I haven’t had as much trouble with companions blowing stealth as I thought I would. The enemies seem oddly oblivious to Curie wandering in and out of sight around a corner while I crouch in my Chameleon armor and line up a shot. Although they WILL notice my companions sooner than they’d notice me (who they can practically trip over these days). Once the fighting starts though companions will engage and ruin my chances to hide again. If it’s ever a real big deal, you can just back up some and command them to park it while you go do sneaky stuff.
So, yeah, they do hurt your sneakiness but not as incompetently as I would have guessed/feared.
I don’t know if there’s a fight, but, something happens. I forgot about a “settlement under attack” warning, and later on, I didn’t have anymore the option to help defend it and one settler was dead.
Companions: Who’s the best one in your opinion (including Dogmeat)?
Told Piper to go to Sanctuary Hill. Can’t find her there anymore. Any ideas?
I haven’t had problems with my settlements being attacked. The only one I develop is Sanctuary Hill since I see little point in developing the others. Is there one?
I just make sure that the defense rating is higher than the food+water rating. That seems to be enough.
I’ve already decided to side against the BOS, but I haven’t openly turned on them yet… I’m enjoying taking their scribes out on “research missions” and deliberately getting them killed.
What does the Lorenzo’s Artifact gun do? I got it this morning and chucked it in a trunk without even test firing it. I, frankly, half-assed my way through that whole quest. Mostly, I wanted to nail the 400-and-some year old cougar mom, and was distracted by that. How would things have been different if I had sided with Lorenzo? More importantly, now that the quest is over can I go back and nail the mother?
You can build a bell in your settlement. Ring it and everyone in town will come over for your impromptu town meeting. Easiest way to find a “lost” companion who’s sleeping in a bed somewhere.
Also, Dogmeat will shack up in a doghouse in case you’re ever looking for him.
Strong, because he can carry 270 pounds while most companions only carry around 150 pounds. Turns out, Strong is strong. He’s also pretty badass in combat. I gave him Grognak’s Axe from the comic book shop. Only downside is he disapproves of lots of common activities like lockpicking, hacking, and entering power armor. But he loves murder and mayhem.
I had a death claw wander into sanctuary while I was unloading. I had just grabbed everything from dogmeat to sort into boxes so I was way overweight. My turrets and settlers managed to kill it before I had even managed to get to somewhere I could shoot at it. I was so proud sniff
[QUOTE=Rigamarole]
Some good things to sell for caps, aside from the crappy .38 ammo, include but are not limited to:
Pre-war money
Cigarette packs and cartons
Used fusion cores (pop them out when they’re close to 0, before they burn up)
Excess chems like Rad-X and Radaway (which are not that useful when you have power armor, due to the huge amount of rad resistance you already get)
[/quote]
Sell stuff? But but but… it’s my precious. And what happens if I need 13 Knuckles or 27 standard Pipe Pistols some day?
I actually haven’t really used merchants much at all, I never manage to make it to stores when they are open, and I can never find good help for my settlement stores, they are assigned an green, but never show up for work, except the stupid clothing stand I accidentally built.
Except Codsworth. He alerts enemies from miles away no matter how sneaky I’m being. Everyone else seems to have at least some mediocre stealth.
They’re so dumb! I took one through some facility or other and got him to the terminal, at which point the quest updated. We exited via a rooftop exit so that I could loot the guys up there that I had sniped before going in. Scribe derps off while I’m looting and falls to his death – mission updates again for me to go report what a failure I am :mad:
Not to give a wishy-washy answer, but “Best Companion” is very much a YMMV scenario. Dogmeat is nice and let’s you use the Lone Wanderer perk (which works with Dogmeat despite what the description says). No other companion perk is as good as 50% Damage Reduction and +200 carry weight (at level 40). So there’s a legitimate argument for Dogmeat.
Out of the real companions, it’s a question of your own play style and who complements you. If you like to snipe, having a companion who rushes into melee might be an issue (or you might like letting them tank while you hang back and do headshots). For the most part, I really just go with someone who’s personality is interesting or amusing to me. Lately that’s been Curie for me. She manages to dork up my stealth often enough but “We should file a police report, yes? And put all this evidence into little plastic bags” while I’m looting still makes me smile. Also (Curie story spoilers):
I gave synth-form Curie my Pickman’s knife since she likes to melee and she tears shit up with that thing. I have her outfitted in the sequin dress with synth armor (using a ‘make all clothes usable with armor’ mod) and she is hilarious to watch eviscerating super mutants, making comments in her French accent.
Is damage reduction in traits the same thing as armor value? Like if I have 5 pieces with +10 ballistic armor, do I have 50 damage reduction? And if I take one level of toughness, do I have 60? Does that toughness-based DR apply to all damage types? Or is it a separate value?
If you have the right weapons(s), it is. If you have Overseer’s Guardian done up with the advanced automatic receiver and you have taken the Commando perks, I’m pretty sure you can go through the whole rest of the game without bothering with another weapon. I’ve used it to tear apart an Alpha Death Claw, a Behemoth Supermutant, a Courser, and hordes of Legendary this-or-that enemies in the last couple days. They seldom manage to do any significant damage to me. I’m actually considering setting that gun aside as it takes so much challenge out of the game that things are actually a little boring. Right now, the only enemies that are truly dangerous to me are “Fat Man snipers” and Super Mutant Suiciders. I don’t even wear power armor and nobody else can do enough damage quickly enough to kill me before I blast them to bloody rags. It would not surprise me if that gun ends up getting nerfed in a future patch.
Nothing in Sniper seems like it’ll really help.
Tier 1: You have improved control and can hold your breath longer when aiming with scopes.
Tier 2: Non-automatic, scoped rifles have a chance of knocking down your target. (Level 13)
Tier 3: Non-automatic, scoped rifles gain +25% accuracy to head shots in V.A.T.S. (Level 26)
If your problem is that you’re not doing enough damage, none of those will be really helpful (unless you’re not doing damage because you’re missing shots). The Sniper perk line is pretty disappointing. Does anyone know if Tier 2 requires you to use the scope to get the effect? If I could hipshot with my scoped rifle and knock stuff over, that’s something at least.
I’m using Overseer’s Guardian as well although I believe its specific trait (Double Shot) can be found on random legendary weapons. I could swear I have another weapon with it although it’s something lame like a pipe pistol or 10mm.
I have a double-shot combat shotgun that absolutely wrecks shit, but that of course is when enemies are right up on me.
My getting sniper perks I mean actually becoming a sniper. That means also taking stuff that improves sneak attacks and silenced weapons and so on. Not really my playstyle, though.
Sounds like you should take the Rifleman and Ninja perks, if you haven’t already. Rifleman will boost your damage and partially ignore armor. Ninja will really boost your sneak attacks with guns (3.5X) and boost your reload speed.