instantly either way.
DT values are fine in 2.9.4, and even then I manually set the armor rating of every single armor in the game to my own liking(using the base NV as a standard and going by type of armor like the classics games: Clothes-Raider Armor-Leather Jackets-Leather Armor-Metal Armor-Tactical Armor(Kevlar Vests ect.)-Combat Armor-Environmental Armor(NCR Ranger Combat Armor fits in this category)-Power Armor-Advanced Power Armor)
Even more reason to ignore the later fanfic releases of TTW
 
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BOS-Shills be like: "um well, 1 Paladin would solo becuase... uh... HE JUST WOULD OK?"

They seem to think that Power Armor is indestructable (which anyone using them would know is just comically untrue). Thats like saying tanks are the be all end all in wars when its all about firing at it with a weapon strong enough and ammo destructive enough which, to be fair, people act like numbers isnt all the NCR had as they too had weaponry that could take on the best defenses of the BOS.

Everyone knows that to an anti-material rifle with explosive rounds, the difference between human skin and power armor is almost non existence. Power armor might as well be a fancy human shaped coffin when faced with these odds.

Which is crazy because the Fallout TV series felt the need to invent some nonsense "weak spot" to the armor when everyone knows that all you need is stronger weaponry.

Then again, they turned it into quasi-Iron Man armor so what do I know.
he only exception seems to be Harkness, in an attempt to not whack the prior numbered title with the retcon stick so hard it becomes braindead like Emil did to all other prior entries.

It helps there was this sense of mystery over the Institute back in F3 as we had no idea who they were and what the Commonwealth even looked like.

Im not gonna lie, it was exciting to speculate back then. Then like most mysteries, when peeked behind the curtains, we saw the answer wasnt as exciting as the mystery itself.
Heh, its not even that bad. Its more like 10 to 1 in the NCR's favor, which means they probably have just as many heavy weapons as the BoS but a lot more meatshields with service rifles and hand grenades to serve as distractions.

People assume that NCR was only using service rifles and weak stuff when they were probably throwing much more capable of taking out the paladins (especially from distance, cue the Anti-material rifles statement from above)

Once the paladins began to drop, it should have dawned on the BOS they werent winning this.

No wonder one of the many reasons Mr House hates the BOS is the fact it didnt dawn on them how the odds were overwhelmingly stacked against them and they unironically went "nah, I'd win".
The Brotherhood is objectively the best faction in Fallout 4, and Maxson is the only leader in the game behaving like the adult in the room ( also the only one that isn't a sub 90 IQ retard).

Synthetic abominations that can perfectly disguise themselves as normal humans, that can "integrate" into human society and replace normal people without their loved ones even noticing it is absolute Nightmare fuel, all Synths must be exterminated for humanity to survive in the long term.

I guess in the AI world we live in, F4's BOS are feeling less and less stupid.

But they still are stupid because they pretty much destroy tech they could have used for actual non stupid goals unlike the Institute.

At least the Big MT's dumb ass experiments were excused by the fact the ones behind them were mentats addicted brains in jars with all the in the world and no moral responsibility to back it up.

Not wholly true anymore, thanks TTW team for nerfing (almost) every DT source across the board

Why did they do that?
 
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People assume that NCR was only using service rifles and weak stuff when they were probably throwing much more capable of taking out the paladins (especially from distance, cue the Anti-material rifles statement from above)
Remember even the NCR strapped down the Power Armor gained by that war and using special heavy troopers using a non-training version of the 45d.
 
Biggest issue with Fallout 4's factions is that there's no truly evil faction. At worst they're misguided.

I understand they were trying for a New Vegas style grey morality but they lacked the talent to pull it off and no matter what type of character you're playing as it feels unsatisfying.

If you're an evil sole survivor it feels unsatisfying became none of the factions are truly evil so you can't actually be a bad guy or make evil decisions.

If you're playing a good guy it feels unsatisfying because since none of the factions are truly evil you didn't triumph over evil or accomplish anything for the forces of good.

Also Creetosis pointed this out in one of his FO4 videos but FO4 is the only game in the series that forces you to murder children to finish the game. Every faction requires you to blow up either the Pyrwidin or The Institute both of which have civilians including children on board.

Very odd choice when the sole survivor is canonically a parent and the game is otherwise extremely safe and devoid of evil choices.
 
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Biggest issue with Fallout 4's factions is that there's no truly evil faction. At worst they're misguided.

I understand they were trying for a New Vegas style grey morality but they lacked the talent to pull it off and no matter what type of character you're playing as it feels unsatisfying.

If you're an evil sole survivor it feels unsatisfying became none of the factions are truly evil so you can't actually be a bad guy or make evil decisions.

If you're playing a good guy it feels unsatisfying because since none of the factions are truly evil you didn't triumph over evil or accomplish anything for the forces of good.
Well, technically if you side with BoS, you are killing the entire facility with children inside.
If you side with the Railroad, the evacuate option is a must (for the synths mainly, but institute personel can escape too).
Is the Minutemen which you can decide between evacuate the institute personel.

I still prefer destroying the Prydwen with a corrupted Liberty Prime though, you can even kill Maxson and get the battlecoat, which is pretty good in art design.
 
Why did they do that?
Presumably because it's PercentReduction (DR) before FlatReduction (DT) as opposed to older titles where it was the inverse, but ultimately it just makes light armor builds untenably flimsy unless you cash out specifically in Dead Money or grind enough Geckos for the weirdly-tampered Leather armor.
It also makes heavy armor builds flimsier, but at least with them you're still impervious to small calibers.
Reinforced 2 Combat Armor seems to be basically everywhere by level 18, so that seems to be the designated option by the devs for endgame use.
The Regulator suits look pretty nice, shame you gotta be a completely irredeemable bastard to get your hands on them unlike Talon Combat Armor.
using a non-training version of the 45d.
Mechanically non-training, lore-wise it's because they (probably) can't keep them fixed up to pre-war standards.
Which makes sense, because their R&D is the Followers of the Apocalypse and their fork the OSI. The only people they can actually stick on reverse-engineering weapons tech are idiots like Fantastic up until 2275, so there's not a lot of working examples to decipher even the older, more resilient models.
At worst they're misguided.
The Railroad are so idiotic as to be malicious at this point.
Your only option for an evil playthrough (Nuka-World) is just reskinned Minutemen busywork in the end, and you can't even finish the game with them.
It pisses off Garvey so much he instantly fucks off outside of lingering at Sanctuary Hills as the mandated fallback path though. So, worth it.
 
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People assume that NCR was only using service rifles and weak stuff when they were probably throwing much more capable of taking out the paladins (especially from distance, cue the Anti-material rifles statement from above)
Don't forget that if you help out the Gun Runners in FO1 they manage to scrounge up a plasma rifle, a few laser rifles, and combat armor for the Blades when they assault the Regulators at Adytum. And as Isaac in New Vegas tells the Courier, they've got all sorts of top-end pre-war schematics.

And of course there's shit like missile launchers and grenade machine guns. Set one of those babies up as a crew served and watch the Paladins cry. Yeah its only a 25mm but not even power armor is going to last long against something like that. Of course plenty of the BoS guys are going to have those as well (for example Mercy was carried by a BoS Paladin), as well as miniguns, Gatling lasers, and laser RCWs that will all do a number on NCR troops, so its not like the fighting was ever going to be easy for either side.

Even so, according to House the BoS is losing their war in the West against the NCR, and badly enough the NCR can spare Cassandra Moore and her multiple combat tours against the BoS to take over operations at the Dam.
Not wholly true anymore, thanks TTW team for nerfing (almost) every DT source across the board- you have to run something like Threshold (more forgiving variant or otherwise) or Titans of the New West (which overrides the values if configured) to get it to behave properly again.
You don't even need an ESP for that if you use lStewie's Tweaks. https://www.nexusmods.com/newvegas/mods/72983 I set the bleedthrough to 0 using those and got rid of the DR cap. That service rifle and those AP rounds from Ranger Jackson were a godsend when it came time to dealing with that giant radscorpion at the Nipton pass.
Presumably because it's PercentReduction (DR) before FlatReduction (DT) as opposed to older titles where it was the inverse, but ultimately it just makes light armor builds untenably flimsy unless you cash out specifically in Dead Money or grind enough Geckos for the weirdly-tampered Leather armor.
JIP actually flips that around, though.
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And the TTW team wants "Muh FO3 DR balance" for armors, even though I think most people prefer DT-heavy balance, especially since unlike in the other Fallout games where enemies could miss or fail to beat your AC roll you're going to start taking damage no matter what you do, and if your armor can't help you against even 9mm rounds you're fucked.
 
Forget what I said about the Wasteland Warfare minis, working on the Legion aka normal size ones is HELL. I was using big boys like Frank Horrigan before but the normal size ones are so cheap I've having limbs break off just trying to glue things

Compared to my GW minis these are like working with play-doh.
 
It helps there was this sense of mystery over the Institute back in F3 as we had no idea who they were and what the Commonwealth even looked like.

Im not gonna lie, it was exciting to speculate back then. Then like most mysteries, when peeked behind the curtains, we saw the answer wasnt as exciting as the mystery itself.
The early years of F3 modding scene, before Fallout New Vegas came out, were magical. There were usually two kinds of modders, hardcore Fallout fans who desperately wanted to re-create the aesthetic that was lost in the transition between 2D and 3D(or rather, between Black Isle and Bethesda) and those newcomers who had no clue what Fallout was, but still wanted to create something interesting in it's own right. Granted, a lot of it was low quality garbage, but that's par for the course for the creation engine, point is that even within the universe of this one game, people still made some really interesting mods and stories/characters. Lore friendly? Absolutely not, but at the time, the fans didn't even know if we should consider Fallout 3 canon at all so it didn't matter. That debate got a bit louder when New Vegas came around and all of a sudden, we had to take Fallout 3 into more serious consideration since a few bits from that game were mentioned in NV. That's also when I think that charm of creative mods from new players ended, since the game was solid enough on it's own most mods looked worse than they actually were since they were contrasted with the base game. The highs were better, but the lows were lower, see the current NV modder base and slop like The Frontier. At that point, as the years went on, it also became clear that the Fallout IP wasn't getting any better and the once cute and naive newcomers became obnoxious, clueless tourists who despite having easy access to the original titles and NV chose to ignore them and only focus on Bethesda's lore, ie Fallout 3 and later Fallout 4. Then 76 and the TV show came out, I reckon you know how bad the fanbase got by that point. Divide got bigger between the two groups, optimism about the IP and it's future faded, both sides are stuck with endlessly modding their one game or grinding 76 with nothing new on the horizon except another season of an awful Amazon show. Say what you want about Fallout 3, but back then, future of the franchise at least raised optimism about where it could go now that it had proper funding and a studio that can manage the IP, people were more carefree with what they put out as far as modding goes and tribalism between the fanbases wasn't nearly as bad. I don't think we can ever go back to those times anymore than we can go back to the 90s and make sure the IP is safely hidden from the mainstream tourists due to it's obscurity.

Funny that you mention Institute in Fallout 3, I believe there was a mod that actually added the MIT(not CIT) and the Institute into Fallout 3, but then it became 100% fanfiction when Fallout 4 came out and the official take on the faction was nothing like the modders imagined.

At least the Big MT's dumb ass experiments were excused by the fact the ones behind them were mentats addicted brains in jars with all the in the world and no moral responsibility to back it up.
I think the biggest complaint of Institute is that, in execution, it is indeed just a poor man's Big MT. Institute as an idea is fantastic, but as usual with Bethesda, execution falls flat on it's ass. Fallout 4 deserved a better hook than muh son and muh robot rights.

Biggest issue with Fallout 4's factions is that there's no truly evil faction. At worst they're misguided.

I understand they were trying for a New Vegas style grey morality but they lacked the talent to pull it off and no matter what type of character you're playing as it feels unsatisfying.

If you're an evil sole survivor it feels unsatisfying became none of the factions are truly evil so you can't actually be a bad guy or make evil decisions.

If you're playing a good guy it feels unsatisfying because since none of the factions are truly evil you didn't triumph over evil or accomplish anything for the forces of good.
Base game factions don't really let you do anything evil, but there is ways around it. Nuka World adds the raiders as a possible faction, and sure they're more of a guild than a proper faction but they at least let you do some proper evil roleplaying(there is a reason they're not big enough to tackle Brotherhood/Institute on their own and need help from other factions, but the reason for siding with them is less black and white when you're running your own gang and have to consider how geopolitics effect your takeover of the region). I will tell you, raiding the Commonwealth is infinitely more satisfying then clearing out random packs of raiders or ghouls for some ungrateful dirt scratchers who can't even follow basic orders when asked to fight(or follow a chain of command, for that matter. Your title of a "General" for the Minutemen might as well have been pulled out of a cereal box for how much it matters).
Then there is the fantastic America Rising 2 mod that adds Enclave as a full fleshed out evil faction, with it's own nuances and choices, and with them you can properly side with the faction for the entire game with it's own main questline.
I already linked it, but the Valkyrie mod adds some permutations for the vanilla main quest, letting you experiment with morality a bit more freely like you could with the older games instead of being railroaded into stupid decisions that make no sense.
https://www.nexusmods.com/fallout4/mods/28085
Your only option for an evil playthrough (Nuka-World) is just reskinned Minutemen busywork in the end, and you can't even finish the game with them.
I disagree, Nuka World has it's own proper main quest(ie the raider faction main quest) and the busy work with settlements is only there at the late stages of it. Not only are the rewards better, actually giving you a reason to set up raider camps, but you also get the opportunity to finally put the useless niggercattle farmers you would normally be doing bitch work for under your boot and heel. I modded the game so that every single settlement can be raided, that includes The Castle, and I took over the entire world map. This includes dozens of modded in settlements all over the game world, it was so satisfying to have every inch of the game map under my strict control. If you want to go further, there is a mod that lets you blow up all major faction HQs(that includes destroying Diamond City for a complete anarchistic playthru), it plays really well with a raider playthru.
 
I disagree, Nuka World has it's own proper main quest(ie the raider faction main quest) and the busy work with settlements is only there at the late stages of it.
The core loop is still 'go here, shoot things', though you at least don't have to check in constantly within the DLC or bother with the more tedious components of the busywork.
The areas in Nuka-World do most of the heavy lifting regardless, they're easily the best part of the DLC.
It's just a shame about the absolutely pants-on-head exemplary writing around Quantum- which Fo4 already fucked with, but the DLC makes it exponentially worse.
to be actually fucking evil.
Or even to have agency to begin with in a lot of cases.
I just wish he didn't constantly steal player inventory.
 
The core loop is still 'go here, shoot things', though you at least don't have to check in constantly within the DLC or bother with the more tedious components of the busywork.
The areas in Nuka-World do most of the heavy lifting regardless, they're easily the best part of the DLC.
It's just a shame about the absolutely pants-on-head exemplary writing around Quantum- which Fo4 already fucked with, but the DLC makes it exponentially worse.
"Kill Loot Return" IS the core loop of the entire game. There is very little else you do in Fallout 4, except for the occasional dip into the settlement building. Still, at least Nuka World has interesting dungeons to explore, the gangs are alright and so are misc characters. It's a nice change of pace from caring about your son, hence why this is the evil route: You become a Nuka Raider if all you care about is money and power, and this is exactly what the main quest of Nuka World provides.
I assume you mean the retarded Quantum armor. I always disable it in my game, APA now only spawns in a select few locations(forgot name of mod, I think it might be CPAP or something like that)/legendary spawns(mod for legendary power armor pieces) and any Enclave mods I have.
 
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The areas in Nuka-World do most of the heavy lifting regardless, they're easily the best part of the DLC.
Oh big time, I would say they do just enough to make Nuka World a fun DLC despite everything.

That said which gang do you guys prefer between the furfags, the lame mafia wannabes or the edgelords?
 
That said which gang do you guys prefer between the furfags, the lame mafia wannabes or the edgelords?
Operators give you the only guaranteed legendary gun at the end of the Nuka World questline if you side with them, and the edgelords/furries both give you a melee weapon. You don't need two, so it's a preference between a rocket bat with furries and a knife for edgelords. You can already buy a legendary bleeding knife with a ridiculous DPS and an automatic rifle where each consecutive hit does more damage than the last from the shop.
The worst one of them thematically are the edgelords since they are nothing but a net negative for the gang. Operators at least have ambition to do more than just stealing and killing, and furries genuinely care for animals they adopt(if you ignore that they regularly make them dogfight for their entertainment). Edgelords genuinely have nothing, unless them killing your slave force for funsies and threatening to kill you to your face even if you do everything they want sounds like a plan.
 
I assume you mean the retarded Quantum armor.
Haha, no, i mean Project COBALT itself and the associated drink known as Quantum. The power armor is just a slap in the face on top of all that.
Reminder that on introduction, Quantum was effectively going to be a New Coke deal and was going out for test runs the day the bombs fell. Limited test runs. In DC.
And then Emil (or Todd, take your pick) decided they needed a specialty shiny healing potion food item instead of just using the one they'd already invented in Nuka-Cherry.
Quantum present at the park? Yeah, sure, okay, i can believe that the recipe got couriered over since they had machine bottling at the test facility and might have solved bottling problems day-of-disaster.
Quantum distributed daily enough to be present in any vending machine across an entirely different region? Not so much.
I'm not a fan of the river attraction but it could be explained at least. Kinda wish you could just trim the Nukalurks back and have the furfags start taming them or something.
Shit, they could have actually implemented Nuka-Cola Clear for Quantum's spot. Apparently it sold well enough for congratulations to be in order until the whole drink was retconned into something completely different.
That said which gang do you guys prefer between the furfags, the lame mafia wannabes or the edgelords?
The mafia wannabes and i guess the furfags. Really wish they'd vary their color palette though if they're gonna smear shit everywhere.
Less paint, more beast hunting and hides. At least the animals are treated better than most confined creatures in the wastes.
Where the fuck are they even getting all the blue and pink from, anyways?
 
And then Emil (or Todd, take your pick) decided they needed a specialty shiny healing potion food item instead of just using the one they'd already invented in Nuka-Cherry.
They didn't invent shit, Nuka Cherry is from Fallout Tactics
They couldn't even copy that right, in Tactics it's stated nobody liked the taste. Bethesda said everybody loved it.
Honestly, I am fine with Quantum being rewritten to be more common, DC can still be one of the first cities that had a proper launch/test cases but that doesn't mean it wasn't being sold elsewhere before the bombs. As for refilling nuka machines, that's just Todd's magic at work.
Except you know, Tactics already had a joke about that too
Nobody remembers this game but me
 
They didn't invent shit, Nuka Cherry is from Fallout Tactics
Sorry, it's been more than a few years.
oh god what do you MEAN 'it's been a decade since the last time i played Tactics', what the fuck-
Honestly, I am fine with Quantum being rewritten to be more common, DC can still be one of the first cities that had a proper launch/test cases but that doesn't mean it wasn't being sold elsewhere before the bombs.
It's still a pretty explicit retcon to a proper collect-a-thon quest that is thrown at the player pretty insistently, which will irritate me to no end.
Especially with how they used it as effectively Future Sci-Fi Solution in said retcons.
i'm ranting, i'm going to stop now
 
It's still a pretty explicit retcon to a proper collect-a-thon quest that is thrown at the player pretty insistently, which will irritate me to no end.
Especially with how they used it as effectively Future Sci-Fi Solution in said retcons.
We would be here all day if we talked about retcons from Bethesda, hence why most of the fanbase(ie not tourists) doesn't consider Bethesdaslop canon anymore, if they ever did. It's funny that they care so little for the lore they retcon their own games, tho, not like that would be the first time either since they did this with Elder Scrolls as well.
 
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