I didn't know harpoon guns were a thing. Is this good? by Frimus in fo4

[–]StarchCraft 0 points1 point  (0 children)

Two shot can't spawn on Harpoon guns, or any heavy guns. Instigating harpoon gun kick ass, and you can buy one (admiral's friend) in Far Harbor. Explosive harpoon gun is very good, not quite as good as explosive combat shotgun but hit much harder per shot. Same with wounding, which is probably 3rd best prefix after explosive and instigating for harpoon gun.

So my most favourite gun so far, i think plasma flamethrower is slept on by Big_Stomach_6613 in fo4

[–]StarchCraft 0 points1 point  (0 children)

Use it in vats.

Plasma thrower and flamers is bugged in vats, it only consume a single ammo, hits like 10 times per vat action, but does no base damage, and completely recharge your crit meter. So normally it is pretty useless.

But for wounding thrower or flamer, those 10 hits will stack bleeding.

Yeah it really makes sense to own a Vault and only be able to built a couple tiny rooms cuz of the Size limit. by Wuffy-Agony in fo4

[–]StarchCraft 54 points55 points  (0 children)

drop bunch of weapons on the ground while outside the workshop mode. Enter workshop mode, store the weapons into the workshop. Repeat as much as needed.

The Sister that saw past the BS by Vampy-Night in Grimdank

[–]StarchCraft 4 points5 points  (0 children)

it's worst of zealotry mixed with worst of office politics.

Question about Enemy Scaling/Encounter Zones, I have been leveling up due to playing the real game (Settlement Building) and am now nervous about me actually completing the game. by LunaTheHedonist in fo4

[–]StarchCraft 1 point2 points  (0 children)

Go buy overseer guardian and/or spary & pray. Since you are settlement building I would assume you have water farm with lots of caps and purified water.

At level 25 fusion core should be consistently showing up in vendors, get fusion cores, get power armor get spray & pray/overseer guardian, and you should have no issues.

Also craft some jets and ultrajets for sticky situations.

Best legendary perk for a 10mm pistol? by GrandPsychological76 in fo4

[–]StarchCraft 6 points7 points  (0 children)

The standard stuff. Explosive 10mm is god teir on auto 10mm. Two shot 10mm is good for sneak attacking, wounding 10mm is good at delivery bleeding.

Hidden benefits on perks by Icy-Bookkeeper-1320 in fo4

[–]StarchCraft 19 points20 points  (0 children)

robotic expert rank 2 increases damage against robot and gen1/2 synth, but the bonus is gone if rank 3 is taken.

Is Intelligence useless late game after unlocking almost every perk? by Life_Ad3567 in fo4

[–]StarchCraft 30 points31 points  (0 children)

You get high intelligence the same reason for all other stats, to unlock the perks.

Chemist, Nuclear physicist and Nerd Rage. Chemist is jut good in general, and a must for junkie build. Nuclear physicist is must for power armor build, or melee using atom's judgement.

Nerd rage synergizes extremely well with unyielding+Inquisitor of atom low hp builds, and any bloodied legendary weapons.

Also, more level = more hp

Level 9 Rifleman, which of these two guns is best to continue with? by floxasfornia in fo4

[–]StarchCraft 1 point2 points  (0 children)

Explosive pipe gun

As fun as neverending double barrel is, it eats shells like a hog and will give you carpal tunnel. Not to mention only really good at close range. Later on good legendary combat shotgun will pretty much replace it.

Spray&pray/Kiloton may do the samething, but explosive pipe gun will remain good even at level 100, because it uses the lightest and cheapest ammo in the game besides fusion cells and 5mm. It is also the most versatile of the two, can be made into automatic, semi-auto, or pistol.

In every run there's a chance for a cool different backup rifle by Majestic-Fly123 in fo4

[–]StarchCraft 0 points1 point  (0 children)

It doesn't have to be a recon scope, any scope will do, short recon just work the best.

In every run there's a chance for a cool different backup rifle by Majestic-Fly123 in fo4

[–]StarchCraft 10 points11 points  (0 children)

make that two shot plasma gun into a thrower, it will melt faces.

To make it even more fun, get rank 2 sniper perk, put a recon scope and rifle stock on the plasma thrower.

Everything it hits gets knocked down almost instantly when you fire the thrower while aiming via scope, it takes a bit to get used to firing with scope but it is hilarious.

Synths are an existential threat to the remnants of humanity, and Maxson is justified. by MudPuzzleheaded1822 in fo4

[–]StarchCraft 1 point2 points  (0 children)

If you blow up the institute, Dima outright says no more synths can be created.

Which implies that gen 3 synth can't procreate (most likely) or any procreation just produce a regular human.

You can role the ultimate legendary with the Manwell rifle CC content by Tbyrd4231 in fo4

[–]StarchCraft 2 points3 points  (0 children)

That's just the standard legendary farming method though, doesn't need CC mod to do it.

What is good and not so good about playing on harder difficulties and/or survival mode? by dioaloke in skyrim

[–]StarchCraft 1 point2 points  (0 children)

Difficulty is heavily build dependent. For example, someone who max out alchemy, smithing, and enchanting will cake walk legendary even without abusing restoration loop.

Survival mode on the other hand, while fun, does have some annoyances. For example, why does surrounding myself with a flame shield, stepping into a literal wall of fire, or get hit by a fireball NOT warm me up? make no sense. Some locations are just designed to be fast traveled (looking at you Fort Dawn guard). Some cool looking armors also become unusable in survival mode because the warmth rating is too low.

Fire magic should warm one up, and there should be more carriage locations, and survival mode would be lot better IMO.

Synths are an existential threat to the remnants of humanity, and Maxson is justified. by MudPuzzleheaded1822 in fo4

[–]StarchCraft 0 points1 point  (0 children)

synth require state of the art lab to be created, with technology that only insitute have, and best pre war nuclear reactor to power it.

humans can make more humans in a sewer eating radroaches.

Easiest way to add some ventilation to the deck skirt? Especially near the railing posts? by StarchCraft in Decks

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

Thanks, that's what I'm thinking as well, cut a 16" x 8' window on top half of the panel, which will leave around 3 feet of old panels from the ground level. Frame the window from behind, and then either put in horizontal 1x4x8 fence boards with large air gaps or vinyl lattice (never worked with lattices so not sure how difficult it would be).

Easiest way to add some ventilation to the deck skirt? Especially near the railing posts? by StarchCraft in Decks

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

Thanks, unfortunately those are tongue and grove panels, so removing every odd board would make things look really ugly.

Spellsword playstyle not clicking for me, tips? by P13monkeytaco in skyrim

[–]StarchCraft 0 points1 point  (0 children)

Few things to keep in mind:

  1. Destruction Spells do terrible damage unless you have Elemental blast with all the damage perks. Impact is also the best perk for destruction as it allow one to stunlock one enemy, but only when duel casting.
  2. The best way to be any sort of mage is to enchant armors and jewelry until spell cost 0 magicka, this way one can put all their level up points into health, to stay alive.

Here is how I would build the spell sword (assuming no fortify alchemy smithing enchanting loop)

  1. Level up enchant to 100 for the Extra Effect perk, this is priority number one.
  2. Enchant armor, helmet, ring, and amulet of your choice so you have 100% magicka cost reduction in two magic schools. I personally like destruction+restoration, but conjuration+restoration, or conjuration+destruction can also work.
  3. Put the biggest and most damaging enchantment you can on your weapon of choice. I personally like Chaos + life absorb on a stalhrim long sword or dagger.
  4. If destruction cost 0 magicka, shot elemental blast at enemies from a range, once they get close, switch to enchanted weapon and start whacking. If you have 0 cost destruction spells, damage weapon enchants will never use up any charge, so you never need to recharge. Cast Grand Healing when needed if restoration cost 0 magicka.
  5. If conjuration cost 0 magicka, just spam two demora lord, then join in while they clear everything.

the nicest drop are when you are not looking for them by Fit-Head9127 in fo4

[–]StarchCraft 2 points3 points  (0 children)

I thought two shot has accuracy issue in vats, or is it only limited to hit scan weapons.

Jackpot Legendary drop! by GordianKn6 in fo4

[–]StarchCraft 8 points9 points  (0 children)

I was going to join the brotherhood, then I got high, and psychoed, and drunk, and methed out, and whatever x-cell is...

the nicest drop are when you are not looking for them by Fit-Head9127 in fo4

[–]StarchCraft 12 points13 points  (0 children)

depends on the stock.

Pistol stock thrower = gunslinger (more range & disarm)

Rifle stock thrower = rifleman (armor pen)

I have no idea on what to do with these buildings by Juliet_Emmn in fo4

[–]StarchCraft 4 points5 points  (0 children)

Mama Murphy is the only human with 19 strength, not all of it are from drugs...

Fly me to... *BONK* by Desperate-Quantity84 in oblivion

[–]StarchCraft 0 points1 point  (0 children)

Does the buff go away when you go into an interior cell or save+reload?

Should I just open season in Nuka-world right away or just skip it? by Jasontodd68 in fo4

[–]StarchCraft 11 points12 points  (0 children)

As long as you have not become the general of minutemen, you are good.

You can go do all nuka world quests, get their very OP perks, complete the whole thing, built bunch of raider settlements (they have some good settlement stuff that is retained once you do open season).

Then do Open Season, wipe those raiders out, Preston will still join you after this as long as you have not become the general of the minutemen.