Photo_2018-11-19-224341 by Sam Posten III, on Flickr
Photo_2018-11-19-233455 by Sam Posten III, on Flickr
Photo_2018-11-19-234757 by Sam Posten III, on Flickr
useful info from a level 84
Power armor:
Level System:
- It is useful even if it is just a frame.It gives you an invisible strength buff and a flat 60 in both kinetic and energy resistance.
- Power armor can be stored in frames.Just a single piece of the power armor will weigh around 12-16, but the frames weigh about 10. What this means is that if you store a full set of power armor on the frame, you are effectively reducing 50-60 weight down to 10. HOWEVER, do not put more than one fusion core into the frame, it just vanishes if you don't reclaim it after awhile.
- Fusion cores are not a scarce commodity.The Fusion core drain is super super incredibly generous compared to other fallout games. Certain robot enemies will always drop fusion cores at a random charge, the two that I know of are sentry bots and Robobrains. Sentries are harder to take care of but Robobrains are very easy to kill even at lower levels. What this means is that if you are ever short, you can just go to a location with Robobrains, clear them out, then server hop if its still not enough for you.
- Power armor is incredibly overpowered compared to all regular armor at lower levels, there is an endgame however for collecting good heavy armor pieces and it's possible to hit the same damage and energy resist as a suit of power armor. But given how accessible and easy it is to get a nice suit of power armor versus the alternative, I would recommend power armor unless you are deep into the late game grind.
Environment and Resources:
- RESPEC FOR SPECIAL POINT DISTRIBUTION IS CURRENTLY NOT AVAILABLE, THINK THINGS THROUGH.
- The game gives an adequate amount of XP for most activities.However, Most quests only give around 300-500 XP. For reference, a regular super mutant gives 30, a titled super mutant gives 60, a deathclaw gives 300. What this means is that kills will be the overwhelming majority of your XP will be from kills throughout the wasteland.
- This game can be played by yourself, the balance team made sure of it.However, what this inherently means is that numbers advantage is super powerful. The extra damage means you can take on higher level enemies, higher level enemies will give more XP, on top of that inspirational gives you a 15% bonus to those XP gains.
- There are items that give you bonus XP, all of them stack. The notable ones are sleeping in a bed, which will give you well rested (5% xp) the canned food stew distributed to everyone on the server after you complete the "Feed the People" event at Mama Dolches. (5%) and certain cranberry items you can craft at a cooking stations, which have different percentages depending on what item it is.
- You can invest in a SPECIAL stat and pick a perk card from a different statEx: At level 2, I can invest my perk point into strength, then cycle over to charisma and choose inspirational 1.
- Powerful cards are level gated, meaning they cannot be obtained until after you have reached that level,Ex: Tank Killer is a perception card that requires level 30, meaning if you level up at any point from 2-29, this card will not be shown when you go perception in pick a card.
Thoughts on Perks
- Vendors have 200 caps in stock, and is faction based. Meaning if you visit a vendor of faction A and sell everything you have to take their 200 caps, all vendors belonging to faction A will have 0 caps in stock, while factions B and C will still have 200 caps waiting for you. Sell all of the junk you don't use frequently for some quick cash. (Bone fragments are a good choice, weighs a good bit, useless as fuck)
- Eating unprepared food has a chance of giving you diseases, which are annoying. However, raw plants don't nearly have as high of a chance to give you diseases as raw meats. Meaning, if you don't feel like dealing with all the food spoiling in your inventory, it's entirely possible to avoid this aspect of the game if you just get some plants and make a decent sized garden in your camp and live off of those.
- Workshops are worth the investment. Clearing it out gives you 20 caps, the fee to claim it is 25. Meaning for the price of 5 caps, you can have consistent flow of resources into your pockets for your play session on that server, a free fast travel point, and a good chunk of XP from the defense events.Building the generators to produce those resources don't come out of your pocket most of the time as claiming a workshop gives you some building materials to work with on site (the materials the workshop will cover for you is highlighted in green). Defending against players is also relatively easy for a few reasons. First, most players don't think it's worth the hassle to try and steal it from you. Second, those that do want the workshop can just server hop to where one is free instead of potentially dying to you. Third, even in the hypothetical scenario some dick does try to take your workshop, you can easily stop him. Get all of your resource generators running, then use the rest of your budget to place an army of turrets facing the workshop bench. Workshops count as player settlements, meaning until a player confirms that his intention is to claim the workshop by standing in the workbench area, the turrets are considered non-hostile and the invader will gain a bounty for attacking them. So, if they try to hurt the turrets, they get a bounty and a hail of bullets. If they try to claim it by standing in the center, they're a sitting duck and they get greeted by a hail of bullets. There's just no situation where they can win.
- The resources most sought after will be adhesive, gears, screws, and springs, a good chunk of these things are generally needed for most crafting projects and repairs. Power armor crafting especially needs an insane amount of springs so be sure to stock up on them as much as possible. Weapon repairs generally need springs as well, Melee weapons however will generally only need wood and adhesive, both of which can be found more frequently.
- There is no trading hub, there will rarely be trading at all due to a couple of reasons. First, there is no free fast traveling point other than vault 76, and there is no obvious social hub on that map that is clearly intended for players to go and trade at. Second, the trade menu is currency exclusive. What this means instead of the trading system in other games we're used to where it opens up a window where you can drag the items you want to trade for another item, the only way to trade in this game is for them to request something in your inventory and for you to set a # of caps that you are willing to sell it for. In other games this wouldn't be an issue, however since most players aren't sitting on a lot of caps, this discourages trading. Of course, I can totally see Bethesda fixing this in the near future by addressing these issues, but until then I recommend being entirely self reliant. Meaning, fix your own gear and have the resources to do so, don't over or under invest in a particular resource, and don't hold onto things just because you think its going to be a good payday because it's going to be a while.
- If you find yourself wanting a particular resource, there are deposits scattered across the map which you can build your camp over. If your camp has a deposit within its building vicinity, it will increase the cost of moving it from another location quite significantly. However, You will now have a generator of that material from the deposit every time you play. A fair warning though, these areas are probably going to be hotspots for camps, and currently if you log onto a world where someone already has a camp where you built yours, the game just blueprints your camp and covers your moving fee, until they fix this I recommend always fast traveling to your camp after every play session so that in case someone had already beat you to it, you can just server hop and rebuild your camp without making a huge journey.
Hope this has helped, I know it was very long. I'll see you all in the wasteland.
- Currently the stash limit hinders your gameplay quite a bit, so any and all perks that reduces carry weight of any items in your inventory is very good. this of course detracts from your combat efficiency since the more points you spend on carry weight deduction the less points you have into those cool combat perks, however with the game in it's current state I think it's worthwhile.We know that a stash limit increase is coming, we know that character respec is coming, so play in the now and make your life easier in the current version we play on. carry weight perks, gotta have them.
- Perk cards are swappable, meaning you should really think about what perks would be more useful to you all the time, because those conditional perks that is only useful some of the time can just be swapped in when you need them.This means that hypothetically, I can have the benefit of guns breaking 50% slower from gunsmith 5, and when I need to repair my power armor I can swap my gunsmith for power patcher, which decreases the repair costs. I can have marathoner 3 in my agility slot, and when I need to make ammo I'll swap it out for ammosmith for more ammo yield. There is no point in having any crafting perks active when you are out and about.
Well, it's official. Bethesda are either complete asshats or idiots.