Fallout Lore | How many missiles were in the divide? and, How many were launched? |
- How many missiles were in the divide? and, How many were launched?
- Are sea monsters canon?
- Where do Power Armor jockies keep spare ammunition?
- What is the institutes ultimate goal?
- Why do Brotherhood of Steel Outcasts use robobrains?
- Most effective kinetic weapons against gen 1 and 2 synths?
How many missiles were in the divide? and, How many were launched? Posted: 07 Sep 2020 08:19 AM PDT How many missiles were in the divide? And, were more than two launched, because, assuming you attack both, the ending says that "The Divide erupted in fire, violent, red as the last message of the two Couriers arced into the sky ... The missiles rained like spears down on the land, burning flags and communities alike ... destroying all they struck. The history of the West was erased for the second time, thorough and complete ... and America slept once more. ", and I don't think two missiles are enough to kill the legion and the rnc, especially knowing that you shoot the legion at only one of its tribes. [link] [comments] |
Posted: 07 Sep 2020 02:28 PM PDT Kenji nakano said: " The waters aren't exactly safe." We also see The remains Of these giant Whale creatures with tusks in Far harbor. (Excluding mirelurks & Ghouls with Floaties.) Edits: 2 [link] [comments] |
Where do Power Armor jockies keep spare ammunition? Posted: 07 Sep 2020 12:03 PM PDT Something I've noticed is no PA model in any of the fallout games, or art; be it BoS Knights and Paladins or NCR Heavy troopers, have accessable ammo for reloads. Why? [link] [comments] |
What is the institutes ultimate goal? Posted: 07 Sep 2020 12:09 PM PDT |
Why do Brotherhood of Steel Outcasts use robobrains? Posted: 07 Sep 2020 05:01 PM PDT In fallout 3 you can find robobrains with the BOS Outcast patrols. Why would they use them when robobrains seem exactly like the kind of technology run amuck that they're against. Robobrains are human brains from unwilling people wiped and just used as computers. Definitely sounds like a misuse of technology to me. [link] [comments] |
Most effective kinetic weapons against gen 1 and 2 synths? Posted: 07 Sep 2020 04:41 PM PDT So gen 3 synths seem to be exactly the same as humans bone structure and muscle wise which means the the most effective weapons and cartridges against humans would have the same effect on gen 3 synths. However gen 1 and 2 synths are made of metal and don't seem to have traditional flesh and tissue which means the smaller caliber modern cartridges (5.56 NATO, 7.62x39) won't be as effective because cavitation and fragmentation won't happen. Now I am not an expert on the autonomy of gen 1 and 2 synths but from what I can gather the most effective way to neutralize a gen 1 or 2 synth would be to hit the brain located in the chest area. However that is a pretty small target and most wastelanders with no training couldn't reliably hit that. Assuming most wastelanders aren't trained enough to hit a vital, what would be the best caliber weapon to kill synths? From what I can gather, the best cartridge would be the one with the most raw power or a machine gun that can put several shots accurately on target in quick succession. In terms of ammo type I think hollow point or soft point ammo would be most effective as it would transfer energy most effectively without ricocheting backwards. TL:DR I think however I may be wrong that the most effective weapons against gen 1 and 2 synths would be high caliber high power rounds such as 10mm, 44 magnum, 12 gauge buckshot or slugs and hollow point/soft point .308 or larger. The one variable I did leave out is synth armor as I have no idea what it's made of and can't find any of it's ballistic properties. When you scrap synth armor it gives you a combination of Fiberglass, steel and plastic however we don't know the thickness of each material or any ballistic properties. [link] [comments] |
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