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    Fallout | All Fallout 4 Settlements Ranked Smallest to Biggest (Spoiler Alert)

    Fallout | All Fallout 4 Settlements Ranked Smallest to Biggest (Spoiler Alert)


    All Fallout 4 Settlements Ranked Smallest to Biggest (Spoiler Alert)

    Posted: 24 Sep 2020 08:43 PM PDT

    Ok I got tired of seeing inaccurate or old countdowns of the "biggest" Fallout 4 Settlements. So, I got to work and found a way to rank All 36 Settlements (Excluding #37 Home Plate for obvious reasons) from Smallest to Biggest. I did my absolute best at attempting to precisely size up each settlement in terms of Area. I will also be providing a [Area Rank: #] ranging from 0-500. This should give you a better idea of each settlement's True Size. Max floor height will also be included (All Settlements from the Fallout 4 Add-Ons will be included)

    #36 The Mechanist Lair

    Ok so The Mechanist Lair is an odd settlement because once you make it accessible it appears that the Workbench allows you to build inside the small rooms that hang off of the main atrium. However let's say you build a shop and attempt to assign a settler to it. The settler's pathing seems to be broken, so they can technically only use the main atrium without the use of Mods to fix the pathing. So because settlers can only use the main atrium this makes The Mechanist Lair the smallest settlement in the game, ranking only 13 in terms of area. Much like the Boston Airport, The Mechanist Lair comes with a multitude of problems and should be considered a challenge settlement. First, the only way to get settlers to move in is by sending settlers from other settlements or by completing Rogue Settler Quests from The Mechanist. Rogue Settler Quests are Radiant Quests that (Most already know) allows you to exceed the rule of 21 settlers per settlement. Secondly, The Mechanist Lair does not have a way to grow crops but does have water access. Water Towers seems to be the only way to get water and only the small one seems to fit. (The Powered Water Pump won't work) To make things more difficult you'll notice right away the only shop you have access to is Slocum's Joe. The building height limit here is 5 floors.

    Area Rank: [13]

    #35 Hanged Man's Alley

    Hanged man's Alley is uncomfortably small. Though it is slightly bigger than The Mechanist Lair, its 3 floor build limit makes things very challenging. The main issues here are finding room for food & water and fighting off local enemies. This Settlement does have an excellent location in Downtown Boston and it's close proximity to Diamond City makes it a popular settlement for those playing on Survival.

    Area Rank: [15]

    #34 Boston Airport

    This settlement is very similar to the Mechanist Lair. At Boston Airport you will have no access to food and you will be required to move in settlers from other settlements or by completing Rogue Settler Quests from The Mechanist. You will also only have access to Slocum Joe's when it comes to shops. If you build stairs to the 2nd floor of the terminal you will gain direct access to the BOS side of the airport. If you destroy the BOS and convert the Boston Airport into a regular settlement later, then you might consider making it into a Raider Settlement. The height limit here is 6 floors.

    Area Rank: [19]

    #33 Outpost Zimonja

    Outpost Zimonja is just a little bit bigger than BOS Airport and acts as a normal settlement without any restrictions making it a much more ideal location compared to The Boston Airport (Unless you're the BOS) The great thing about Zimonja Outpost is the 7 floor height limit which helps make up for its relatively small area.

    Area Rank: [20]

    #32: Ten Pines Bluff

    This settlement is just a little bit bigger than Outpost Zimonja. The main problem with Ten Pines Bluff is the 3 floor height limit which can make this settlement feel very small. This kind of makes Outpost Zimonja more favorable. The good thing is that Ten Pines Bluff is a Bunker Hill Caravan Merchant stop for Lucas Miller (Armor Merchant)

    Area Rank: [21]

    #31 Covenant

    Covenant is a pre-built settlement that only has one entrance. Unfortunately you cannot scrap the pre-built structures here. Covenant also has a 2 floor height limit but thankfully doesn't need much since it's already pre-built. Because this settlement is walled-in on all sides you will always be very safe, it's also walking distance from Taffington Boathouse. Make sure you acquire a copy of all the keys to avoid getting locked out of the buildings when visiting late at night. Covenant is also a Bunker Hill Caravan Merchant stop for Lucas Miller (Armor Merchant)

    Area Rank: [24]

    #30 Oberland Station

    This settlement is just a little bit bigger than Covenant and has a height limit of 6 floors. Oberland Station sits perfectly between Downtown Boston and the Northwest Suburbs making it great for those who play on Survival.

    Area Rank: [25]

    #29 Jamaica Plain

    Jamaica Plain is just a little bigger than Oberland Station. Unfortunately, it is filled with non scrapable structures including an entire house in the middle of the settlement that is inaccessible. This makes it difficult to build/fix everything for your settlers. You have a height limit of 4 floors which helps a little bit. The one good thing about Jamaica Plain is its central location in the Southern Commonwealth.

    Area Rank: [26]

    #28 Taffington Boathouse

    Taffington is simply a large house with some flat land around it. One of the good things about this settlement is it's access to water, and its close proximity to Covenant. You can build to a height of 8 floors here.

    Area Rank: [27]

    #27 Croup Manor

    It looks like Croup Manor and Murkwater Construction Site are about the same size, so #27 & #28 are a tie. Croup Manor is actually very Similar to Taffington Boathouse except it does not have a body of water so you will need to build water pumps. This settlement is positioned on a hill giving you an advantage when dealing with settlement attacks. The downside about this location is how remote it is. The max building height here is 10 floors.

    Area Rank: [28]

    #26 Murkwater Construction Site

    Like I said, Murkwater Construction Site is tied with Croup Manor. However, Murkwater Construction Site is extremely dangerous compared to Croup Manor. You should build a giant wall around this settlement since it's the furthest south in the commonwealth. The good thing is this settlement is flat and has a lot of water access. The building height limit here is 6 floors.

    Area Rank: [28]

    #25 Greentop Nursery

    Greentop Nursery is the beginning of Medium-Sized Settlements in my opinion. The only downside about this settlement is the permanent structures like the Greenhouse which is in the middle of the settlement. However Greentop nursery is also a Bunker Hill Caravan Merchant stop for Lucas Miller (The Armor Merchant) The building height limit here is 6 floors.

    Area Rank: [30]

    #24: Coastal Cottage

    This settlement has some permanent structures but nothing too major. Its local enemy threats and hilly landscape are the biggest challenges (Did you find a use for the giant hole?) Coastal Cottage also serves as the Gateway Settlement to Far Harbor. This is very helpful if you are playing on Survival since Far Harbor is full of merchants and can act as a crutch for Coastal Cottage until you establish shops (Kind of like Hanged Man's Alley & Diamond City) When building from the lower corner of the settlement you can fit 7 floors.

    Area Rank: [31]

    #23 Red Rocket Truck Stop

    It looks like Red Rocket Truck Stop and Finch Farm are about the same size, so #23 & #22 are a tie. Red Rocket Truck Stop is strategically placed so new players can use the workbench items to help them with Sanctuary Hills. Out of all the settlements in Fallout 4, Red Rocket Truck Stop and Sanctuary Hills have the closest proximities to one another. The building height limit here is 10 floors.

    Area Rank: [33]

    #22 Finch Farm

    Finch Farm definitely feels bigger than Red Rocket Truck Stop because of the highway overpass that you can access in Workbench Mode. This gives the illusion of more space since this settlement is technically multilevel. It surprisingly also contains a taller height limit than Red Rocket Truck Stop, topping out at 12 floors. Finch Farm also has minimal access to water in the corner allowing for some Water Purifiers to be built.

    Area Rank: [33]

    #21 Country Crossing

    It looks like we have another tie, Country Crossing and Bunker Hill look to be about the same size. Country Crossing is a great Settlement to use since it's perfectly flat and it's surrounded by other settlements. There's also a little bit of water access near the road allowing for some Water Purifiers to be built. This is also a Bunker Hill Caravan Merchant stop for Doc Weathers who barters medical supplies and can also heal you. Country Crossing probably got its name from the fact that it's located between a few different regions. This is a great settlement to build up if you're playing on Survival or if you're just getting started. The building height limit here is 11 floors.

    Area Rank: [36]

    #20 Bunker Hill

    Bunker Hill is a pre-established settlement that is home to the Caravan Merchants. Having unlimited access to the Caravan Merchants will help you drastically when it comes to restocking your Workbench inventory. One downside is that Bunker Hill doesn't let you scrap the structures. However this is ok since the settlement is well established. Bunker Hill is also unique because it's the only settlement within your possession that will allow you to rent a room. Bunker Hill's local enemies can be problematic and early game players should be cautious. However the biggest problem for Bunker Hill (Weather they know it or not) is their affiliation with local factions. As we all know, the waring factions can either help or hurt them. Bunker Hill is also conveniently located downtown with established routes that go in almost all directions. The building height limit here is 4 Floors.

    Area Rank: [36]

    #19 Greygarden

    This is our fourth tie, Greygarden and Warwick Homestead seem to be about the same size. Greygarden feels a lot bigger than it really is because it has access to it's highway overpass just like Finch Farm. This settlement is slightly more challenging than your average settlement because it's built on a slope and requires some tall structures to establish access to the overpass. (Finch Farm is the smaller, easier version of Greygarden) The building height here is 12 floors from the lower part. However you will run into the overpass if you attempt 12 floors, so realistically you can only fit 9 floors from the greenhouse level.

    Area Rank: [39]

    #18 Warwick Homestead

    This settlement is a Bunker Hill Caravan Merchant stop for Cricket, the Weapons Merchant. She sells the Legendary Spray N' Pray Submachine Gun. This settlement is located in the southern part of the Commonwealth which makes your defenses your priority. The plus is Warwick Homestead is a peninsula which makes it one of the easier settlements in the south to defend. And because it's surrounded by water your settlers should never be thirsty. The building height limit here is 8 floors.

    Area Rank: [39]

    #17 Abernathy Farm

    Abernathy Farm is the beginning of Large-Sized Settlements in my opinion. With a 19 floor height max, this settlement does not lack space. A wall is still necessary to ward off Super Mutant attacks, other than that you are free to build high and wide. This settlement is great for players who want to attempt to build their first large-scale vertical structures.

    Area Rank: [44]

    #16 Kingsport Lighthouse

    This settlement is just a little bit bigger than Abernathy Farm. Kingsport Lighthouse presents a unique obstacle for builders. A semi rocky cliff divides the settlement in half with water access on one side and flat ground on the other. Players should also beware of the very hostile Children of Atom living nearby, a wall is probably necessary at Kingsport Lighthouse. The building height here is 10 floors from the lighthouse level.

    Area Rank: [45]

    #15 The Slog

    The Slog is just a little bit bigger than Kingsport Lighthouse. This settlement is unique because it has a Tarberry farm in the middle. This also means you have direct access to water which will allow you to build Water Purifiers. This is an easy spot to build a large settlement since the ground is flat here. The real issue is the Forged who live within close proximity to The Slog. Make sure you and your settlers are well equipped for these onslaughts. This settlement is also a Bunker Hill Caravan Merchant stop for Doc Weathers. You can barter with him for medical supplies and he can heal you. The building height limit here is 10 floors.

    Area Rank: [46]

    #14 Nordhagen Beach

    This settlement is located on the beach which allows for water access and a nice flat area to build. Nordhagen beach is a great location for a large settlement but beware local threats like the Mirelurks. You are also within close proximity to the Boston Airport and The Mechanist Lair for those playing on Survival. The building height limit here is 10 floors.

    Area Rank: [49]

    #13 Sunshine Tidings Co-Op

    This Settlement is the Gateway Settlement to Nuka-World. You'll notice right away you have a good amount of space and the ground is nice and flat. This settlement is perfect for mid game players because the only obstacles here are the non scrapable structures. However most of these structures are functioning cabins, so they'll blend in nicely with your settlement. For those playing on Survival, the walk to the Nuka-World Transit Center is doable and not terribly dangerous. The building height limit here is 9 floors.

    Area Rank: [52]

    #12 Echo Lake Lumber

    This Settlement is well thought out and gives you a lot of resources from all of the scrapable items. Pretty much everything is scrapable except the main building. This settlement is flat and has access to the lakefront for Water Purifiers. The main problem here is the creatures of the fog since this settlement is located deep in Far Harbor. You will need a wall and the heaviest defense you've got. All settlers must be equipped with armor and weapons if you're going to stand a chance against the fog. Keep in mind these types of settlements rely on Fog Condensers to survive, you should probably be in Power Armor when visiting these types of settlements. The building height limit here is 14 floors.

    Area Rank: [55]

    #11 National Park Visitors Center

    This is another Far Harbor Settlement so you should be careful when settling here because of the fog. A wall and a mighty defense is required to keep the creatures of the fog away. This settlement also has lots of scrapable items just like Echo Lake Lumber and is ideal for building a large settlement because it too is very flat with an abundance of space. This settlement is unique because it is located in the woods. The building height limit here is 18 floors.

    Area Rank: [57]

    #10 Egret Tours Marina

    Egret Tours Marina is the beginning of Massive-Sized Settlements in my opinion. This settlement feels a lot smaller than it really is because of all the water. However if you simply place flooring down to connect the 3 Piers then you nearly double the usable space at Egret Tours Marina. There are two non scrapable structures here that can be easily repaired. The warehouse that comes with Egret Tours marina is very unique because it has access to the river from the inside. This settlement is also located in the southern part of the commonwealth making enemy attacks much more difficult. Build a wall and be cautious of the Super Mutants and Male Mirelurks living nearby. Overall this settlement's difficult location and challenging terrain can prove to be tough for low level players. Those playing on Survival should also note that the road leaving Egret Tours Marina to the North takes you directly to Diamond City. The building height limit here is 5 floors.

    Area Rank: [60]

    #9 Somerville Place

    We have our fifth tie, Somerville Place and Dalton Farm look to be about the same size. Somerville Place like Dalton Farm is also very dangerous and should only be settled by higher level players. Somerville Place is within close proximity to the Glowing Sea so players should beware of the Deathclaws living nearby. This settlement is built on a hill next to the swap but unfortunately only has a puddle for water access. If you finesse it you can fit one regular sized Water Purifier that will partially hang outside of the build area. The building height limit here is 9 floors from the house level.

    Area Rank: [72]

    #8 Dalton Farm

    Dalton Farm is another Far Harbor settlement and thus will require a wall and heavily armed settlers to combat the creatures of the fog. This location is one of the more challenging Far Harbor settlements because of its terrain. The beach seems to be the best place to build, however you're much safer from the creatures of the fog up on the hill.. You have plenty of water access here to build water purifiers and over time the amount of space here should allow for a very large and successful settlement. The building height limit here is 18 floors.

    Area Rank [72]

    #7 Starlight Drive In

    This Location is perfect for a very large settlement. It's flat and it's in a relatively safe area so it's good for lower level players. A hole of water is also located in the middle which is just big enough to fit an Industrial Water Purifier. This location is unique because it has 2 vantage points to the north and south of the settlement, The Projector and The Screen. The screen is full of fun surprises including rooms at the base that make for great Stop N' Go shops since they're adjacent to the road. Starlight Drive In is centrally located between a network of settlements in the north suburbs and thus will probably play a big role in your early game. Players should note that the Drumline Diner is only a short walk away from Starlight Drive In which can be very helpful if you have yet to establish shops. The building height limit here is 8 floors.

    Area Rank: [77]

    #6 The Castle

    This settlement is located in a dangerous part of the commonwealth just south of Downtown Boston, however it's massive walls (Once repaired) can shield you from most threats. The castle is home to the Minutemen Faction. The Minutemen Radio is broadcasted from here and can be heard at all times while visiting this settlement. Once you are comfortable here I would encourage you to take advantage of the space on the outside of the castle walls. This settlement is also where you obtain the ability to make artillery which can be useful when defending dangerous settlements. You will have abundant access to water here so food and defense should be your main worry. The building height limit here is 7 floors.

    Area Rank: [89]

    #5 Long Fellow's Cabin

    Long Fellow's Cabin is the beginning of Colossal-Sized Settlements in my opinion. Unfortunately Long Fellow's Cabin feels a lot smaller than it really is because a lot of it's space is rocky cliffs and water. The inhabitable part of the island is fairly flat and still gives a lot of room to build a large settlement. This settlement is great for those playing on Survival because it's right next to Far Harbor. This means you can use Long Fellow's Cabin, Far Harbor and Coastal Cottage without having to do much walking. However, keep in mind this is a Far Harbor Settlement and though it is an island you will still get the occasional fog creature attacks. The building height limit here is 18 floors from the cabin level.

    Area Rank: [102]

    #4 Nuka-World Red Rocket

    This is an excellent location to build a massive settlement. This location is in Nuka-World so you will have plenty of unique weapons, armor and items to pour into this workbench. Nuka-World also gives you access to Nuka-Mixer Stations which are a must-have at Nuka-World Red Rocket. If you decide to join a Raider Faction in Nuka-World (Especially The Pack) you might consider building an Arena in this settlement. Beware the Super Mutants, Gunners and Nuka-World Gangs (If you side against them) living nearby. If they aggro each other an all out war can start. Nuka-World may be a fun and easy build but unprepared players should be cautious of the aggressive enemy spawns that tend to happen here. The building height limit here is 20 floors which is the highest I've seen in the game.

    Area Rank: [104]

    #3 Sanctuary Hills

    This settlement is unique because it is significantly larger than any settlement below it and significantly smaller than any settlement above it. Sanctuary Hills is the starter settlement upon leaving Vault 111. It's job is to teach players the mechanics of the Workbench, from scrapping items to repairing war tattered structures. This settlement is the safest in the game and has lots of water access for Water Purifiers so players should feel free to do whatever they want here. Sanctuary Hills is also a Bunker Hill Caravan Merchant stop for Trashcan Carla, the General Merchant. The Building height here is 5 floors if you build next to the water.

    Area Rank: [208]

    #2 Vault 88

    This Settlement is technically the largest in the game, but unfortunately the pathing is broken in a large portion of Vault 88 making it uninhabitable without Mods to fix the pathing. With that said Vault 88 is still the largest workbench area in the game. The areas settlers can inhabit are the main atrium and the 3 smaller atriums attached to it. Vault 88 also comes with its own Powerplant and Water Pumping Station (The water Pumping Station requires power) This is also the only underground settlement and the only Vault Settlement in the game. You will learn how to build with Vault-Tec pieces in Vault 88 and gain access to unique workstations like the Slot Machines, the Phoropter, the Soda Station and the Power Cycle 1000. Players need to be cautious of the local Radscorpions living in the caves of your settlement. Enemy spawns here can be difficult because Vault 88 is located in the southern part of the Commonwealth so lower level players may want to save Vault 88 for later. This Vault Settlement also has 3 unique entrances. The main entrance in Quincy Quarries, the bookstore entrance in University Point and the sewer entrance near Shaw Highs School. The building height limit here is 5 floors if you build in the main atrium.

    Area Rank: Even with reduced space because of the broken pathing, Vault 88 is still much larger than Sanctuary Hills but the exact number is unknown. With Mods to fix the pathing Vault 88 would be [500+]

    #1 Spectacle Island

    Since vault 88 would require mods to utilize it's larger space, Spectacle Island takes the cake for Largest Settlement in Fallout 4. Spectacle island is another extremely dangerous settlement and only higher level players should attempt to settle here. Settlement attacks here can feel more like regional battles and players should be well equipped before responding to Spectacle Island settlement distress calls. Usually I would advise to build a wall around dangerous settlements but seeing that spectacle Island is so vast I would advise to instead equip settlers with Armor and Weapons in addition to Turrets. This settlement has the most water access in the game so you should never go thirsty again. Spectacle Island also has a partially sunken ship on the East side of the island that still has a working Generator Room, connect power lines here to permanently satisfy 20 Power for the settlement. The building height limit here is 8 floors if you build from the middle of the island.

    Area Rank: [500+]

    9/24/2020

    submitted by /u/Bazil2009
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    Years Later, Hello MacCready.

    Posted: 24 Sep 2020 07:47 PM PDT

    I just want everyone to experience my intelligence with this.

    I have played Fallout 4 since day 1. Sank hundreds of hours into multiple playthroughs. And yet, after all this time, in September of 2020, I first meet MacCready. Truly this is a testament to my skills of observation.

    submitted by /u/Plocana
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    DEAD MONEY and how a great atmosohere can overcome frustrating game play

    Posted: 24 Sep 2020 07:18 AM PDT

    So after being proved wrong with my initial take of HONEST HEARTS (started off bored, by the end the story of the Father of the Caves brought me to tears) I decided to venture out and explore DEAD MONEY next.

    Before starting I heard two things about DEAD MONEY

    One was people saying that it was great, and tragic, and one of the best they ever did

    The other was people saying fuck Dead Money, it's the worst, most annoying bullshit ever

    After playing I can definitely see both sides

    On one hand the combination of:

    -radios that can make you explode (and some you can't shoot)

    -navigating toxic red acid clouds

    -the Ghost people who are uber powerful and require you to chop up their whole body before they stay dead

    -holograms you literally can't damage at all and will kill you quite quickly

    -losing all your weapons and Stimpacks at the start

    That combination I can easily see frustrating and annoying any player

    Hell there were times I was desperate to "get back to normal" with enemies you can actually hurt who stay dead

    On the other hand....its a DLC. It's not supposed to be as easy as the rest of the game.

    I had reached that point we all reach where all of my powerful weapons were maxed, plenty of Stimpacks, powerful armor...nothing was that much of a challenge

    So I welcomed losing almost everything and starting fresh

    For me personally it was never too overwhelming. I enjoyed how much things escalated especially when I rang the bell and the streets became flooded with Ghost People and it became a horror movie where my only goal was ESCAPE AND SURVIVE

    But yeah...the beeps, the toxic gas, the unstoppable enemies did pile up...

    But unlike HONEST HEARTS, DEAD MONEY managed to hook you right away with a killer premise

    The problem of course is that premise is more exciting than the game play itself

    If there is a FALLOUT TV show can you imagine how a newbie would react to the DEAD MONEY episode?

    "When an insane ex Elder takes the Courier hostage, he forces them to cooperate with a traumatized mute test subject, an untrustworthy ghoul lounge singer and a super mutant with a split personality by placing explosive collars around all their next and making them rob a casino surrounded by toxic red gas and populated by deadly holograms and monstrous ghost people"

    Everything about that is bat shit crazy in the best way possible

    In the end I didn't keep playing because I really enjoyed being blown up or fighting Ghost People

    I kept playing because I wanted to help Dog and God reach a place of mental stability

    I kept playing because Dean Domino may have been duplicitous but he was so damn entertaining

    I kept playing because I wanted to help Christine get her revenge on Father Elijah

    I kept playing because I wanted to see just what was in that vault and worth all that trouble

    And what a great twist btw. Hell it's a double twist

    Because while yes there were gold bars in there (more on that later) the real treasure of the Seirra Madre was and always has been Vera Keyes

    She was his treasure

    She was what he wanted to keep safe

    She was the whole reason the Seirra Madre was built

    And she OD'd mere feet from the elevator that was made just for her voice.

    On top of all that we spend all this time fighting throw toxic acid gas and deadly holograms to get to the treasure Elijiah is so obsessed with....only to realize that the toxic acid gas and deadly holograms was the treasure that crazy bastard was after the whole damn time.

    It was the feature not the bug.

    One last note on the gold bars

    I kind of wish they made it THIS close to being possible to escape with all of them

    As it is now well yeah obviously you're never gonna make it out in time with all the gold especially if you need to jump. Way too far and your collar is beeping

    If however they made it closer with no jumping involved.....give players the illusion of "maybe you can make it out of here with everything"

    Only to make them realize that if they want to escape.....they have to let go.

    So much to think about and chew on. I must have missed some terminals because I still have no idea what the gas is or where it came from.

    At the end of the day I loved it in SPITE of the game play, not because of it and can totally see why some people hated playing it

    The atmosphere though? That chilling casino contrasting with the orange sky and red clouds? Blue ghosts roaming the streets and dark creatures with glowing green eyes hiding in the shadows?

    Bravo.

    Off to OLD WORLD BLUES next. Let me guess. Another dumb excuse to why all my weapons and Stimpacks will be gone?

    I'm cool with it

    Two for two so far with these DLCs, Obsidian

    submitted by /u/winazoid
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    Isn’t it weird that you can’t send Nick Valentine or Piper back to their businesses in Diamond City?

    Posted: 24 Sep 2020 01:16 PM PDT

    It's convenient being able to control where your companions go, and it makes sense for some like Curie that you can order them to go to one of your settlements. But with characters like Nick, Piper, Danse, why would they just go and hang out at Sanctuary Hills or the Castle on your order? Wouldn't they go back to their news press, detective agency, or the Prydwen?

    submitted by /u/zorfog
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    Why Are Fallout 4's Gun Perks So Broken?

    Posted: 24 Sep 2020 07:46 PM PDT

    As I was going through my Nth playthrough of Fallout 4, I had wanted to do a stealthy, commando/gunslinger build but one thing I had noticed is the damage scaling from the game is just straight up broken.

    When I say "Broken" I mean unbalanced, or underpowered.

    Now on paper, things look pretty solid, get a 20/40/60/80/100% damage buff to using that particular set of weapons. But I can tell you, that's not the case.

    While I understand that from a game design things need to be balanced out to make using a weapon more fun, at the same time in later levels of the game, it becomes blatantly obvious just how unbalanced the scaling becomes.

    Lets say you just level up from 1 to 2 and your trying to decide which of the four weapon types to spec into. Automatic, pistols, rifles, heavy weapons. You would think a flat weapon buff to specific types of weapons would be good right? Have this really cool stealth build in mind, and the perfect look for your SS and you look at yourself in the creator and go "Man I look shit hot!"

    Then you level up, and pick the right perk you want, and then suddenly your dealing more damage then you would do with just about any weapon in the game or piss all damage.

    Allow me to explain.

    The 10mm pistol you get in 111 deals around 18 Damage per shot. That's respectable for a starting weapon. Then we look at the pipe pistol and it does 13 damage. A bit on the low side, but not bad.

    Then we look at the Submachine Gun and that deals a pitiful 10 damage per shot. for something that's suppose to shoot a .45 ACP bullet? That's embarrassing.

    Now, lets add in the Commando Perk, well that Submachine Gun is dealing only 12 damage. But if you put 1 point into gunslinger your 10mm is now dealing about 20 damage. That means 1 point in gunslinger and your already dealing double the damage then a submachine gun, by level 2.

    I get that the Submachine gun is suppose to make up for it's lack of damage in ROF, but even then a full-auto smg, or assault rifle is not going to do nearly as much damage a semi-auto pistol. If you have even a somewhat decent trigger finger, and recoil control, you can put more lead on target then you can with any automatic weapon. Even with a maxed out receiver, and 5 points into Commando, you will still do at a maximum 32 damage per shot, compared to the 10mm's 66 damage per shot.

    While I'm not expecting hyper realism, as if I wanted that I'd just play one of my other hardcore Mil-sims that I got, the gunplay has to at least be fun.

    It's why I never end up using automatic weapons because their damage is so pitiful, and that there are simply better alternatives. How about the fact that even the base hunting rifle does more damage with no perks in rifleman then 5 perks into commando? And since bethesda is known for bullet spongy enemies in late game, that means even with a 100 round capacity in your submachine gun, you will likely go through at least 2 or 3 drums of ammo assuming you don't blow your load all over Cait's backside because she decided to have a boxing match with a Deathclaw. And Won.

    Honestly I'd rather have a dandelion because then I can at least hope the raider or supermutant has pollen allergy, then try and shoot them with a fully upgraded SMG.

    The scaling just doesn't make sense IMO.

    That in one or two levels you can effectively make anything a cake walk, or nail bitingly difficult just goes to show how poorly implemented the perk system was for that game.

    Even the Hunting Rifle just feels like it's been nerfed to the ground. Yeah it can take .50 BMG ammo (or just 50 cal ammo in general), but once again, the scaling on that weapon just isn't all that good. It's great in early mid game, but in the end game, it's about as useful as tits on a bore. While the stealth sniper build is always overpowered in a bethesda game, that just further lends credence to the fact that it's gunplay is unbalanced and whacky.

    Anyone else noticed these, or just me?

    submitted by /u/DexxToress
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    If Bethesda or obsidian were to ever make a fallout game based in Australia, which territory would you like the game to be set in + what wildlife, quests, locations and new factions would you like to see?

    Posted: 24 Sep 2020 08:43 PM PDT

    Why the Legion is Doomed to be Destroyed in a Total War with the NCR.

    Posted: 24 Sep 2020 11:21 PM PDT

    Even if the Legion were to win the Second Battle of Hoover Dam and conquer the Mojave Wasteland, they'd merely be buying themselves a little extra time and simply stall their inevitable demise. Note that the following analysis assumes that the Legion won the Second Battle of Hoover Dam and that the Courier died in Goodsprings.

    To start off this analysis, let's begin with a run-down of the respective weapons, equipment and gear of the respective ranks of the NCR and the Legion going into the Second Battle of Hoover Dam. Beginning with the NCR garrison at Hoover Dam. The NCR Trooper comprises the core of the Republic's colossal armies and is the prime component of the NCR Army. A superb combination of volunteers and conscripts whose degrees of training, motivation, combat experience and access to equipment vary across the ranks, they're some of the most disciplined, most professional soldiers in all of the Wastes.

    They're outfitted with modern military-grade ballistic vests that offer excellent protection against small arms fire, shrapnel and melee weapons alongside steel helmets. The NCR Army battalion that's stationed at Hoover Dam in particular is fully comprised of battle-hardened, fully-trained volunteer veteran NCR Troopers that are armed with 5.56 × .45mm NATO Marksman Carbines, 5mm Assault Rifles, 12-gauge Riot Shotguns and .308 Sniper Rifles to supplement their standard-issued 5.56 × .45mm NATO Service Rifles.

    The NCR Patrol Ranger is one of the finest, most elite warriors in both the NCR military and the Wastelands, overall. Having survived a brutal training regimen that's so ludicrously difficult that 8-out-of-10 aspiring recruits wash-out, these purely volunteer harbingers of death have little to no equals in terms of skill, fighting prowess and strength.

    They're outfitted with a suit of hand-made First-Generation Combat sporting a knife sheath, a hydration pouch and spiked spurs for unarmed combat that is impervious to any and all small arms fire, shrapnel and melee attacks. They're armed with 5.56 × .45mm NATO Marksman Carbines, .308 Sniper Rifles and .44 Magnum Trail Carbines.

    The NCR Heavy Trooper is not only the elite heavy shock infantry of the NCR Army, but is also the proverbial sledgehammer through which the Republic may crush its enemies and obliterate all that may threaten its values.

    Having earned their distinctive armor through immense sacrifice in blood, sweat and most of their young lives, they're the absolute best-trained, best-equipped, most battle-hardened, most professional, most skilled, most fanatically-devoted warriors in the whole of the NCR Armed Forces (rivaled only by the legendary NCR Veteran Rangers). Warriors that are more than willing to fight to their absolute last breath in defense of the Republic and all that it represents.

    They're outfitted with NCR Salvaged Power Armor, suits of T-45d Power Armor that were captured from the Brotherhood of Steel during the Brotherhood War that have had their joint servomotors removed and their back-mounted power cylinders replaced with custom-built energy modules and built-in air-conditioning units so that Power Armor Training wouldn't be needed to wear them.

    And while they're no longer legitimate suits of Power Armor in that they're no longer powered, they're still some of the absolute best and most protective suits of armor within the Republic's entire mammoth arsenal. Completely invulnerable to all but the most powerful conventional firearms, highly-advanced energy weapons, specialized ammunition and high-powered explosives, they can truly absorb Hellish amounts of punishment. They're armed with 5.56 × .45mm NATO Light Machine Guns, 5mm Miniguns, Heavy Incinerators, Flamers and Missile Launchers (albeit rarely).

    The NCR Veteran Ranger is a living, breathing legend walking amongst the ruins and ashes of the Old World, drawing inspiration and hope from soldiers and citizens of the Republic as well as fear and terror from enemies and all those who dare to oppose the NCR.

    Fabled for their unmatched fighting prowess, envied for their flawlessly unequalled marksmanship technique, feared for their unrivaled warfighting skills, awe-inspiring for their unsurpassed pugilist talent and legendary for their innate mastery over hardcore survivalist skills, the NCR Veteran Rangers are the absolute finest, best-trained, most battle-hardened, most professional, most skilled, most-elite and all-around most bad-ass warriors in not only the entire history of the Republic military, but also the whole of the Western Wastes, as well.

    Centurions and Praetorian Guards of Caesar's Legion, Knights and Paladins of the Brotherhood of Steel and even the Republic's very own NCR Heavy Troopers have learned to shudder in terror and fear at the mere mention of the mythical phenoms of the Wastelands that are the NCR Veteran Rangers

    These fabled guardian angels of the Republic are outfitted with the equally legendary Black Armor, a hyper-advanced suit of Third-Generation Combat Armor consisting of a highly-flexible vest of incredibly-rigid high-impact armored plating with adjustable straps on both the sides and the shoulders and a built-in throat protector that's mounted on the vest.

    Combined with the state-of-the-art rounded-shell ballistic helmet sporting built-in lamps and infrared/visible light projectors as well as the complimentary highly-sophisticated armored mask with built-in low-light optics, an incorporated locking mechanism that joins the mask itself with the helmet shell, ear covers with built-in membranes that confer additional protection without inhibiting the wearer's hearing and built-in air filters, the mythical Black Armor is well-deserving of its stellar reputation.

    As you can see, the NCR's forces are extremely heavily-armed, well-equipped and armed to the teeth with the absolute latest in top-of-the-line, high-powered firearms and state-of-the-art, highly-sophisticated energy weapons as well as superbly well-protected with an abundance of different varieties of military-grade body armors with varying degrees of effectiveness and even Salvaged Power Armor.

    Now it's time for an evaluation of the Legion's weapons and technology. The Recruit Legionary is the primary foot soldier of Caesar's army and comprises the vast majority of the Legion's ranks. Trained and conditioned from before they could walk to become the perfect warriors, Recruit Legionaries are incredibly well-conditioned and in phenomenal physical shape, owing to a savagely intense training regimen that even the NCR Rangers would envy. Despite said conditioning, however, they're still the equivalent of literal cannon fodder with little-to-no actual skill in firearms usage and maintenance.

    They're outfitted with a suit of makeshift featherweight armor that consists of sports equipment with bits and pieces of scrap metal atop a cloth tunic that's all lashed together with leather straps. An armor that's so weak that it couldn't even protect its wearer against the likes of a straight razor.

    They're armed primarily with a "Machete" (what's really a lawnmower blade that's lashed to a stick) and "Throwing Spears" (what's really even bigger sticks with pieces of sharpened scrap metal fastened and jabbed into the tips), though they can rarely get their hands on firearms (albeit damn near broken ones) such as .357 Magnum Revolvers, .357 Magnum Cowboy Repeaters, 9mm Pistols, 20-gauge Single Shotguns, 20-gauge Caravan Shotguns, 5.56 × .45mm NATO Varmint Rifles and 10mm Pistols.

    The Prime Legionary is the centerpiece of the Legion's fighting force and the core component of any Legion formation. Having survived 5 years in Caesar's forces, a remarkable accomplishment in and of itself, Prime Legionaries are no longer mere cannon fodder but are now the main frontline fighting force of the Legion. With the accompanying improvement in weapons and equipment as well as adequate firearms skills to make the promotion that much sweeter.

    They're outfitted with the exact same armor as before, only with a slight improvement in protection. It still can't protect the wearer from shit, however. They're armed with the standard-issued "Machetes" and "Throwing Spears" though they also have much better access to more advanced weapons than before.

    Melee weapons, such as Machete Gladius', Power Fists and Chainsaws, and firearms (of decent quality), such as 10mm SMGs, 12-gauge Sawn-Off Shotguns .44 Magnum Revolvers and .308 Hunting Rifles are all available to them in significant quantities.

    The Veteran Legionary is the oldest, most experienced, most elite warrior within the lesser ranks of the Legion and is also the precise scalpel to the blunt, destructive warhammer of the Recruit and Prime Legionaries.

    Having survived a full decade in Caesar's service, a monumental achievement in its own right, Veteran Legionaries are the elite rapid reaction force of the Legion that's tasked with neutralizing particularly tough adversaries that their lesser counterparts can't defeat and typically remain in reserve until otherwise needed for tipping the scales of a pivotal battle or campaign in the Legion's favor.

    As they're the oldest Legionaries (a lot of whom have been with Caesar since day 1), they're also the most experienced, most capable Legionaries who are in their absolute prime in regards to martial prowess and physical resilience. They're second only to Centurions in terms of skill and experience, which is reflected in their improved access to superior weapons and equipment. They can also use and maintain firearms with frightening levels of efficiency.

    They're outfitted with the same armor as before, though with even better protection. Still couldn't protect you from anything meaningful, though. They're armed with the usual standard kit in addition to melee weapons such as Fire Axes and Power Fists as well as firearms (of mint condition and with virtually unlimited access to) such as .44 Magnum Revolvers, .308 Hunting Rifles, 5.56 × .45mm NATO Marksman Carbines and 12.7mm SMGs.

    The Decanus of the Legion is the lesser officer beneath the Centurion and is responsible for tactical small-unit operations and squad-level leadership. While not too different from ordinary Legionaries in terms of skill, equipment and even appearance, they still have slightly better access to weapons hence they deserve a separate segment.

    Recruit Decanii can get access to 9mm SMGs and 10mm SMGs unlike Recruit Legionaries, Prime Decanii aren't any different from Prime Legionaries and Veteran Decanii can get access to 12.7mm Pistols unlike Veteran Legionaries (not a real improvement, I know). Everything else is exactly the same.

    The Centurion is the absolute apex of the Legion's strength and the top field commanders of Caesar's armies, second in authority only to Legate Lanius and Caesar himself amongst a tiny select few of other superiors.

    Having survived 15-20 years of a long, arduous life of fighting in Caesar's name (a completely unimaginable phenomenon, indeed) before finally earning the treasured armor of the Centurion (which they can decorate with the trophies of their fallen enemies at their leisure), Centurions are the absolute most elite, most skilled, most battle-hardened and ultimately the most dangerous warriors in the entirety of the Legion.

    To even BEGIN to qualify for Centurion status, one must have fought in and survived numerous Legion campaigns as well as slain countless opponents in battle alongside the time requirement. All to ensure that only the finest of Caesar's warriors ever reach that level of authority in his Legion.

    As the oldest, most experienced warriors in Caesar's army, the Centurions comprise the old guard of Caesar's army, most of them having served their lord since the very beginning. Their status all but ensures that they're reserved for only the absolute deadliest, most lethal of assignments that even Veteran Legionaries can't handle. They're ultimately only deployed if absolutely necessary.

    In order to ensure that his Centurions can both accomplish their missions without even the slightest chance of failure and protect themselves without difficulty, Caesar has granted them unlimited access to the absolute finest weapons in his Legion's arsenal and has seen to it that they have acquired the absolute sharpest firearms skills that money can buy as a corresponding reward for their reaching Centurion status.

    They're outfitted with Centurion armor which, while legendary amongst the Legion, really isn't that special. It's actually just Veteran Legionary armor with some cool decorations on it at the end of day.

    Pieces of T-45d Power Armor on the right arm, the sleeve from a suit of NCR Ranger Patrol Armor and the pauldrons from an Armored Vault Suit on the left arm, the boots and shin guards from a suit of First-Generation Combat Armor on the lower legs, the crotch/thigh guards from a suit of NCR Ranger Patrol Armor on the upper legs, gloves from a suit of Leather Armor on the hands and a Super Mutant Brute chestplate on the torso, to be exact.

    Realistically speaking, Centurion armor would be just about useless against virtually any weapon in the NCR's arsenal. Even a single 5.56 × .45mm NATO round fired from a basic Service Rifle would most certainly do the job, flawlessly.

    They're armed with basic melee weapons such as Machete Gladius' and Chainsaws as well as high-tech melee weapons such as Thermic Lances (which are actually just repurposed metalworking tools) and Super Sledges in addition to powerful firearms such as .308 Hunting Rifles, 12-gauge Hunting Shotguns, 5.56 x .45mm NATO Marksman Carbines and even .50 BMG Anti-Materiel Rifles (albeit rarely).

    Now we must now examine what will inevitably be a huge problem for the Legion even if they were to win the Second Battle of Hoover Dam. The Legion, even though it does in fact have access to some top-of-the-line weapons, only has them in an extremely limited capacity and strictly reserves them for only the highest-ranking, most elite Legion forces and field commanders.

    The overwhelming bulk of the Legion's troops have little-to-no real firearms and what pitifully little that they can get their hands on are in extremely piss-poor condition. Not that it would matter, considering the fact that they don't have the proper training that's necessary to actually use them, much less maintain them.

    The vast majority of Caesar's troops rely almost entirely on primitive makeshift melee weapons and their own martial prowess to fight their battles, which inevitably means that the Legion has to avoid direct engagement with NCR forces, instead relying on subterfuge and guerilla warfare to combat the Republic.

    And it gets even worse for the Legion when one considers that the higher that its troops advance up the totem pole, the fewer Legionaries that it finds at the higher levels. A direct consequence of the Legion's overprioritization of quality and individual skill in combat is that it inevitably results in an extremely small cadre of elite warriors and field commanders surrounded by a sea of lesser soldiers and officers.

    Combined with the fact that the Legion is only 34 years-old by the events of F:NV (meaning that even if one were to ignore things like inevitable attrition all throughout the Legion's war-filled history of expansion and conquest, they still wouldn't have that many Veteran Legionaries/Decanii and Centurions) as well as the fact that attrition over the years must be taken into account (the First Battle of Hoover Dam and the Legion's invasion of Colorado alone absolutely devastated their elite ranks), it's only obvious that the Legion's elite forces are relatively puny.

    Furthermore, we know for a fact that there's enough Veteran Legionaries/Decanii for them to form a few of their own exclusive Centuria (a Century is 80-men-strong, I might add), with the Red Okie Centuria being a prime example of this. This definitely suggests that the Legion has at least a couple hundred Veteran Legionaries/Decanii at its disposal. As for Centurions, it's a little known fact that they're so incredibly rare in the Legion that they're actually explicitly ordered to not enter combat until absolutely necessary (i.e self-defense or if they're ordered into battle by a superior).

    This, along with the fact that they're never really seen in any meaningful numbers in-game until the Second Battle of Hoover Dam, strongly suggests that there might only be at most several dozen Centurions in the whole of the Legion (there definitely wouldn't be over 100 of them). Either way, however, the Legion's elite forces are so pathetically tiny that they couldn't possibly justify the Legion having any meaningful amount of high-end weaponry.

    The NCR, on other hand, doesn't have these problems as 1. the NCR prioritizes protection and firepower above all else for their forces and 2. even their most basic troops have exclusive access to essentially unlimited supplies of all manner of firearms and explosives as well as highly superb protection in the form of military-grade body armor.

    Meaning that the NCR not only has a hopelessly insurmountable edge in firepower, technology and protection over the Legion, but that soldiers of the NCR also have a far higher life expectancy than their Legion counterparts, as well. All but ensuring that the NCR has a vastly higher volume of surviving battle-hardened combat veterans relative to the Legion that enables for the Republic to easily distribute extremely invaluable, ultimately irreplaceable combat experience and lessons learned in battle across the entirety of their military to a far greater extent than the Legion.

    Scores of battle-hardened NCR Troopers that distinguish themselves on the battlefield go on to enlist with the NCR Rangers upon receiving an invitation to do so (fun fact: the vast majority of NCR Ranger recruits and even NCR Rangers themselves are/were NCR Troopers who earned their new status while serving in the NCR Army), earn the coveted Salvaged Power Armor and become NCR Heavy Troopers or earn promotions to positions of authority in the NCR Army (prime examples being Colonel Cassandra Moore and Colonel James Hsu). All of the above information will have colossal long-term consequences for the Legion, at the end of the day.

    With that out of the way, let's move on to the main argument itself. The most positive estimates of the Legion's total numbers and military strength would be at best 5,000-8,000 troops. Then we must take into account the fact that the Legion is going to suffer massive losses (easily numbering into the thousands) taking Hoover Dam from the NCR as the NCR garrison here is extremely well-defended, well-supplied and heavily-fortified by both an entire battalion of elite, battle-hardened NCR Troopers and God only knows how many NCR Patrol Rangers, NCR Heavy Troopers and NCR Veteran Rangers.

    Combined with the fact that General Oliver's Compound is extremely well-defended with force fields, a turret system, NCR Veteran Rangers, NCR Heavy Troopers, elite NCR Troopers and an absolute labyrinth that's filled to the brim with all manner of booby traps ranging from rigged shotguns, bear traps and mines of all types to grenade bouquets and overhanging objects (and given that you see a pile of fresh Legionary and Centurion corpses at your feet whenever you enter the Compound during the "Veni, Vidi, Vici" quest it's more than safe to assume that Legion casualties will be extremely massive just securing this area alone), this only serves to bolster my claim that thousands of the Legion's troops will perish at Hoover Dam even if they were to take it.

    With only a mere fraction of their original number (that 5,000-8,000 will have been massively depleted after the Second Battle of Hoover Dam), now the Legion has to set out and secure the rest of the Mojave Wasteland, which will prove to be completely impossible over time. The Legion will find next to no tribes to assimilate as they exterminate the Powder Gangers, Fiends, Vipers, Jackals and the Kings in all of their endings.

    And while the Legion still has the Great Khans and the Boomers, they won't help much. The Great Khans are down to little more than a pitiful rag-tag band of holdouts after both their ass-whipping at the hands of Mr. House and their decimation at Bitter Springs by the NCR. A fact that only gets worse when we subtract the women and female children (breeding stock), the elderly, the sick and the disabled (killed off immediately) as well as mention the fact that the Frumentarius Karl does say in his journal that the Legion would have to decimate most of the tribe, anyways. Meaning that the Legion will at most get a couple paltry handful of warriors from them.

    As for the Boomers (assuming that the "Volare!" quest isn't completed) will prove to be more than a huge cost than a real benefit to the Legion. The Boomers' artillery alone would kill hundreds, if not thousands, of Legionaries with the Boomers themselves, armed to the teeth with Missile Launchers, Fat Mans, Grenade Machine Guns, Grenade Launchers, Grenade Rifles, 5.56 x 45mm. Marksman Carbines and 5mm Assault Carbines in addition to Mr. Gutsy combat robots and Sentry Bots, killing hundreds and even thousands more before the Legion finally conquer them.

    Also consider that the Boomers, who worship their artillery and weapons with a near religious reverence, will by no means let their weapons fall into the hands of savages. Thus we could easily see them sabotaging their artillery (how hard would it be to load an artillery shell and lob a frag grenade down the barrel, after all?; and given that the Boomers only have 3-4 artillery pieces it wouldn't take long to do) and munitions stockpiles (just a few bricks of C4 could easily destroy all of the Boomers' weapons and ammunition supplies) to keep them out of Legion hands, which only adds insult to injury.

    Even worse for the Legion is that when we subtract those Boomers that died in battle (most likely all of the adult males), the women and female children, the elderly, sick and disabled the Legion will have only a handful of male children to their name (remember that the Boomers are a really puny tribe that depend entirely on their firepower to survive) which means that they will have achieved nothing despite their massive losses incurred from conquering Nellis Air Force Base.

    Then we also consider the fact that the Legion doesn't enslave civilized communities or Independent Towns unless under extraordinary circumstances (as evidenced by Siri over at the Fort who hailed from an Independent Town in New Mexico and was a medical student there prior to its destruction by the Legion).

    Of course, it wouldn't matter as even if they did, the entire New Vegas area is completely evacuated by the NCR in the event of a Legion victory at Hoover Dam as evidenced by Arcade Gannon's Legion ending where he's convinced to remain in Freeside (all of Freeside, North Vegas, Westside, East Vegas and the Strip, which is really just a resort for NCR tourists rather than an actual community, are evacuated with those few that don't make it out, Arcade included, being killed by the Legion).

    And when we consider that Nelson was butchered, Camp Searchlight irradiated and Nipton destroyed by the Legion with Goodsprings being left alone and Primm just falling under Legion authority (no point in enslaving the town anyways considering how it's just one big retirement home alongside Goodsprings which is also evacuated by all save a few old, stubborn folks) then it's blatantly clear that the Legion will have very few civilized people left to enslave.

    With an even smaller fraction of survivors thanks to their conquest of Nellis AFB (in addition to hundreds more casualties against the Mojave Chapter of the Brotherhood of Steel, the Kings and what's left of House's Securitron police force and the Chairmen) the Legion will soon realize its folly and discover that both holding the Mojave Wasteland and continuing their advance West is literally impossible.

    The Legion's logistical situation and acquisition of supplies will soon prove to be an insurmountable nightmare within mere weeks of their occupation of the Mojave. The loss of Nipton, Camp Searchlight and Nelson will serve to severely hamstring the Legion's logistics with the eventual deaths of New Vegas, Primm and Goodsprings only complicating the Legion's supply lines even further.

    As 99% of the Strip's revenue comes from NCR tourists and soldiers on leave and given how the Legion will most likely tear down the casinos and ban whores, booze, chems and gambling under Caesar's law, the Strip will eventually shrivel up and die due to loss of revenue. North Vegas, East Vegas, Westside, Freeside, Primm and Goodsprings, which are entirely dependent on Republic trade and commerce for survival, will eventually suffer the same fate as NCR trade and business abandon the region out of both fear and hatred for the Legion.

    Especially after the Legion's successful assassination of President Kimball which will see him martyred and ensure that the NCR will cut off all ties to the fallen Mojave Wasteland. With all of the Mojave's communities and towns dying off, the Legion's supply lines will crumble and face imminent collapse within only a few months time (Hoover Dam isn't a viable supply route as while it does allow the Legion to cross the Colorado River in force it's just too far to provide adequate, long-term support) which will only serve to doom the Legion's occupation of the Mojave Wasteland.

    We must also take into account that the Legion will need every last man, Denarius and resource at its disposal if it so much as hopes to hold the region and continue the advance West. Which will force Caesar to relinquish the Legion's entire empire East of the Colorado in order to do so. In Legate Lanius' own words, the Legion's expansion campaigns in the East have been faltering badly as Caesar's obsession with Hoover Dam, New Vegas and the West has seen the Legion's full strength syphoned off towards Hoover Dam as part of Caesar's plan to overrun Hoover Dam, conquer New Vegas and eventually invade the West.

    Imagine the Hell that the Legion will have trying to secure the Mojave Wasteland, which will prove to be so bad that the Legion heartlands will have to be left defenseless, lawless and chaotic just to even begin to make such an ambitious feat even remotely feasible. Some would probably argue that Caesar would surely never abandon the East just for the tiniest, southernmost tip of Nevada and just one little city but I'd advise you to reconsider.

    Caesar explicitly states that while the Legion does have their own cities back East, NONE OF THEM are ANYTHING like New Vegas. Why is that such a big deal, one might ask? It's simple, really. While the Mojave Wasteland was relatively untouched by the nuclear holocaust that was the Great War, thanks to the quick and decisive actions of Robert Edwin House, New Vegas is at best a total dump and at worst an absolute shithole.

    Filled to the brim with disease, essentially overrun with Raiders, bandits and common criminals of all stripes, absolutely crushed beneath the iron heel of a colossal drug-addiction crisis, bursting at the seams with abject misery and poverty and rampant with starvation, New Vegas is without a doubt little more than a massive dumpster fire.

    Things are so bad in that cursed place that you actually have children chasing rats in the streets just to survive, locals constantly complaining about hunger pains and withdrawals and scum ranging from the Fiends to random little hooligan punks constantly ransacking the place.

    Westside, the South Vegas ruins, East Vegas, North Vegas and Freeside are all Hellish nightmares that are almost completely hopeless causes, at the end of the day. Even if one takes into account the diamond in the rock, the New Vegas Strip, you still wouldn't find many reasons to be impressed.

    What you have is a tiny wealthy resort community that still looks like a dump (though it's still a major improvement from the rest of New Vegas), has highly dilapidated infrastructure (the Tops Casino still has a giant hole on the side of the building) and is surrounded by a wall that's held together with spit, grit and a whole lotta' duct tape.

    And while the Strip is safe, orderly and prosperous by the standards of the Mojave Wasteland (a very shit standard, I might add), it's ultimately a very terrible place by the standards of the rest of the post-apocalyptic world (i.e. NCR territory and lands under Legion control). If Legion cities can't even match the standards of that shithole, what does that say about Caesar's willingness to hold them? Especially in light of what he'd be gaining in return?

    Furthermore, Caesar often tends to view himself as a mere barbaric king of the Gauls, with his Legion being nothing but one big nomadic tribe of savages without a true home or purpose in his eyes, which is extremely depressing. Caesar sees New Vegas as a true city, a true capital, a true home for both himself and his Legion, a true Rome that he can rule over and could preside over a true empire in. And the West as that very true empire that he so desperately relishes.

    Do you honestly believe that Caesar wouldn't trade his current empire (which he clearly holds in very low esteem and almost regrets ever conquering it) for his new Rome and a stepping stone towards eventually conquering his new Roman Empire (the stepping stone being the Mojave Wasteland)? He'd trade the whole of the East for New Vegas and the Mojave Wasteland in a heartbeat and in doing so will seal the Legion's fate and imminent doom.

    With the Legion having completely relinquished the East (and therefore cutting themselves off from their resource base, source of revenue/income and escape route, in the process) their supply lines and logistical network in chaos and having absolutely no source of replenishment and reinforcements for their ranks, the Legion will slowly but surely disintegrate, trapped in a permanent holding pattern in the Mojave that'll bleed them dry and drain them of all their resources.

    The NCR, meanwhile, will have simply dug in at the Mojave Outpost and fortified their defenses there. They'd have most certainly brought in the 3 VB-02 Vertibirds (which are armed with Gatling Lasers, Missile Launcher racks and Mini Nuke Launchers and outfitted with heavy armor) that were conducting combat air patrols of the NCR military base just a few miles away from the Mojave Outpost.

    Far from stopping there, however, Colonel Royez (who's outfitted with the Scorched Sierra Power Armor which is a fully-operational suit of heavily-modified T-45d Power Armor upgraded with onboard medical systems capable of healing any injury and an improved back-mounted power pack from a suit of T-51b Power Armor that will be capable of resisting nearly all of the Legion's weapons and armed with a Plasma Caster chock full of overcharged Microfusion Cells so incredibly strong that it can kill a lvl. 50 Courier in Power Armor with just 2-3 hits!) and his men (NCR Heavy Troopers armed to the teeth with Gatling Lasers, Plasma Casters and Tesla Cannons as well as NCR Troopers armed with Tri-Beam Laser Rifles, Multiplas Rifles, Laser Rifles and Plasma Rifles) will also redeployed there from the same military camp, as well.

    Republic artillery pieces can also be deployed there to help bolster the outpost's defenses, as well. A massive network of bunkers, pillboxes and trenches all along the hill below the outpost as well as machine gun nests, sniper nests, minefields and razorwire can also be established to further enhance the impregnable defensive perimeter of the new frontline. Once all of this is done, the NCR will then proceed to flood the outpost with tens of thousands of NCR Troopers, NCR Heavy Troopers, NCR Veteran Rangers

    And when coupled with the fact that the Mojave Outpost is atop a high hill, is flanked by mountain ranges on both sides (which will completely prevent the Legion from attacking its flanks and rear), is right on the border with fully-controlled Republic territory (which will make it impossibly easy to keep well-supplied and will also ensure that Republic reinforcements are plentiful and easily available) and the fact that one could see everything up to Primm and Nipton from the Mojave Outpost (that particular area is also wide-open, completely exposed and lacks any real cover which means that any Legion force of any meaningful size would be spotted from miles away day or night which in turn will prevent Legion surprise attacks), the Mojave Outpost will truly become a 100% impregnable fortress.

    To make things even worse for the Legion, there's absolutely no bypassing the Mojave Outpost either as the only areas that can allow such a short cut around the Long 15 are completely and literally impassable. The Big Empty is often described as a wall to any living thing approaching it, the Divide is little more than a death trap and is completely avoided by the Legion for obvious reasons and Death Valley is so inhospitable that even the NCR, with its fleet of military cargo trucks and Vertibirds, flat out avoids that area out of habit.

    Any army stupid enough to try and cross through these areas will not return alive under any circumstances. Which in turn ensures that only through the Long 15 can the Legion hope to invade the West and given that the Mojave Outpost is purely impenetrable and that the Mojave Wasteland is completely entrapped with mountains and the Colorado River, the Legion will be completely trapped in the Mojave Wasteland and will never be freed from their holding pattern there.

    The NCR simply bides its time and let's the Legion wear itself out and tear itself apart trying to hold the Mojave Wasteland, occasionally fending off Legion assaults on the Mojave Outpost whilst inflicting heavy losses on the Legion, launching several limited-scale offensives here and there so as to deplete the Legion's ranks even further and deploying NCR Veteran Rangers into the Mojave Wasteland so as to ambush Legion supply caravans and patrols to worsen the Legion's logistical nightmare.

    After almost a year, the Legion will finally be vulnerable, it's forces stretched absolutely thin down to their absolute breaking point, their supply lines and logistics completely exhausted and expended alongside their supplies as a whole, the Legion's ranks reduced to little more than a tiny skeleton crew, the Legion completely scattered across the entire Mojave Wasteland unable to guard it or defend it any longer and the Colorado River at its back, with absolutely no way of escaping their inevitable demise.

    At this moment, the NCR finally attacks with a full-scale assault across the entirety of the Mojave, completely and utterly destroying the Legion in its entirety and killing/capturing Caesar himself as Republic forces swarm across New Vegas and wipe out his Legion all around him within mere hours, days if the Legion is lucky. And so the NCR-Legion War finally draws to a close, with the back of the Legion broken forever and ceasing to exist.

    Either way the Legion is fucked with a Legion defeat at the Second Battle of Hoover Dam being a mercy killing at best for the Legion.

    (Sources are down below in the comments section).

    submitted by /u/GodBlessTheNCR316
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    TIL A F4 Survival character with 23 Endurance and Strong Back Perks can carry literally everything

    Posted: 24 Sep 2020 07:52 AM PDT

    On Survival, Strong Back rank 4 removes the periodic damage from being overencumbered, and a character with a current Endurance score of 21 or higher can sprint without using AP. The game treats running while overencumbered as sprinting, and as long as your Endurance is still high enough after the -2 penalty, you can continue to do so indefinitely

    submitted by /u/omgsparklepaint
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    What about a Fallout set in Seattle.

    Posted: 24 Sep 2020 12:31 PM PDT

    Fallout in Seattle. Seriously. I like the way Old World Blues (hoi3 mod) managed the region.

    I already imagine an conflict between the brutal Washington Brotherhood and the more traditional western brotherhood outcast. Pirates, and strange settlements influenced by canadian culture are not far into the north, mutants, cannibals and other untold monstrosities between Seattle and the NCR. On the east, religious fanatism is on the rise. And there are still enough bandits for everyone to enjoy.

    Just think about a Fallout set into a landscape of snow, steel, ice and blood. The overbearing winter is now far harsher than before the war. Half a year, the lakes are so frozen that are not different than solid ground. The other half, the ice thin out, mist form above them and they transform into a gigantic trap, ice can break under you or strange creatures living since the war hidden from the sun attacking you. But is it better to pass by the city? It is still pretty much left untouched by the atomic disaster, the space needle is still there. But there are the factions fighting over food, heat, energy and shelter underground. You have to fight as much the humans anf the mutants taht you have to fight your environment.

    Snow and devastation can make for breathtaking landscape and without losing the idea of civilisation destruction and nature destruction that is central in Fallout.

    submitted by /u/Sylieence
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    Anyone else think MacReady's questline was a missed opportunity to explain the origin of the Gunners? >spoilers<

    Posted: 25 Sep 2020 12:46 AM PDT

    On my 4th or 5th playthrough and was thinking about this. I really, really like that his story gives us some insight into what seems to be the 'New Plague/Blue Flu' as well as him turning out to be the mayor of Camp Little Light from FO3' but his introduction to the player, and his history with the Gunners always left me wanting more backstory for the Gunners.

    Just wanted to hear what everyone's theories were, since we never get a definitive answer in the game. I like to think they're a group of Camp Little Light survivors who had lost their way and built a crazy legacy and empire. Or maybe the very last remains of the Enclave founded by people like Arcade Ganon, who were the children of the Enclave forces in FO2.

    Let me hear your theories and ideas in the comments!

    submitted by /u/huntymo
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    Beyond location, what's your wishlist for the next Fallout game?

    Posted: 24 Sep 2020 06:13 PM PDT

    Seen a lot of posts talking about locations, haven't seen much regarding actual features. Every game has done certain things right, every game has done certain things wrong.

    If you had to compile a list of features from previous games and new features all together, what would they be?

    submitted by /u/123isme123
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    Do you have to do brotherhood of steel missions to progress in the minutemen questline?

    Posted: 25 Sep 2020 03:31 AM PDT

    FALLOUT 4: Does Curie have any interesting dialogue either as a Robot or Synth when first going through the Schoolhouse scene?

    Posted: 25 Sep 2020 12:58 AM PDT

    Fallout 4 Debut Trailer and More.

    Posted: 25 Sep 2020 02:27 AM PDT

    Man I got chills and then tears watching this again. I remember the first time I saw this in 2015. I was so excited. Voice acted characters, a beautiful looking world. Those little moments in the video, Nick Valentine in GoodNeighbor with that colorfully rich scene. The nuke going off, and then finally meeting up with the Sole Survivor. "Let's go boy."

    Man I was so ready to play this game when it came out. I had forgotten this memory. It was quite satisfying to go back in time and relive this experience. This game was big for me. Still love it to this day.

    The two trailers (in order) that pulled me into this game.

    https://youtu.be/lMS7Q4l1IE0

    (This one a bit more revealing to the story if you haven't played the game yet.)

    I love Hancock's line used in this trailer.

    https://youtu.be/WAMBwnpO_SI

    Anyway, I just wanted to share my own experience with all of you in this reddit.

    submitted by /u/FalloutCreation
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    Hey, I have a question. I started playing Fallout New Vegas, and I wanted to know... what is the BoS faction id? (I wanna set my rep to 100, to get Veronica as a companion).

    Posted: 25 Sep 2020 12:03 AM PDT

    I have tons of ideas for Fallout 5, but I'm just gonna list a few of them.

    Posted: 24 Sep 2020 08:17 AM PDT

    I think that Fallout 5 should be in New York.

    I think it would be cool to see Raiders be in opposing gangs based on where they live in the City.

    It would also be pretty cool to see the empire state building have an important role like mass fusion, or at least be a cool building to scavenge.

    (BTW, im not saying New York because im from there. Im from Massachusetts, so im already set. Lol)

    I think that there is a lot of lore that could be explored in New York.

    There should also be a new main faction based in the water. Like the rivers and other bodies of water in New York.

    And like in the Commonwealth, there should definitely be major city parts and country parts.

    Message me if u want to know my other ideas. But also feel free to put in more ideas, I want to hear other ideas.

    submitted by /u/LucaBC_
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    Would you try a different genre?

    Posted: 24 Sep 2020 11:33 PM PDT

    Would you like to see Microsoft and Bethesda branch out into spin-off games while we wait for the next instalment. They could retry the Tactics/Brotherhood of Steel method and go for something similar to Xcom. A city builder/management game like Skylines, or a grand strategy (Total War:Fallout? Crusader Kings of the wasteland?).

    submitted by /u/DannyR2078
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    Idea: music streaming integration with Pip-Boy radio.

    Posted: 24 Sep 2020 09:44 PM PDT

    I love the Pip-Boy radio in every Fallout game I've played. Nothing like some doo wop jams and charismatic hosts to set the score to wandering the wastes, but what if there was another way to enjoy music from your Pip-Boy?

    The current radio is great, but the same set of songs and VO can get repetitive. Mods have done a great job of adding in more preset radio stations, but I've always thought it would be a cool function to be able to link a music streaming service account (Spotify, Apple Music, Pandora, etc.) to your in-game Pip-Boy. You could make custom playlists for whatever vibe you wanted. • More doo wop jams? Sure! • Some Lo-fi beats to chill to? Why not? • Heavy metal face-melters? Makes sense to me!

    This might be lore-breaking for some, but I think as an added option it's alright it would be great to have.

    Let me know if something like this already exists, or if you think this idea could actually work/be something you'd be into.

    submitted by /u/Ocirel
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    My fallout 4 game has stopped working (Xbox One)

    Posted: 25 Sep 2020 04:46 AM PDT

    I've tried everything but think the disk is damaged despite not being able to see anything on it. I did move the console whilst it was inside, because I forgot so that's probably why its gone.

    Anyways I'll have to buy a new one and I was thinking of buying game of the year edition, but does the console recognise it as the same game or will I have to start over? I'd rather not lose my saves and my downloaded mods and just buy the dlc separately. Also I really hate being bombarded with quests so if I bought game of the year/legendary (whatever its called, I don't actually know) would all the dlc quests just appear in my menu straight away?

    submitted by /u/DanTay19
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    NCR or Caesar's Legion?

    Posted: 24 Sep 2020 03:40 PM PDT

    I'm curious about what does the community think. Which side are you supporting? And why? (The more explained answers, the better)

    submitted by /u/Kiksurfer
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    HEY LLOYD, CATCH!

    Posted: 25 Sep 2020 04:26 AM PDT

    (Drop the landmine down the hole.)

    Have you ever let Lloyd live? 'Cause me thinks Lloyd was the original Oliver Swanick.

    submitted by /u/Paligor
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    Modded trapper build

    Posted: 25 Sep 2020 04:20 AM PDT

    So I want to make a lawful evil type modern stealrh Archer/trapper what perks would be a must for this type of build mostly focused around boobytrap and a bow mod

    edit forgot the game name game is fallout 4

    submitted by /u/jacktheripper1991
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    If any characters from the first game were to appear again,which one would you like it to be?

    Posted: 24 Sep 2020 08:25 PM PDT

    FO4 - Brahmin Cages in USO mod?

    Posted: 25 Sep 2020 03:48 AM PDT

    I installed and enabled all USO mods, but now I can't find cages for Brahmin etc. I am certain I have searched through every menu and sub menu. Does anyone know exactly where the cages are within the scrambled menus of the USO mod?

    submitted by /u/Berlin_Blues
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