Fallout 4 - it's official! Coming Nov 10, '15

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Killer_Croc

Member
Jan 4, 2016
29
0
0
I'm hoping they introduce a mod whereby you can use the bed and other objects when you have power armor on. It's really frustrating to have to dismount power armor just to use a terminal or do something else especially if it's an environment with lots of hostiles.
 

Killer_Croc

Member
Jan 4, 2016
29
0
0
Well it's not just being able to sleep with power-armor it's being able to sometimes use certain objects such as workshops, crafting stations, chairs, terminals, etc... without requiring the player to dismount from their power armor. It's actually quite annoying.

I know that you can't sleep with hostiles but you shouldn't have to dismount power armor just to use objects such as terminals etc... It doesn't affect all terminals but certain ones. It's even more annoying in crafting stations as I find I am constantly using my X-02 Enclave power armor the majority of the time (modded X-01 found in the Glowing Sea).
 

AHamick

Senior member
Nov 3, 2008
252
3
81
Have you seen the mitts on your power armor? It's kinda hard to manipulate small objects with those ham hands

Sent from my SM-G935T using Tapatalk
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
I'm hoping they introduce a mod whereby you can use the bed and other objects when you have power armor on. It's really frustrating to have to dismount power armor just to use a terminal or do something else especially if it's an environment with lots of hostiles.

I liked it, actually. Made it all feel more real. It didn't make sense to me that I could lie down in the power armor, or twiddle knobs. Having to park it made sense.
 

Killer_Croc

Member
Jan 4, 2016
29
0
0
I liked it, actually. Made it all feel more real. It didn't make sense to me that I could lie down in the power armor, or twiddle knobs. Having to park it made sense.

I'd agree but the problem is that it's not consistent. Some terminals require you to dismount your power armor and others work even in power armor. It really doesn't make any sense why some work and others don't. I usually spend the majority of my time in power armor so dismounting just to use a terminal (while others don't require dismounts) doesn't seem consistent.

Have you seen the mitts on your power armor? It's kinda hard to manipulate small objects with those ham hands

Sent from my SM-G935T using Tapatalk

No I haven't really paid attention to the mitts on the power armor. However as I mentioned above you can manipulate terminals with power armor and others you can't even though the terminals are the same size. I'd be interested to know why they went with this kind of game decision.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
I'd agree but the problem is that it's not consistent. Some terminals require you to dismount your power armor and others work even in power armor. It really doesn't make any sense why some work and others don't.
It's a matter of space. The terminals that don't work usually have an immobile chair in front of them, and there isn't enough space for your power armor between the terminal and the chair.
 

Qbah

Diamond Member
Oct 18, 2005
3,754
10
81
It's a matter of space. The terminals that don't work usually have an immobile chair in front of them, and there isn't enough space for your power armor between the terminal and the chair.
Hulk smash? Seriously, a chair vs a power armor?

For the terminals, I think there should be a port or something standard on each of them that is used to access it from inside a power armor (or via your pipboy). Your PA metal hands are not agile enough to use a keyboard or even small enough to press a specific key. I always found it strange and immersion breaking... Either require exit for each terminal / lockpick or make them work a bit different while wearing a PA.

I don't mind exit to sleep though.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Yeah, I know. These are chairs you should be able to pick up and move, but you can't. They're somehow bolted to the floor and invulnerable to damage.

It's a game engine thing, near as I can tell. Not something that's really intended.
 

ibex333

Diamond Member
Mar 26, 2005
4,092
123
106
I don't get it... Whats the point of the new survival mode? To torture yourself? You get plenty of that in RL with school, work, relationships, etc. Why add on to that?

Look I'm all for difficulty, but within REASONABLE limits. IMO, the lack of saving, and the unnecessary annoyance of food, sleep, diseases, etc is just not all that fun without extra reward. If they told me that if I play Survival mode I'd get like a ton of loot that is otherwise unobtainable, or certain perks. sure, I'd do it. But torturing myself for free? No thanks.

I like the feeling of superiority, owning everything on hard.
 
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GusSmed

Senior member
Feb 11, 2003
403
2
81
Look I'm all for difficulty
Apparently you aren't, since difficulty doesn't require "extra rewards" to justify it. The idea is to present more of a challenge, give the player more to do. "Extra rewards" are the opposite of increased difficulty.

Food gives you a reason to care about cooking beyond healing items, diseases similarly have you concerned about crafting or finding antibiotics. It's another variable, and more reasons to craft things. Sleep doesn't seem so pressing by comparison, but it does interact with the adrenaline bonus and also brings on hunger as you're passing time.

Limited saving - the idea's mainly to encourage ironman play rather than creepsaving. Limited saving means more of a penalty for death, which in turn makes for more cautious, tactical play. Unfortunately it's indifferently implemented, since it should really allow you to save and exit, and "only when you sleep" is too far between checkpoints.
 

shortylickens

No Lifer
Jul 15, 2003
82,854
17,365
136
Not to mention you can add plenty of difficulty with all the mods available from about 10 different websites. I wish they had added more content to the base game, and DLC's with lots of extra stuff, like they did for New Vegas.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Apparently you aren't, since difficulty doesn't require "extra rewards" to justify it. The idea is to present more of a challenge, give the player more to do. "Extra rewards" are the opposite of increased difficulty.

Food gives you a reason to care about cooking beyond healing items, diseases similarly have you concerned about crafting or finding antibiotics. It's another variable, and more reasons to craft things. Sleep doesn't seem so pressing by comparison, but it does interact with the adrenaline bonus and also brings on hunger as you're passing time.

Limited saving - the idea's mainly to encourage ironman play rather than creepsaving. Limited saving means more of a penalty for death, which in turn makes for more cautious, tactical play. Unfortunately it's indifferently implemented, since it should really allow you to save and exit, and "only when you sleep" is too far between checkpoints.
In my opinion, the modders' survival modes in Fallout 3 & New Vegas were much better thought out.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
In my opinion, the modders' survival modes in Fallout 3 & New Vegas were much better thought out.
Probably true. I never really got into any of those.

I think we'll eventually see mods that tweak Fallout 4's Survival Mode into something better, and that it'll be better overall because there are more tools available.

There are already several mods which defeat the limited saving in Survival Mode to one degree or another. I think the one that restores autosave on entering / exiting a building goes a long way to fixing that problem.

Another mod which I think helps is New Recipes, which gives more ways to make food in Survival. In particular, it makes all that nigh-useless wild food (tato flowers and the like) into something you can use.

I played briefly with Brutality, which is another Survival-focused mod, and I think it needs work. It cuts the health back of everything, both enemies and the player, which isn't a bad idea. But to balance that it also nerfs the weapon skills (Gunslinger, Rifleman, etc.) to the point where they're useless. It really ought to replace them with something that's as beneficial as the other perks, but not damage-focused (given the drive to flatten the damage scaling).

It also makes the Minigun ridiculously powerful. Per-shot damage is high, fire rate is high (of course), and it's armor piercing. The encounter with the Concord Deathclaw is trivial because you have a minigun.

Which arguably maybe it should be. Miniguns are supposed to be something extraordinary, it's just that the game skews that by handing you one practically at level 1, along with a set of Power Armor. In Fallout 1 terms that's end-game equipment.
 

Blue_Max

Diamond Member
Jul 7, 2011
4,227
153
106
I know it's late in the game to gripe about this but my number one concern is still the system used to calculate how much VATS time is used per weapon shot. I figured that if "Fire Rate" went up, you'd get more shots out of your available AP VATS time... but a lot of weapons just don't make sense! Add stuff to make the FR higher, it winds up taking MORE time so you only get 3 shots instead of 4, etc.

The lucky find of Deliverer has finally got me enjoying the game, but I'd like to find more rifles/etc that have lots of VATS shots.
 

shortylickens

No Lifer
Jul 15, 2003
82,854
17,365
136
I know it's late in the game to gripe about this but my number one concern is still the system used to calculate how much VATS time is used per weapon shot. I figured that if "Fire Rate" went up, you'd get more shots out of your available AP VATS time... but a lot of weapons just don't make sense! Add stuff to make the FR higher, it winds up taking MORE time so you only get 3 shots instead of 4, etc.

The lucky find of Deliverer has finally got me enjoying the game, but I'd like to find more rifles/etc that have lots of VATS shots.

If you take your basic hunting rifle and make it Light, you get an amazing number of shots in VATS.
Like 10 times as many.

I have no idea why.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
I know it's late in the game to gripe about this but my number one concern is still the system used to calculate how much VATS time is used per weapon shot.
The game has this odd mechanic where all long weapons have a large AP cost penalty compared to all pistols. Automatic weapons also take a lot of AP, but fire several shots per attack instead of one.

The net effect is that if you use VATS, there's a strong incentive to carry around a powerful pistol instead of just an assault rifle. Modify that Plasma Rifle into a pistol by replacing the stock with a pistol grip, and the AP cost goes down dramatically and it becomes a lot more effective in close quarters.

It kind of hoses weapons that ought to be close quarters weapons but have long stocks, like shotguns and the Thompson SMG. Even the "short stock" variant of the double barreled shotgun is still a long weapon for AP cost purposes. You're generally better off using those manually outside of VATS.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
The game has this odd mechanic where all long weapons have a large AP cost penalty compared to all pistols. Automatic weapons also take a lot of AP, but fire several shots per attack instead of one.

The net effect is that if you use VATS, there's a strong incentive to carry around a powerful pistol instead of just an assault rifle. Modify that Plasma Rifle into a pistol by replacing the stock with a pistol grip, and the AP cost goes down dramatically and it becomes a lot more effective in close quarters.

It kind of hoses weapons that ought to be close quarters weapons but have long stocks, like shotguns and the Thompson SMG. Even the "short stock" variant of the double barreled shotgun is still a long weapon for AP cost purposes. You're generally better off using those manually outside of VATS.
I don't use VATS, but virtually everything regarding firearms is badly designed. There is tons of .38 ammo laying around, but no factory-built .38 weapons. I can build an automatic receiver, but I can't carve a stock. A factory-built 5.56x45mm assault weapon weighs a ton, but a jury-built "pipe weapon" is light, and a laser or plasma weapon lighter still.

Still a pretty good game at over 600 hours.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Wait, you can carve stocks. Various grades of stocks are standard mods.

I otherwise agree. The absence of factory-built weapons that use .38 is weird (or .50, though that's less weird). The way some rifles use pistol ammunition, too - the game seems completely unaware of the concept of cartridge length. There's a tendency to just arbitrarily scale up weights as weapon value increases, so some rifles are ridiculously heavy.

I guess you could argue about the "assault rifle" specifically, since despite the name it looks like a Lewis machine gun more than anything else. I think it may have evolved from New Vegas's Light Machine Gun, which is chambered in 7.62.

It'd be interesting to see a really comprehensive weapon overhaul for Fallout 4, something that made it more in line with New Vegas. There are lots of bits and pieces about, like mods that add a variety of modern weapons, but generally they're not well balanced. The "weapon rebalance" mods I've seen haven't looked well balanced either, they tend to arbitrarily increase the damage of everything.
 

Rhezuss

Diamond Member
Jan 31, 2006
4,120
34
91
How much time consuming is it to manage your settlement?
Is it as annoying as WoW WoD expansion or you can leave it be and just wander the lands?

I don't want FO4 to be a settlement management game...
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
If you don't want to play the settlement game, don't play it. You can ignore them entirely if you wish.

It can be a huge time sink, but it's not required. Mostly what you get out of settlements is vegetable starch (creates adhesive for mods, which is otherwise in short supply) and XP every time you build something.

And of course the satisfaction of building stuff, but that's not a concrete game effect.
 

Dahak

Diamond Member
Mar 2, 2000
3,752
25
91
Exactly as GusSmed said, can be completely ignored or be used in a minimal way to have a nice spot to craft quick mods on weapons and armor and store stuff, or get as complicated as creating themed or big settlements
 
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