| antigin said: Just some screens) |
Awesome shots and great settlement as well. Those shots and the Russian text give it a real Stalker vibe.
Yeah, makes much more sense to put those windmills on the roof. I don't think mine do much with the 5 story building behind them lol. I wonder what happened to solar panels in the Fallout universe, never invented I guess.
| pokoko said: Also, for anyone who wants an incredible gun, there is a Two Shot combat rifle for sale at Vault 81. It's called the Overseer's Guardian. I got my Two Shot in the wild but the mechanism looks to be the same. Tool-tip is 180 damage with a .308 receiver. Just found out something that made me feel kind of slow. I don't know if it's just me but I never realized that you can get different Mk. versions of each turret when you're building, which increases the further south you go. Looks to be mostly random. When you bring up a turret to place, it might have Mk. 1, 3, 5, or 7 written on the side, with each one being an upgrade even though the "defense" value remains the same. If you want higher, just back out one step and try again. Sure enough, I have Mk. 1's at most of my settlements. Gao! Related to that, I had my first attack on Spec Island. I didn't get to fire a single shot, though, as my turrets wiped out each pocket before I could get there. The RPG and heavy laser on the front beach approach absolutely creamed three Super Mutants. Poor bastards. Murkwater Construction settlement seems to have a Queen Mirelurk spawn everytime I teleport there, which is hilarous. She caught me completely by surprise the first time but the last time she had five turrets on her right away and got ripped to shreds. Don't spawn in my settlement. |
Speak of the devil. I literally just bought that gun, last thing I did before quitting. I'm still investigating that place, so far someone lost a cat I agreed to find lol. After that sttraight back to Sanctuary to upgrade it and replace my neverending one. Losing no reloads for double damage is an easy trade off.
I also explored University point, good story indeed, and nice prototype laser gun. Still underpowered but since it doesn't need to be reloaded it's quite useful. I had over 2500 fusion cells saved up, so I pretty much use it as a gatling gun now, run backwards, keep firing lol. I googled that number that's written on a blackboard in there 89875517873681764x10^9. It somehow looked familiar, and it is. It's the energy of 1 gram of matter from E = MC^2. Great detail.
Do the higher turrets do more damage or is it only a different mark on the side? I never noticed it either, just dump a couple of defense 8 turrets around and move on. Actually I have been ignoring the other settlements for a while, failed "talk to settlers at ..." Talk to preston. I'm getting called to the principal's office :/
I have the ballistic weave option now. I can see why you want it on a hat instead, pretty useless on clothes. The armor value is slightly better, yet replaces all stealth bonusses, deep pocketed carry bonuses and stat bonusses. I have +2 str, end, cha, int on my armor. Hard for clothes to top that. Plus 25 rad resist on the Vault suit.
I also explored Dunwich borers last night. (East of the slog) Very nice buildup of tension, feels like some real exploration, although the pay off is not that big. (nice knife, but when do you ever use a knife) Play it without the battle music (if you had not turned that off long ago already) so as not to ruin the atmosphere.
My attempt at an atmospheric radiation storm shot







