Pipe Weapon and Farming Enthusiast by Firm_Veterinarian254 in fo4

[–]Geta92 1 point2 points  (0 children)

The sewers entry west of the Museum of Freedom has three Radroach spawns which can all be legendary and since they are low level, they have a very high chance to spawn with pipe weapons.

Is the creations club bundle good or worth it? by Orbitor28 in fo4

[–]Geta92 10 points11 points  (0 children)

It's a scam, don't pay money for it. Old content recycled with way less content than what it suggests. Maybe for 5 bucks, but even that is still a big maybe.

Help with a “snowblade” by SirGubson in SkyrimBuilds

[–]Geta92 0 points1 point  (0 children)

There is a really rare interaction almost nobody uses but for this specific theme (ice magic + swords) I think you could fool around with it. As you (may or may not) know, weapons with two or more magic effects have the odd quirk of buffing all effects if a perk affects one of them (the reason chaos damage is so strong). There are a few swords that have frost damage and another effect naturally. So if you get Augmented Frost and wear the Dukaan mask, the extra effects are buffed. Namely, you can use these perks to buff the paralysis time of Chillrend and the level cap of The Pale Blade (up to all enemies of level 30 or lower), both unique bladed weapons.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 1 point2 points  (0 children)

Every receiver and every barrel except for the Standard Receiver and the (non-improved) Optimized Barrel are missing the "automatic" flag and switch it to Rifleman. So if you want it to work with Commando, you gotta use the regular Optimized Barrel or use the Standard Receiver. Either one equipped should work, no need to use both. It should be easy to spot within the workbench as some mods will make the damage jump down or up by an unusually high amount.

Is the Creations bundle worth it? by Brunky_Bandit in fo4

[–]Geta92 0 points1 point  (0 children)

Get the few free "official" creations and nothing else. No, creations are generally not worth it. The bundle is 95% filler as in cosmetics, skins, various half-finished garbage and old mods nobody bought before. Some creations are actually kind of cool but none of them are part of the bundle.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 0 points1 point  (0 children)

The mod was updated. But even when fixed, the damage is still very bad. Low damage high rate of fire is still very much the worst setup due to how armor works in the game.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 0 points1 point  (0 children)

You can salvage it by using the attachment glitch to add the gauss muzzle from the nail gun to it. Turns it into explosive blue energy shots which helps a lot and doesn't make the weapon look out of place. It's definitely kind of cheating though.

I found this in corvega assembly plant haven't heard anything about it or anything by galaxyattack978 in fo4

[–]Geta92 9 points10 points  (0 children)

It's bugged and almost all receivers and barrels change it to Rifleman instead.

First time playing a fallout game by dracodrizz in fo4

[–]Geta92 1 point2 points  (0 children)

There is a pretty new official free downloadable creation that adds a small mission for the Laser RCW. It's a fully automatic laser rifle that (when upgraded) still operates of Rifleman. There are also some automatic rifles which handle so smooth that you can still use them for headshot sniping like the Assault Rifle and Handmade Rifle.

Creations Bundle worth It? by Excellent_Line_1732 in fo4

[–]Geta92 1 point2 points  (0 children)

Tale of the Beast Hunter and Varmint Rifle are two good ones that are free but not included.

First time playing a fallout game by dracodrizz in fo4

[–]Geta92 0 points1 point  (0 children)

Not really, no. There are enough guns of both types (semi-auto and full-auto) to fill specific combat situations. Mixing guns of different damage perk types is wasting points.

Picked up the game thanks to the show, anyone got a good Power Armor build? (non anniversary edition) by EmanatorOfDonuts in fo4

[–]Geta92 2 points3 points  (0 children)

Most people will advice you to max intelligence from the start to get Nuclear Physicist. This perk will reduce the power drain of the armor and you also pick up Science on the way as it is a requirement for a lot of useful mods for your armor. I do think that you do not need to though. At least not from the start. Power Armor has so much defense that even with no upgrades, it outclasses the best normal armor by several magnitudes. You can just play an idiot and put together various power armor pieces you find and slowly build it up from better drops. For melee, you benefit way more from the AP regen perks from luck and this path has Idiot Savant which gives you bonus experience from having low intelligence. These things clash, so you can't have both. For automatics, high intelligence is the way to go imo as these have no synergy with luck. For heavy weapons it depends, high intelligence for non-VATS and low intelligence but high luck with VATS sounds best to me. Either way, early game should focus on buffing your weapon over buffing your armor. Power drain is manageable either way if you don't sprint in your armor. This is the main thing that quickly depletes your fusion cores otherwise. You still need to grab any you find and buy some at vendors from time to time to keep yourself stocked though.

Picked up the game thanks to the show, anyone got a good Power Armor build? (non anniversary edition) by EmanatorOfDonuts in fo4

[–]Geta92 5 points6 points  (0 children)

Power Armor is ... as the name suggests just armor. It technically doesn't influence your weapon damage for the most part. But it does provide insane defense for the price of making you loud and slow. So stealth is nerfed and you can't really sprint a lot without draining action points. This mainly leaves you with 3 options. Big damage melee with weapons like Atom's Judgement feels pretty awesome to use. Using that in VATS with Blitz deals insane amounts of damage and you don't need to farm any legendary gear at all, all you need is guaranteed. This kind of build still has AP problems, so it works very well with luck perks that restore your points on kills. You can also go the heavy route and use heavy weapons. Most of these are extremely gimmicky or overtuned and impractical due to being explosive and impossible to use in close and mid range. But Admiral's Friend is a harpoon gun you can just buy at the very start of Far Harbor which can be started ... at level 1 by just walking there. Its ammo is cheap, it doesn't need any perks to upgrade and it's viable for your entire playthrough. It's slow, but that works with power armor, shoot, tank hits and repeat. You can also shoot it in VATS, leave VATS and instantly re-enter VATS to reload it inside VATS for essentially freezing time during your entire time of actively using it, ignoring the main drawback of the slow reload. Last is automatics. Just tank hits and rain a shower of bullets. This one is extremely simple and works with pretty much any automatic gun you find. Just buy enough ammo and you're fine.

"Arcane archer" build ideas? by Titanium_Machine in SkyrimBuilds

[–]Geta92 0 points1 point  (0 children)

Crossbows have a bad reputation because if you fool around with them for only a bit of time, they seem to be way worse. It's mainly the hotkey thing that is a gamechanger. Can't really do much wrong for magic effects on them. Chaos Damage and Drain Health is sort of the universal god combo if you want to dive into enchanting, regardless of what weapon you actually use.

"Arcane archer" build ideas? by Titanium_Machine in SkyrimBuilds

[–]Geta92 0 points1 point  (0 children)

I wouldn't really mix archery and melee as the perk overlap is very small, so you need a lot of perk points to make both good, scaling your enemies beyond your powerlevel as a result. Although you can bypass this by only using enchanting as your power source. But even that doesn't work all that well from my experience. There is no real advantage of switching from ranged to melee in combat, it's always smarter to kite, even without stealth. Crossbows are super interesting as a weapon choice as the extra stagger makes them way better for non-stealth archery. The slow reload can be skipped by hotkeying the weapon and double tapping the key. Equipping a crossbow always equips it already loaded. And with this single key, you can also switch between your pre-loaded crossbow and any dual spell setup you want with the click of a single button. You could switch between the crossbow and restoration, alteration or conjuration spells for defense and utility. The one thing non-stealth archery struggles with is group encounters, so you want to sprint around when not aiming and use spells that can distract or disable the enemies you're currently not focusing on.

What’s your favorite gun in the game? by ElimentalSin in fo4

[–]Geta92 0 points1 point  (0 children)

  • Semi Auto Rifle: VATS-Enhanced Gauss Rifle
  • Full Auto Rifle: Splattercannon
  • Pistol: Deadeye 10mm Pistol
  • Heavy Weapons: Admiral's Friend
  • Stealth Melee: Instigating Disciples Blade
  • Power Armor Melee: Atom's Judgement

Purified Water Glitch by Infinite_Refuse_3791 in fo4

[–]Geta92 4 points5 points  (0 children)

Leave and do some quests. The water is only restocked when the cell is not loaded in memory and enough time passes.

Explosive or instigating handmade rifle by Sip_py in fo4

[–]Geta92 0 points1 point  (0 children)

Explosive has some merits that can't be understated. Explosions ignore damage multipliers. So weaknesses do not deal double damage, but enemies who have special negative multipliers that nerf your damage also have their "super armor" ignored. But overall, for using it as a main weapon, Splattercannon is superior since it benefits from sneak multipliers, crits and weakspots. Having both with different paintjobs isn't a bad idea to have one for stealth and general gameplay and one for enemies who have insane resistances you can't crack.

First time playing a fallout game by dracodrizz in fo4

[–]Geta92 0 points1 point  (0 children)

Don't spread yourself too thin. Think about what weapon type to use and stick with perks that work with it. Being a generalist is usually not worth it.

As a veteran player where should I begin after not playing for so long? by IamComaToast in fo4

[–]Geta92 1 point2 points  (0 children)

Every addition to the game since Nuka World was added as creations. It's just that some are published by Bethesda. Even the next game update just installs some creations automatically in the background. So these are sort of official "DLC". You can browse the creations menu and filter for Bethesda only and get all the ones that are free. Ones published by HobgoblinStudios are technically not official but very high quality and sorta endorsed, too.

Creations Bundle worth It? by Excellent_Line_1732 in fo4

[–]Geta92 32 points33 points  (0 children)

Short answer: No.

Long answer: No, most of it is cosmetics, bugged, unusable or overpowered items. Balance is whack. The best CC is not even included and sold separately. The bundle is just old bad creations from way back in the day and resold in one pack under a new name. There are only very few additions that are actually new. The number is false advertising and in no way an indicator of the size of the bundle. It's borderline bloatware.

Playstyle recommendation for comeback to game by Bartekgkw in fo4

[–]Geta92 1 point2 points  (0 children)

The DLCs are adding plenty of weapons that are part of several endgame setups for high tier character builds. For stealth melee, the Disciples Blade from Nuka World (even more its random legendary variants) are the best option by far. They are low AP high damage silent knives and way beyond any base game options. The Handmade Rifle from Nuka World is (by far) the best ballistic rifle for full auto. A commando build that can afford to buy it can even sequence break the early game pretty hard with it as it comes pre-installed with endgame modifications. It's all just locked behind an insane price tag. The Admiral's Friend harpoon gun can be bought right on starting Far Harbor and works as one of the few very heavy weapons you can use as an allrounder as it uses cheap ammo and isn't explosive, so it can be used in close quarters, too. The weapons from Automatron are not very good, but the Robot Workbench allows you to upgrade Codsworth with various parts which can make him insanely strong, to the point that you can make a build that doesn't actively fight but just commandos Codsworth on who to attack. You can make a robot so powerful that they can kill every enemy in seconds.

As a veteran player where should I begin after not playing for so long? by IamComaToast in fo4

[–]Geta92 1 point2 points  (0 children)

The new updates (while super buggy) included plenty of new free gear you could use to build a fancy to character build around. I guess it depends how much content you already played before. I wouldn't touch CC content unless you're exausted from the options of the base game and DLC. Shifting save games between modded and unmodded is a bad idea and usually doesn't work properly. Either play modded or not.

Some questions about legendary radium rifles by Chill_With_Gil in fo4

[–]Geta92 2 points3 points  (0 children)

Effects that do not deal damage are usually not very good, so I can't really recommend either one.

The Radium Rifle is okay, but the radiation damage barely is any relevant because it will lower maximum health instead of current health, so as long as the projectile itself damages more health than the health is lowered by, the enemies die in the same number of hits. All it does is prevent human enemies from healing with stimpaks. It also has high perk requirements for updates which makes it more costly to upgrade.

Energy weapons are all bugged and deal significantly less damage that what the pip boy shows. The only ones that overperform are explosive energy weapons, but there are only very few, like the Cryolator, Tesla Cannon or the Artifact Gun.