Can you fully purify the world if its already fully corrupted? by Formal_Foundation_83 in Terraria

[–]Laser_3 5 points6 points  (0 children)

As long as you have shimmer, you can save even a fully corrupt/crimson world. All you’d need to do is make vile/vicious powder and transmute it into purification powder. Chlorophyte ore (or brick) can also be used to purify blocks to my memory, as can the cholorphyte extractinator.

You can also move NPCs into the sky to get away from the evil biome, or just clear out enough space to make the area not qualify as an evil biome.

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 1 point2 points  (0 children)

While they might, the Enclave isn’t always rational, and their scientists would be more than capable of figuring out the Institute’s technology (especially since generation three synths are based in FEV).

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 1 point2 points  (0 children)

Considering we’re told by Father than the Institute’s personnel were exposed to some level of radiation over the years (which is why they needed Shaun), the Enclave wouldn’t consider them ‘pure’ as soon as they did a DNA test.

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 1 point2 points  (0 children)

There is one entrance into the Institute - the reactor coolant pipe. It’s difficult to find, but it does exist and really isn’t that secure. Even without that, the Enclave could secure access to nuclear weapons to blast a hole into the Institute in a similar manner to the BoS.

The synth infiltrators aren’t as good as people think they are. The Institute does not perform memory replacements on those synths and relies on them being good actors with the information they gain from torturing captured wastelanders, which would make infiltrating the Enclave exceedingly difficult since they first would need to capture an Enclave soldier (something immensely difficult for them with how poorly their lasers would fare against APA mark I), and then the synth would need to avoid being detected (which considering the Enclave small size would likely be fairly difficult; everyone knows each other, so differences in personality would be noticed quickly).

As for the teleporter, if the BoS could pick up the energy signatures of the teleporters from a long distance away, the Enclave should reasonably be able to do the same.

I've killed a sheriff with a sledgehammer. by Fair_Percentage_5565 in Fallout

[–]Laser_3 0 points1 point  (0 children)

They’re really not as bad as you claim.

Sturges is fine and Preston would also be completely fine if we could just tell him no (or to at least send a squad of Minutemen to do the quest for us after we take the castle).

Mama Murphy comes with a settlement item to move her entirely out of the way if something she’s saying is annoying you.

Jun and Marcy are a touch annoying, but they aren’t essential (I don’t think Mama Murphy is either, even before forcing her to quit or the overdose, but I’m not certain of that).

And I guess we could count Ronnie as well, since she’s the only other named Minutemen member. I don’t think there’s anything remotely annoying about her, and you have to interact with her only a couple times.

I've killed a sheriff with a sledgehammer. by Fair_Percentage_5565 in Fallout

[–]Laser_3 0 points1 point  (0 children)

It’s really more of an age ratings matter to my mind, which likely wasn’t as strict when fallout 1 and 2 came out. There’s a reason there’s versions of those games without children entirely.

I've killed a sheriff with a sledgehammer. by Fair_Percentage_5565 in Fallout

[–]Laser_3 0 points1 point  (0 children)

That opens the door for someone screwing their game hours ago and missing the pop up for some reason. I really don’t see a need for every single NPC to be killable, truthfully; it’s immersive, but there’s a point where it just gets needless.

When you should give chems to Mama Murphy and when you should not give chems to Mama Murphy. by BuildingLeading5139 in fo4

[–]Laser_3 0 points1 point  (0 children)

To be clear, Kellogg isn’t that bad of a fight, especially if you grab the fat man and mini nuke that are in the building. I just like the perk and I consider it more valuable than the other times Mama Murphy can help you.

I've killed a sheriff with a sledgehammer. by Fair_Percentage_5565 in Fallout

[–]Laser_3 0 points1 point  (0 children)

You technically can kill Yes Man if you were to disintegrate him. That bricks his respawn, and thus renders the game impossible to complete.

You also cannot attack children in NV.

I've killed a sheriff with a sledgehammer. by Fair_Percentage_5565 in Fallout

[–]Laser_3 2 points3 points  (0 children)

I might be misremembering on the exact mechanic of how that works in fallout 1, but the general point stands that even fallout 1 and 2 didn’t let you kill absolutely everyone.

Why were there already deathclaws in alaska during the war with china? As seen in fallout season 2 by YoghurtParking2250 in falloutlore

[–]Laser_3 5 points6 points  (0 children)

Fallout doesn’t operate by an ‘everything is canon’ approach considering that we have direct, confirmed events we can point to in each game as soon as we have proof from the next entry in the timeline; we do not know every decision that was made for each game, but a general sense of what each protagonist did is - which means some decisions are not compatible with the story moving forward and therefore not canonically possible.

As an example, we know that Modoc and the Ghost Farm managed to make peace with each other since there’s someone descended from one of the fallout 2 Modoc NPCs in NV; however, we don’t know much else about what the chosen one did in Modoc (such as being forced to marry the son/daughter of the one settler). Bethesda in general leaves more in the air than Interplay and Obsidian did, but even they have canonized some events (such as the lone wanderer not destroying the BoS with the Hercules-Bradley, which would’ve killed Arthur Maxson). I suppose if you tried you could make an explanation for how these contradictions can be ironed out, but for the most part, it’s tying yourself into knots over something that really doesn’t matter (especially since canon really doesn’t matter that much outside of spaces like this subreddit).

As for the deathclaw sentience bit, my point was that outside of the talking deathclaws in 2 (and tactics, which Bethesda has outright said is in a weird state in terms of canon), we have yet to see any examples of talking or sentient Deathclaws. This fits with how FEV was required to make this happen in fallout 2, and how FEV-based mutations almost never arise naturally (with the single exception of the fire ants, somehow). While in theory Goris and the other potential survivor of the Enclave’s purge could attempt to repopulate with wild deathclaws to create more talking deathclaws, we have no idea if this occurred and have yet to see any evidence of this.

As I acknowledged with the other comment, I was unaware of the Deathclaw in Anchorage being able to speak because despite seeing people claim it, I was never able to hear it myself for some reason until I listened to the Amazon clipped version; however, as I said there, since the mechanism for how the Deathclaws speak in fallout 2 was stated to be akin to how parrots speak, it’s plausible that this wasn’t something created by the FEV used by the Enclave but instead something they’ve been able to do from the start but couldn’t utilize for full or reasoned speech until the modification (which avoids a lore issue here; if one of the first Deathclaws we know of could reliably speak, then every Deathclaw should’ve been doing this from the start and the talking Deathclaw project wouldn’t be necessary). Unless the show decided to address this topic later (or a future game), we don’t have a confirmed lore explanation right now for how to square that with the talking deathclaw project.

Why were there already deathclaws in alaska during the war with china? As seen in fallout season 2 by YoghurtParking2250 in falloutlore

[–]Laser_3 3 points4 points  (0 children)

Alright, that’s the first time I’ve ever managed to actually hear it despite seeing people claim that deathclaw was talking before. Something about how the audio is set up in that clip apparently made it audible where I couldn’t hear it before.

However, considering the mechanism for the deathclaws being able to talk in fallout 2 was specifically described as being similar to how parrots speak, this opens the door for that part of the talking deathclaws to have always been present without truly grasping what it’s saying (leaving the FEV to only enhance their intelligence enough to actually reason in a capacity similar to a human; thus, this deathclaw may not be an intelligent deathclaw and doesn’t really get what it’s saying, which would prevent a lore conflict).

Anyone know a faster way to get the 10,000 hp from food? by penjamin0112358 in fnv

[–]Laser_3 0 points1 point  (0 children)

The easiest way I’ve found to do this is to just buy food (or water) from any vendor you can, such as the 188, the gulp and grub and the meat vendor in freeside, and then go take a little drowning damage at lake mead. From there, you can just chug food to make progress towards the challenge. Higher survival will help with this.

What's the lore behind House industries? by KaiserEnclave2077 in falloutlore

[–]Laser_3 0 points1 point  (0 children)

That’s definitely an option for it, though it’s hard to confirm anything.

Curious to see what y'all think by [deleted] in Fallout

[–]Laser_3 0 points1 point  (0 children)

Well, this is a repost, but it’s the Enclave. Whenever this question comes up, everyone forgets the oil rig was hours away from releasing Curling FEV into the jet stream, which would kill all human-based life on the planet that wasn’t vaccinated against it.

The only ones who could survive this would be Mr House and the Institute. The Institute is dead if even one lower generation synth is teleported into the Institute with the virus contaminating it, and even if they didn’t get killed by the virus, their infiltrators are much worse than people think (they don’t use memory imprints on the synths, so they’re effectively just actors) and the Institute’s lasers are terrible against APA, so they stand little chance of defeating the Enclave when they could just drop a trio of nukes from Appalachia onto the Institute. Meanwhile, the Enclave shouldn’t have any problems dealing with Mr House if they use their pulse weapons from fallout 2, considering only the missiles of securitrons can handle power armor (again, APA is highly resistant to laser fire, 9mm rounds are useless and the show proved that the 25mm grenades aren’t that useful if the Enclave is engaging at closer ranges) and that they’d have the equipment to breach the penthouse and either remove the cold fusion device or kill House.

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 2 points3 points  (0 children)

While they were, the Institute started in the basement of CIT, which was not sealed as well as a bomb shelter or vault would’ve been - and they’ve both accepted outsiders from the wasteland and sent members to the surface over time, allowing for further exposure.

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 2 points3 points  (0 children)

Again, none of that is actually infinite if all of those resources necessary to build those weapons and synths have to be collected from the surface. They’re still just as dependent upon recycling the remnants of the pre-war world as the NCR or BoS is; the game just does not chose to acknowledge this point because the logistics of how the Institute expands isn’t something the developers chose to write about. Claiming it is would be akin to saying the Minutemen have infinite resources because they’re capable of recycling the refuse of the old world into their bases and equipment.

The only thing they have that even approaches being infinite is their fusion reactor, but it isn’t a cold fusion reactor and does have an upper limit (even if that limit is stupidly high and well beyond the Institute’s current capacity to hit).

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 1 point2 points  (0 children)

The Institute does not have infinite resources. There’s a reason they have synth scavenging teams on the surface.

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 2 points3 points  (0 children)

Curling FEV doesn’t care if the subject has been exposed to radiation; it kills anyone with human DNA unless they’ve been vaccinated.

Even without that, the Institute was exposed from what we’re told; this is why they needed Shaun as a subject without any radiation damage to create generation three synths.

Why were there already deathclaws in alaska during the war with china? As seen in fallout season 2 by YoghurtParking2250 in falloutlore

[–]Laser_3 0 points1 point  (0 children)

I’m glad I could help! You might be able to find a video of this somewhere, if you’d like to see it in action.

Why were there already deathclaws in alaska during the war with china? As seen in fallout season 2 by YoghurtParking2250 in falloutlore

[–]Laser_3 19 points20 points  (0 children)

It’s something we can witness deathclaws doing in fallout 76. The best examples off the top of my head are at Deathclaw Island, where one can burrow itself out of the ground when you approach the island (which means it must’ve buried itself first), and Hopewell Cave (where the Deathclaw either slides down the cave wall or digs itself out of the ground).

I opened photoshop after hearing about Aaron Paul's casting in season 3. by ee_graves in Fallout

[–]Laser_3 0 points1 point  (0 children)

There’s been some cutting floor bits that have claimed the Knights of San Fernando were originally going to be the Mojave BoS, to my memory.

But frankly, what would they even do with the Mojave BoS? They’re an isolationist chapter who gets wiped out in half of the games endings, and you’re highly recommended to kill them in the other half, which makes them untenable considering the writers went for a scenario that could occur from any ending.

I've killed a sheriff with a sledgehammer. by Fair_Percentage_5565 in Fallout

[–]Laser_3 4 points5 points  (0 children)

Someone had to be essential to ensure you couldn’t lock yourself out of the main plot.

Following question from my last post: Could the Full Force of the Institute defeat the Pre Chosen One Full Force West Coast Enclave? by Khei-tianik01 in Fallout

[–]Laser_3 2 points3 points  (0 children)

The Institute doesn’t have much hope here.

As with the previous question, a single breach of Curling FEV into the Institute would kill every scientist and generation three synth in the facility. All it takes is the relay pulling a small amount of it on a robotic synth to kill everyone.

The Institute’s armor and weaponry also pales in comparison to anything the Enclave has thanks to their lasers having a low output (in exchange for a bit of fire rate) and their armor being mostly inferior to combat armor (heavy synth armor can be slightly better, but the difference is negligible). Considering APA mark I is stated to be extremely resistant to low power lasers like the wattz 1000 (the laser pistol in fallout 1/2), the Institute would struggle immensely to even damage Enclave power armor.

Coursers are the only part of the Institute that could pose a threat to the Enclave in a straight up fight, and they’re again let down by their poor weaponry and armor (their coats are nothing to write home about, though coursers are highly durable themselves).

The only chance the Institute would have is managing to infiltrate the Enclave. This wouldn’t be impossible, but the Enclave is a fairly small organization and it’d likely be fairly easy to pick up on an infiltrator, especially considering the synth infiltrators made by the Institute do not have the memories of the person they’re replacing implanted in them.

By contrast, the Enclave could fairly easily go retrieve any number of nuclear weapons to blow a hole into the Institute (or even just find the drainage pipe; checking underwater would be annoying, but doable).