Fallout Hub » Discussions


Fallout 4 Dead is Dead Thread

Tags: #Fallout 4 
  • Member
    April 20, 2017

    Legion said:

    Yeah, that makes sense! I find that in the early game, when the 10mm pistol and pipe weapons that use .38 ammo are abundant, Raiders take up to 3 shots to kill. My rationale for taking those perks is:

    -Raiders have 30 health
    -The 10mm pistol has 18 base damage: a two-shot kill in center mass, one-shot kill to the head
    -Add a powerful receiver with Gun Nut 1: 28 damage, still a two shot kill
    -Gunslinger 1 + Powerful Reciever: +20% damage = 33.6 damage. Rounding down, that's still a 1-shot kill against basic Raiders, and a two shot kill against Raider Scum (45 health) who would take 3 shots otherwise.

    So by level 3, I've increased my survivability by reducing the shots to kill on the two main enemy types I'll be facing in the northern half of the map. These numbers are of course skewed in game by armor and damage resistance, so I find that I'm often 4-shotting enemies to begin with and move down to 3. But this is why I find Rifleman so very useful. By level 9, if I've taken Gun Nut 1 and two Rifleman perks, I've reduced my shots-to-kill by 1 and ignore 15% of armor (which may or may not make any difference at all, I don't actually know). So, yeah, I may be perking for overkill and redundancy. But to my mind, anything that makes me offensively more effective is essential. I can always run and hide, I can always use cover effectively and manage my inventory intelligently, but I can never become more deadly than my opponents until I perk those. 

    Part of the reason I didn't perk them in my first survival playthrough is because I went down the very original sneak/sniper path and so I was doing plenty of damage through sneak attacks alone and didn't need any additional damage from rifleman and gun nut. This time arround I'm attempting pretty much the opposite, so shotgun/short hunting rifle + a combination of chems and doing everything I can to avoid damage while getting closer to whicher raider I have decided needs to die. Which has resulted in me prioritising perks that will keep me alive and moving which then means I can keep shooting longer. I also have a fairly large inventory so I can carry larger amount of food which will allow me to heal more often. Combing that all with my greatest advantage, that of being the player who can do things the npcs can't, such as jump which lets me use the terrain to get the drop on people and I'm already more deadly then they will ever be. 

    I think another reason I don't take them is that it results in me not being superman (or the game's equivalent), I might be a little more resiliant then the average raider but I have to really work for it if I want to take down a strong enemy. For example I recently decided that I must kill Hammer (a named super mutant with a missle launcher, who is surrounded by other super mutants), I did so by picking off his followers and then bunkering down in a ruined house as he closed in on me, all without going into sneak once.

  • April 20, 2017

    Well that didn't last long...my second character is dead. Missed a raider in the side room with my frag grenade, and he hit back with a molotov, went straight at me, and I couldn't avoid it. RIP Aly. 

  • Member
    April 20, 2017

    Lol i love all these posts. I am not joining in on this crazy one but I will be curious who gets the farthest south without dying. :-P

  • April 20, 2017

    My money is on me! 

  • April 20, 2017

    Golden Fool said:

    Part of the reason I didn't perk them in my first survival playthrough is because I went down the very original sneak/sniper path and so I was doing plenty of damage through sneak attacks alone and didn't need any additional damage from rifleman and gun nut. This time arround I'm attempting pretty much the opposite, so shotgun/short hunting rifle + a combination of chems and doing everything I can to avoid damage while getting closer to whicher raider I have decided needs to die. Which has resulted in me prioritising perks that will keep me alive and moving which then means I can keep shooting longer. I also have a fairly large inventory so I can carry larger amount of food which will allow me to heal more often. Combing that all with my greatest advantage, that of being the player who can do things the npcs can't, such as jump which lets me use the terrain to get the drop on people and I'm already more deadly then they will ever be. 

    I think another reason I don't take them is that it results in me not being superman (or the game's equivalent), I might be a little more resiliant then the average raider but I have to really work for it if I want to take down a strong enemy. For example I recently decided that I must kill Hammer (a named super mutant with a missle launcher, who is surrounded by other super mutants), I did so by picking off his followers and then bunkering down in a ruined house as he closed in on me, all without going into sneak once.

    Sneak attacks. Right. So it seems like our play styles are determining perk choice. I tend to fight from a distance without suppresors, and in the case of my current character...I have a really strange build with low survivability. No Lone Wanderer, no Strong Back - just Endurance with Cannibal at the moment, and Aqua Girl and Adamantium Skeleton queued up. I'll give your approach a try next time I die. 

    Also, did you take on Hammer during this challenge?? You got some clangers to do that. Especially without any sneaking. 

     

  • Member
    April 20, 2017

    LOLLOLOL Oh my this is great. Just catching up now...will update the Obits tonight. I've been busy and haven't had time to kill....er try to progress my character. More coming tonight! 

  • Member
    April 20, 2017

    So first, no I have not taken on Hammer in SMODE. That's loco. 

    As for taking damage perks...I too have found less use for them. In fact, watching Golden Fool's stream reminded me of how some lesser used perks can aid survivial. Adamantium Skeleton has always given me the impression that is significantly helps exlposion survivability (by reducing limb damage). This can be very helpful as a few of you have already discovered...surviving Molotovs and other explosions. 

    Where life giver is usually a joke, and taking armor when you can just by modded armor is a joke in a regular play through, a few extra HP and some beefed up armor can really make the difference in smode. 

    Those are my initial thoughts... onward to save nick...but probably die with a lot of holes from submachine guns. (oh..snap just remembered you can give mama murphy jet and talk your way out of the vault....)

  • April 20, 2017

    I'm running explosives and have, as of yet, neglected to take Adamantium Skeleton. Living life on the edge!  Motty, cook up some Grape Mentats if you can! Or literally lay a mine at Skinny Malone's feet. It'll only detonate if he goes hostile, so, take cover. 

  • April 20, 2017

     

    Survived Call to Arms! No idea how I'll get past Kellogg to enjoy the safety of the Prydwen, but I'll cross that bridge when I come to it. 

  • Member
    April 20, 2017

    Good work legion...yeah thats true grape mentats will work...I'm more worried about that one part where you head down into the subway and there's at least 8 dudes with submaching guns...pretty sure I'm going to take a lot of water for all the jet I'll be pushing in there lol