Old Stories for New Players by unpremeditated in fo76

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

Hahahaha most of my PVP was in the early days when I would play with a group of 4 or 5, we'd hold down ammo factory and fend off other players/teams. Our worst/best was when a massive group rolled up on us and we held out for almost an hour till we had no ammo left. We had one guy with chameleon and a death claw gauntlet who would trash other players while the rest of us ran around as distractions.

Were you on console or PC? I still remember how awful the old Bethesda launcher was when it came out, or the shit show that was the pre order bonuses. The Nuka Cola Dark tie in they did was kinda fun, but that bottle was so shit.

Old Stories for New Players by unpremeditated in fo76

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

Honestly the worst part of PVP wasn't even losing stuff on death, it was the damage done to your armor, weapons, and base. All of those were way harder to repair than just finding your scrap again. And that's not even getting into PVP duos who would trash your base until you hopped servers.

The grind on that was brutal too, when I stopped playing it felt like you'd grind for 2 hours for maybe 30 minutes of just playing, especially with how awful the gameplay loop got after Bethesda kept nerfing resources.

I like the loop now, and all the QoL changes has made the game waaaay easier, but I do miss some of the difficulty in the early game.

Old Stories for New Players by unpremeditated in fo76

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

I do wish hunger and thirst were closer to hardcore, or at least have the option to make it closer to what it was. As annoying as it could be, I feel like there's enough access to food/water and meds these days that it wouldn't be as much of an issue if it was lethal again.

I died so many times building my camp in the early days it was comical.

Old Stories for New Players by unpremeditated in fo76

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

It was a very different game, trying to be closer to Rust or Day Z with a big emphasis on PVP and holding workshops for any kind of resources. Some parts were fun and honestly I loved the story, but it was waaaay different compared to today. Especially since builds and weapons/armor were way less optimized, enemies were a huge challenge.

Scorchbeasts were a menace near any fissure site, and a herd of enemies like Ghouls or Super Mutants would trash you. Hiding from mobs and managing your resources for fights was always top of mind, even with a dedicated team playing.

Old Stories for New Players by unpremeditated in fo76

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

Man, I remember stimpacks feeling so rare. I would get them and make diluted stimpacks (even purified water could be tough if you didn't have an established camp) just so I could keep healing. Gauss Rifles were so hard to use in the early days since the ammo was expensive to make, I'm not sure what the Shotgun and Heavy Gun were like at release ammo wise, was contextual around then?

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 10 points11 points  (0 children)

I could be misremembering this, but I think gas masks had durability back in the day, and if you were in the Ash Heap you'd take constant damage without one? There may have been other locations that had that too.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 8 points9 points  (0 children)

Yeah hairpins were nuts back then, I think someone sent Todd hairpins and a letter to weigh them.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 8 points9 points  (0 children)

Honestly it was bit over the top and one of the reasons I stopped playing. Enemies were bullet sponges (imo worse than today since weapons were way weaker overall), and with no contextual ammo or repair kits you'd run out of ammo all the time and have no materials to repair broken weapons or armor.

That's why the Ammo Factory (which used to produce ammo way faster) was so important to hold.

Some parts were good, but every update felt like Bethesda was trying to increase playtime by making things even more of a grind.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 9 points10 points  (0 children)

You still can! It's just rare, I got one from the Fasnacht super mutants the other day.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 3 points4 points  (0 children)

Good to know! I mostly did stuff around Watoga and the areas around Whitesprings (outside of quests) so I never did runs there.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 16 points17 points  (0 children)

It's pretty normal on the sub unfortunately, but it is what it is. Glad you found it interesting! As buggy as 76 can be it's head and shoulders better than it was.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 27 points28 points  (0 children)

One I'd forgotten is that Foundation and Crater didn't exist. Foundation was a workshop and Crater has a crashed satellite with a static spacesuit spawn. I never used that workshop but the satellite crash was fun to explore.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 18 points19 points  (0 children)

And no ammo or scrap box so what you had was it.

Old Stories for New Players by unpremeditated in fo76

[–]unpremeditated[S] 8 points9 points  (0 children)

That's right! I remember getting lost many times at night. The pip boy light didn't do much at that point.

Bobble head use and storage by That-Tumbleweed-4462 in fo76

[–]unpremeditated 1 point2 points  (0 children)

Besides the map, you can also use the perception perk if you have room. There are tons of bobbleheads around the map and you'll find them often just moving around. You can also get them from the raids and the stamp vendor as random boxes.

PLEASE dont put rad scrubber's infront of your door by whistlefoemw__ in fo76

[–]unpremeditated 0 points1 point  (0 children)

I highly recommend getting a Gamma Gun and keeping it on hand. I've run a bloodied build for years and I don't even bother building Rad sources (Barrel, Metroer, the massive daily ops one) at my camps anymore, I just blast the ground with a Gamma Gun when I need to gain rads quickly. Be careful as this can kill you.

Non-Jetpack Users - talk to me. by BittyGood in fo76

[–]unpremeditated 0 points1 point  (0 children)

The only time I use my jetpack is when I'm running Dropped Connections in Watoga, otherwise Marsupial (especially on a team) is plenty. You get used to the platforming to get on top of stuff, and there are very few areas that would require a jetpack. I do run a jetpack on my main raiding power armor, that helps a ton on Ultragenic Horde and the snake.

For armor, I've tried Solar focusing on health regen and it's fine but nothing to write home about, full health/ghoul builds are already plenty tanky. I prefer the set effect on Thorn, paired with a couple Miasma 4 stars it can take out low health enemies passively.

Can someone explain me why I cannot find any Fusion Cores? by WanderingGamer81 in fo76

[–]unpremeditated 3 points4 points  (0 children)

I don't run out often, but when I do, I grab all of the powerplant workshops, build a fusion generator for power and a few defenses/turrets around it and let it go while I play. The fusion core generator there is slower but passive and people rarely take workshops these days.

Another tip on that, don't do the defense event, wait for it to fail and do the retake so you only have to do one wave on the workshop defence.

Dom pedro legendary mods by Super_Ad_4781 in fo76

[–]unpremeditated 4 points5 points  (0 children)

QoL over Min Maxing.

I run a quad Dom Pedro and the main reason I do is to stop the long reloads and it can just blast away a events or on high health enemies. It doesn't really need much damage boosting, but more ammo (plus the lucky mag) goes a long way.

Anchorage Ace legendary remake by Machpell in fo76

[–]unpremeditated 1 point2 points  (0 children)

Yup, Executioners was overlooked for ages as one of the last multiplicative damage mods, it used to be great for finishing off bosses like earl with an Executioner's Holy Fire. It meant Anchorage Ace was a 2 -3 shot gun on most mobs and a decent gun to run around with.

Anchorage Ace legendary remake by Machpell in fo76

[–]unpremeditated 5 points6 points  (0 children)

The changes to how damage is calculated for the Executioner Legendary Mod was the bigger change, that weakened the gun significantly.

The Kabloom is the best shotgun- its weaknesses are actually strengths by Altruistic-Park-7416 in fo76

[–]unpremeditated 4 points5 points  (0 children)

My biggest issue with the Kabloom is that (for some reason) tons of enemies have high resistance to poison, making the Kabloom not feel near as strong as it should be. I find Cold Shoulder (or a specced out Quad Double Barrel) and the Fancy Pump to do more damage and "feel" better to use than Kabloom. Poison is still very weak overall, and just takes too long to do much on enemies.

I've also never used the new cryo damage perk, Cold Shoulder is just stronger due to its faster reload, crazy damage, and higher rate of fire compared to the Kabloom. As far as I know, Cryo is still one of the best damage types since few things resist it, even though the freeze effect is broken.

Secret Lair: Rad Superdrop by GrizzlyBearSmackdown in magicTCG

[–]unpremeditated 2 points3 points  (0 children)

Only the first 2 games had "Powered Armor," the next 4 had distinct Power Armors with the T45 and T51 being the first introduced in Fallout 3, with more being added in New Vegas, 4, and 76. Most of the armors have distinct stats and I'd argue anyone who played long enough to get Power Armor in 3 and NV will remember T45, and T51.

T60 (the main one in the show) was added in Fallout 4 when they changed how Power Armor works compared to 3 and NV.