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werepossum

Elite Member
Jul 10, 2006
29,873
463
126
True. I wasn't really thinking "cannot be defended using any means provided by the game," but rather coming at it from more of a role playing perspective. Sanctuary is defensible. Ten Pines isn't bad. Jamaica Plains was ok because the buildings give you part of an enclosure already, even though space is pretty tight there and there is an unusable building in one corner.
I was really, really disappointed in Jamaica Plains. All those usable buildings arbitrarily placed out of bounds is just silly. As for defense, I've pretty much abandoned walls and fences in favor of turrets in a layered defense.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
As for defense, I've pretty much abandoned walls and fences in favor of turrets in a layered defense.

I take the approach of using walls and having turrets to protect the gates. I have no idea though if NPCs can breach walls with explosives (i.e. whether walls can be damaged). I've enjoyed building the settlements and helping when I can, but defending them really hasn't been a big part of the game so far, and from a role-playing perspective I will probably continue to treat them as if they should be at least attempting some self-reliance. There's a fat man and mini-nukes in the hut, so use them and leave me alone .
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Do walls actually make a difference? Hostiles seem to spawn in the middle of settlements. Not all of them, obviously, but some do.

I've generally not tried for full enclosure anywhere because I'm paranoid about the settlement object limit. I don't want to use it entirely on walls. The one exception is Hangman's Alley, which starts off fully enclosed. Not that I've ever had anyone attack Hangman's Alley.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
Do walls actually make a difference? Hostiles seem to spawn in the middle of settlements. Not all of them, obviously, but some do.

I haven't seen any spawn inside Ten Pines or Jamaica Plains yet. I don't know if Sanctuary ever gets attacked. But yeah the walls may be worthless.
 

DAPUNISHER

Super Moderator CPU Forum Mod and Elite Member
Super Moderator
Aug 22, 2001
28,843
21,641
146
I still treat them as serfs. I even wear my armored clean, blue, suit, now. That way they know I am the king; I am the only one that doesn't have **** all over them. And I am far too busy gallivanting about, clopping coconuts together, to bail them out when a raid happens.
 

Blue_Max

Diamond Member
Jul 7, 2011
4,227
153
106
I still treat them as serfs. I even wear my armored clean, blue, suit, now. That way they know I am the king; I am the only one that doesn't have **** all over them. And I am far too busy gallivanting about, clopping coconuts together, to bail them out when a raid happens.

You, sir, win the internet for the day! :thumbsup:

 

Phoenix86

Lifer
May 21, 2003
14,643
9
81
Do walls actually make a difference?

Yes, but mostly no.

Walls on the outside rarely help. Sometimes you get groups attacking from just outside your build area and you can funnel them in, or just random groups passing by as you're there. The drive in comes to mind, there's almost always a group just past the bus.

Mostly I use walls to protect my power/water, seems they don't get blowed up inside a building with turrets covering them. I tinkered around with a completely walled in garden/beds/power/turret setup to see how it fared but hit about a 3 story cap, but that didn't let me put the beds far enough away from the noise (at least it seemed).
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I take the approach of using walls and having turrets to protect the gates. I have no idea though if NPCs can breach walls with explosives (i.e. whether walls can be damaged). I've enjoyed building the settlements and helping when I can, but defending them really hasn't been a big part of the game so far, and from a role-playing perspective I will probably continue to treat them as if they should be at least attempting some self-reliance. There's a fat man and mini-nukes in the hut, so use them and leave me alone .
lol Seems weird to me that I can get a warning, fast travel (which takes hours, as it should) and yet arrive before one single combatant dies. I also have a couple where evidently everyone has died, as it shows zero settlers - but 60% happiness. So I guess they died happy?

I also amusingly fenced one settlement with wire fences without paying much attention to exactly what kind of wire fence. Next time I arrived, I discovered that I had built their fence entirely of gates, most of which were now open. Except for the one section of junk fence, 'cause I needed a way to get in and out . . .

I still treat them as serfs. I even wear my armored clean, blue, suit, now. That way they know I am the king; I am the only one that doesn't have **** all over them. And I am far too busy gallivanting about, clopping coconuts together, to bail them out when a raid happens.
 

Madia

Senior member
May 2, 2006
487
1
0
How is the Brotherhood of Steel faction storyline? I skipped joining them on my first playthrough and was thinking of joining them for my second just for something new. The trouble is there's no real reason to join them from a role playing perspective and from what I've experienced interacting with them everyone comes off like jerks. Is their storyline at least good? I'd consider playing through if the storyline is interesting but worry that it's mediocre and I'll find it unenjoyable. I know you're not stuck with a faction and could leave but I don't want to waste time if it's not interesting.
 

Phoenix86

Lifer
May 21, 2003
14,643
9
81
How is the Brotherhood of Steel faction storyline? I skipped joining them on my first playthrough and was thinking of joining them for my second just for something new. The trouble is there's no real reason to join them from a role playing perspective and from what I've experienced interacting with them everyone comes off like jerks. Is their storyline at least good? I'd consider playing through if the storyline is interesting but worry that it's mediocre and I'll find it unenjoyable. I know you're not stuck with a faction and could leave but I don't want to waste time if it's not interesting.

From a RP perspective, BoS makes a ton of sense. Sure the Minutemen seem cool, but isn't that basically what everyone's been trying for 200 years and failing? Small settlements that constantly get over run by super mutants and raiders. BoS have the firepower needed to keep settlements safe.

Who would you rather have defending towns, guys with leather hats and crank lasers or people in power armor with full auto lasers and vertibirds?
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Mostly I use walls to protect my power/water, seems they don't get blowed up inside a building with turrets covering them.
Yeah, I do that. I'm in the habit of creating a lower, walled-in floor with the power generators, and the turrets on the floor above. The turrets sometimes get shot, but the generators are safe.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
From a RP perspective, BoS makes a ton of sense. Sure the Minutemen seem cool, but isn't that basically what everyone's been trying for 200 years and failing? Small settlements that constantly get over run by super mutants and raiders. BoS have the firepower needed to keep settlements safe.
I'm in the starting stages with the BoS with my second playthrough, and they seem kind of evil. Not as evil as the Institute, but kinda evil. That's my impression from the "all synths must die" speech.

Now, granted, you may not see the synths as people, but I tend to view the ones from at least Valentine's generation on as being sentient beings. My impression so far is the Railroad thinks the Synths should be treated as human, but are OK with blowing things to free them, the Institute is fine with murdering everyone topside as impure, and the BoS wants the synths all dead. None of them are exactly prizes.
 

Phoenix86

Lifer
May 21, 2003
14,643
9
81
None of them are exactly prizes.

That's by design I'm sure, every faction has it's reasons for and against so you have reasons to fight for or against them. Otherwise you'd have "good" or "bad" guys. It also means your personal nature will push you to one faction or another. Pretty smart design, imo.
 

Imp

Lifer
Feb 8, 2000
18,829
184
106
Meh, thanks for the responses, guys. It was just County Crossing and Greentop Nursery, I think. Two of the more indefensible settlements. Hopefully someone as made or will make a mod to tone these missions down a little. They pop up too often imo. I know there's a mod to make the notices of defense missions more obvious, but I'm skeptical that I actually missed any.

Jamaica Plains is hilarious. I started thinking 3D and decided to build a 1-story tower on the top of the main building. It covers every side. Only problem is the bus that lets people get way too close. I put up a shorter, smaller turret tower on the open side to help out.

Do walls actually make a difference? Hostiles seem to spawn in the middle of settlements. Not all of them, obviously, but some do.

I've been putting turrets at the edges of my settlements. Things have spawned right on the edge of the buildable area and taken the perimeter turrets out.

Mostly I use walls to protect my power/water, seems they don't get blowed up inside a building with turrets covering them. I tinkered around with a completely walled in garden/beds/power/turret setup to see how it fared but hit about a 3 story cap, but that didn't let me put the beds far enough away from the noise (at least it seemed).

Same. I was going to avoid walls but then attackers started running through my crop fields. The turrets just wiped out everything and I got tired of that. Walls now used to funnel bad guys around crops.
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
I got the Easter egg settlement defense where the attacker is one lone Institute
synth Brahmin! The brahmin had a synth component inside and was carrying an institute pistol, though it couldn't fire it. Moooo! Mooooo, I say!

The "0 people" displays on the map after not visiting awhile are annoying. I thought 2 settlements had been wiped out but were fine when I showed up to check.

Also, be sure to arm any settlers you move to a new location. I was sending an extra from Hangman Alley to The Castle. I heard shots outside and they were fighting with super mutants in a nearby building. I apparently showed up in time, the VATS view of the settler had their head seriously wounded.
 

shortylickens

No Lifer
Jul 15, 2003
82,854
17,365
136
I think theres some crack heads in this place.


My first game I picked the Minutemen to help me and I got an ending.
They had Sturges build my transmorgifier and get my infiltration data.
They defended an assault from the Synths.
They followed me into CIT central and helped me plant the bomb.
They took me to the tower and let me detonate the focker.
Then they watched the end video with me.
 

Madia

Senior member
May 2, 2006
487
1
0
From a RP perspective, BoS makes a ton of sense. Sure the Minutemen seem cool, but isn't that basically what everyone's been trying for 200 years and failing? Small settlements that constantly get over run by super mutants and raiders. BoS have the firepower needed to keep settlements safe.

Who would you rather have defending towns, guys with leather hats and crank lasers or people in power armor with full auto lasers and vertibirds?

Sorry, I meant in the beginning it didn't make sense to join them since my character's goal is to find his son. Joining the BOS (or the Minute Men for that matter) wouldn't seem to help find his son. It is indicated the BOS has high tech weaponry/power armor to help but also Paladin Danse makes it clear that you're to obey his orders without question and that might conflict with him getting his son back. I guess you could say becoming general of the MM could help since building up settlements would give my character more MM to come to your his but for me it wouldn't make sense to spend all the time building up settlements instead of looking for his son.

I think the storyline itself is the problem in that it has a immediacy that conflicts with the type of game FO is. The of fun any Bethesda game is to wander around the landscape exploring and discovering what's out there. That's hard to do if you're actually trying to role play the game. It's fun to do things like become a superhero and extract vengeance on evil doers but makes no sense for your character to do until they find their sun.
 

Phoenix86

Lifer
May 21, 2003
14,643
9
81
Sorry, I meant in the beginning it didn't make sense to join them since my character's goal is to find his son. Joining the BOS (or the Minute Men for that matter) wouldn't seem to help find his son.

Until the point in the main quest line where you find out what really happened to him...

The BoS seem the most capable of standing up against the Institute. Railroad are constantly on their heels when engaging them. MM seem even less aware of them and only slightly more capable than RR.
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
Minutemen make sense for finding your son since it gives you an army of people to search for news.

The Railroad makes sense for the same reason, even more so since they are the ones dealing with Institute synths.

BoS makes little sense for help with finding your son since they are an authoritarian group that cares more about controlling access to tech than protecting people. You have to lie to them and pretend to be a loyal member, hoping to use them without them figuring it out. Once you know more about the institute then (if you decide it is evil) the BoS makes sense as the group most likely to be able to destroy it.
 
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Phoenix86

Lifer
May 21, 2003
14,643
9
81
Minutemen make sense for finding your son since it gives you an army of people to search for news.

The Railroad makes sense for the same reason, even more so since they are the ones dealing with Institute synths.

BoS makes little sense for help with finding your son since they are an authoritarian group that cares more about controlling access to tech than protecting people. You have to lie to them and pretend to be a loyal member, hoping to use them without them figuring it out. Once you know more about the institute then (if you decide it is evil) the BoS makes sense as the group most likely to be able to destroy it.

:thumbsup:

This is exactly why I like the way the factions are setup. There are many different point of views that change as the main story progresses.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
13
81
www.markbetz.net
The "0 people" displays on the map after not visiting awhile are annoying. I thought 2 settlements had been wiped out but were fine when I showed up to check.

I've also seen the people counts, the bed counts, and the happiness level bugged out as well. I go running to the settlement and everything is fine. Or at least as fine as its going to get.

At level 30 I am definitely seeing how irritating Preston and the whole Minutemen mechanic can be. Some modders need to do some serious tweaking on it. I typically cannot turn a quest into him without him giving me another urgent mission whether I want it or not.

Also, I think the ungrateful wretches in Sanctuary are scamming me, because seemingly ever other time I walk through town someone has been kidnapped and will be brutally murdered if I don't hand over 500 or 600 caps.
 

Imp

Lifer
Feb 8, 2000
18,829
184
106
Main quest screw up, weird...

Finally did the Battle of Bunker Hill. What a mess. I told every side, looks like I shouldn't have -- walkthroughs say everyone shows up regardless. I capped the synch courser right after I met with him, shot up all the synths and let the Railroad and BOS duke it out on their own. Didn't get much direction after the end of the battle. Railroad controlled the underground, BOS on the surface. By the way, BOS vertibirds are the biggest pieces of crap ever made. They get shot down so often by just a few guys on the ground.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Jamaica Plains is hilarious. I started thinking 3D and decided to build a 1-story tower on the top of the main building. It covers every side. Only problem is the bus that lets people get way too close. I put up a shorter, smaller turret tower on the open side to help out.

I've been putting turrets at the edges of my settlements. Things have spawned right on the edge of the buildable area and taken the perimeter turrets out.

Same. I was going to avoid walls but then attackers started running through my crop fields. The turrets just wiped out everything and I got tired of that. Walls now used to funnel bad guys around crops.
Turrets destroy crops? Crap, did not know that.
 

GusSmed

Senior member
Feb 11, 2003
403
2
81
Turrets destroy crops? Crap, did not know that.
In particular, they're bad for tall crops. They tend to knock down things like corn pretty easily. Ground-huggers like carrots, gourds, and melons don't get hit.

In fairness, any kind of gunfire will do this, friendly or hostile.
 

HumblePie

Lifer
Oct 30, 2000
14,667
440
126
Setting up walls is not quite worthless if you keep the area small.

In big settlements like Sanctuary, the monsters will spawn inside the area. So if you try to wall the whole area, you'll just be wasting materials as stuff will spawn inside the walls.

However, if you wall up a single building and build up, then stuff won't spawn in there. Even then it is probably better just to build a staircase up a few levels and then start making your building up there. Stuff doesn't spawn in the air and will have to run up to attack anything you have built.

On top of that, most of the defenses are worthless overall. Don't bother with guard towers, spotlights, shotgun turrets, or laser turrets. Heavy gun turrets and missile turrets are all that you need.

Also, if you follow the rule of adding the (food + water) x 2 for the defense rating you need, then chances of a settlement being attacked are very remote.

I also wouldn't bother with Sirens. 99% of the time the idiot NPC's set off the siren AFTER the threat has been dealt with which makes those sirens worthless as well.
 
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