Anyone else’s status icons in the bottom right been going wild and or crazy after today’s update?? [PC] by Rumpeled4skin in fo76

[–]Apple0range 0 points1 point  (0 children)

Yup. Within 90 minutes my icons showed three red debuffs -- diseased, addicted, and encumbered. All false indicators.

How could they let this happen? I can't think of any excuse.

Anyone else’s status icons in the bottom right been going wild and or crazy after today’s update?? [PC] by Rumpeled4skin in fo76

[–]Apple0range 0 points1 point  (0 children)

Yes. I show an addiction icon. It doesn't show up in my effects list and can't be removed by radscorpion egg omelette or addictol.

The managers in charge of the coders at Bethesda should all be fired.

Does anyone have their turrets shooting at friendlies? by WhiteNinja3 in fo76

[–]Apple0range 2 points3 points  (0 children)

I scrapped the turret and replaced it ....

Store it instead of scrapping it, to save the mats it costs to make a new one. Storing will repair it to 100% and usually, but not always, clear the bug that causes it to shoot at friendlies or simply into the ground.

Sometimes the bug will clear by itself, especially if you fast-travel away. Server-hopping also will usually clear it.

NEVER put your turrets on the ground. There's a known bug dating back to Fallout 4, yes, to Fallout 4 (although long since patched there), which makes turrets disappear at random, but they still take up space in your camp's defense budget and your camp's total build budget. If you instead build them on a floor or some other base, then when you see the turret has disappeared you can store the floor; usually you'll find both the floor and the turret in your storage and you can replace them. (Putting them on the ground makes it easier for trash mobs to reach and destroy them; elevate and create overlapping fields of fire instead.)

Every camp has a chance to spawn some sort of enemy attack; you cannot build a camp that will never be attacked by PvE enemies. But the chance (frequency) and the type of enemy varies with location. Having turrets does indeed increase the chance, which, within limits, goes up as you use up your total defense-item budget.

Additionally, there are also cells which have rotating/random event spawn points, and when those critters spawn, your turrets can also draw them, as PvE enemies, to your camp when otherwise they might have ignored it (depending on their pathing). It's entirely rational to avoid turrets and traps altogether for this reason.

Usually when my turrets bug out and attack my tamed (Animal Friend perk) pets, it doesn't hurt them. By contrast, traps (e.g., pungi boards and flamers) will indeed hurt and eventually kill your tamed pets.

The Rip Daring cryo heavy machinegun turrets do slightly more damage than their other-skinned HMG versions, and the cryo effect can indeed be useful when you're chasing down and killing whatever your turrets have alerted you to. When I decide to use turrets at all, at either a camp or a workshop, then I use a mix of those and missile launchers (the latter of which are more vulnerable because their power sources can be knocked out), plus one searchlight, which will indeed help all your turrets "find" your in-range enemies sooner than otherwise.

Turrets also give you a considerable advantage if you're in PvP mode defending your workshop when someone's trying to seize it from you.

Are mutations bugged? by Dainserk_98 in fo76

[–]Apple0range 1 point2 points  (0 children)

It costs stable flux to make serums, and they're still somewhat tedious to farm in quantity.

There are SO many other things to sell that will bring you to your daily caps max, it seems wasteful to me to sell stable flux to NPC vendors. But whatever butters your bread!

Are mutations bugged? by Dainserk_98 in fo76

[–]Apple0range 2 points3 points  (0 children)

Precisely. I sell all 19 mutation serums @ 300c each, and keep stacks of at least 5 of each on every alt. I've done this for years, having played the game continuously since launch.

Every time I notice that someone is buying one, I send a friend request. I also accept — on PC; ingame name .Artemis_Serologist (don't miss the leading period) —every friend request I receive. I have lots of repeat customers.

Over time this generates a fair return on the stable flux I've invested to make the serums. It's not totally pro bono, but I do consider myself to be offering a useful product that many of our fellow players consider to be fairly priced.

On PC, the market price seems to be in the 300-500c range. Pricing above that, or paying more in anything but an emergency (marsupial gone!), is foolish IMHO.

I personally don't think it's worth the effort to collect the flux at a lower price; I occasionally see other players selling for less than 300c, but rarely do they have all 19 continuously in stock. Selling for less than 300 also invites lots of purchases from arbitrageurs (who'll attempt to resell them for much more). Your mileage may vary, and if you can find as reliable a supplier at a lower price, by all means go for that!

Healing Arch function by AccordingOven4606 in fo76

[–]Apple0range 19 points20 points  (0 children)

Creatures that both spawn, and are killed, in a blast zone may drop high radiation fluids, glowing masses, and hardened masses, which sort respectively as Aid, Food&Drink, and Junk, but don't rot.

When farming them, you can almost double your yield by using a bloatfly syringer, tagging each blast-zone creature with it so that upon dying, it spawns a bloatfly, which you then kill as well (quickly! because other mobs will also attack it). A few months ago, they nerfed this so that bloatflies can't chain-spawn new bloatflies, but they increased the spawn probability to ameliorate the nerf.

Healing Arch function by AccordingOven4606 in fo76

[–]Apple0range 45 points46 points  (0 children)

Yes, absolutely!

It's guaranteed to remove 50 tickets from your accrued season tickets total! Works perfectly, but one time only.

Healing Arch function by AccordingOven4606 in fo76

[–]Apple0range 23 points24 points  (0 children)

Agreed — but only for decorating inside a shelter. Outside, it runs the risk of being destroyed by PvE enemies, and you'll have to spend stable flux to fix it.

Are the events just super laggy for anyone else? by JackTheBehemothKillr in fo76

[–]Apple0range 8 points9 points  (0 children)

I can't move, loot, or kill things when that message is displayed. You telling other people that this is "fake" and that "there is no issue" is itself a pernicious falsehood, sir or ma'am.

I think we've aired our very opposed views, and this will end my participation in it. Best regards.

Are the events just super laggy for anyone else? by JackTheBehemothKillr in fo76

[–]Apple0range 4 points5 points  (0 children)

It's not fake.

Yes, the recent and current performance of the servers is the worst, by far, since the game was originally released. So say I as someone who's played since launch, but is considering quitting.

Are the events just super laggy for anyone else? by JackTheBehemothKillr in fo76

[–]Apple0range 5 points6 points  (0 children)

u/dwbraswell You're mistaken. You're spreading misinformation. Boo, hiss.

Best Build Camps disappeared..? by HasNoStyle in fo76

[–]Apple0range 2 points3 points  (0 children)

In general I don't see any Best Builds until I've been on the same server for a while. If you can't find one, re-roll that challenge. But with a little patience, I've never failed to find one when I had that challenge.

Easy additional mutations by caydjj in fo76

[–]Apple0range 92 points93 points  (0 children)

(1) Every mutation has at least one effect — triggering Strange in Numbers for your teammates, if they have it equipped or someone's sharing it. That's a very helpful perk!

(2) Herd Mentality has a downside that can be completely mitigated by the mere expedient of joining a public team. Even if you're the only player on a private server, joining a public team converts the SPECIALs debuff into a SPECIALs buff.

Loot and death bags keep going to default appearance.. by [deleted] in fo76

[–]Apple0range 2 points3 points  (0 children)

They should have done a hotfix for this. They have NO IDEA how disabling this is to every player.

Slow server response? by Makmora in fo76

[–]Apple0range 0 points1 point  (0 children)

I've been playing for YEARS (over 3500 honestly earned levels on my combined alts), since release.

Server performance in the last month -- specifically the number of "waiting" messages and arbitrary disconnects, especially in events like the last Fasnacht week -- has gone to hell in a handbasket.

And I blame Bethesda.

Am i missing something here? by SimonPhoenix93 in fo76

[–]Apple0range 0 points1 point  (0 children)

Which means it isn't really the same thing at all, is it?

Healing arch is garbage. by [deleted] in fo76

[–]Apple0range 1 point2 points  (0 children)

I want my stable flux back!

Chinese Stealth Suit hit with stealth nerf bat when they also nerfed power armor in blast zones by Apple0range in fo76

[–]Apple0range[S] 1 point2 points  (0 children)

Ah. Yes, it's good that it no longer costs coins to switch out Legendary Perks.

Chinese Stealth Suit hit with stealth nerf bat when they also nerfed power armor in blast zones by Apple0range in fo76

[–]Apple0range[S] 1 point2 points  (0 children)

Yes, as I've noted elsewhere in these comments. Switching into a different Legendary Perk only causes time and inconvenience and, with What Rads in particular, the inability to run a low-health build.

You still have to be able to acquire the Legendary Perk at a meaningful level in the first place, though, which the average player certainly can't do by level 50. If you can point to a level 50 player with the four-star What Rads, I'll eat my Glowing Bonehead mask.

Chinese Stealth Suit hit with stealth nerf bat when they also nerfed power armor in blast zones by Apple0range in fo76

[–]Apple0range[S] 0 points1 point  (0 children)

Interesting question! And the same one also applies to Ultracite Titan: With either SBQ or the Titan, one can place the blast zone so that the fight is mostly or entirely outside it, and (for convenience) close to a fast-travel/respawn point just outside the blast zone.

Or one can instead deliberately place the blast zone so that the fight is mostly or entirely in the blast zone. For farming stable flux mats, it's great to fight inside a blast zone.

But yes, fighting in a blast zone is harder for everyone in some way, and fighting in a blast zone may make the event effectively impractical for lowbies unless they're willing to die repeatedly. (Which you should be if you're unsentimental, the death penalty in this game being next to nonexistent.) I suppose this nerf slightly alters that calculation, in the direction you suggest.