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Power Armor Lore (Fusion Cores)


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I also save them for special quests and places, underwater, the witch quest in Salem (as you as you half way in, you run and get it!.) and the glowing sea, oh god the glowing sea.

 

 

It dame scary. It like on another planet, you feel like the power armor is the only thing that stops your body from rotting away and you feel so alone it just crazy. I don't even trust the hazmat suit, it made of light fabric for god sake. I fought five deadthclaws in that place and somehow lived with power armor (not a tanky build.)

I have to admit, the children of atom gave me a surprise. I recall laughing at them in fo3. Now they stand in rags in front of me while I'm in a tank suit and so freaking scared. How does that rad res work even?

 

 

The cores are a nice treat to find though. I also found a full set of t-51 locked in a cage with an advance hack sealing the door.

 

I personally find the X-01 ugly, I like the older t-45 looks more or t-51.

Edited by Boombro
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I also save them for special quests and places, underwater, the witch quest in Salem (as you as you half way in, you run and get it!.) and the glowing sea, oh god the glowing sea.

 

 

It dame scary. It like on another planet, you feel like the power armor is the only thing that stops your body from rotting away and you feel so alone it just crazy. I don't even trust the hazmat suit, it made of light fabric for god sake. I fought five deadthclaws in that place and somehow lived with power armor (not a tanky build.)

 

I have to admit, the children of atom gave me a surprise. I recall laughing at them in fo3. Now they stand in rags in front of me while I'm in a tank suit and so freaking scared. How does that rad res work even?

 

 

The cores are a nice treat to find though. I also found a full set of t-51 locked in a cage with an advance hack sealing the door.

 

I personally find the X-01 ugly, I like the older t-45 looks more or t-51.

 

Glowing Sea is an eerie setting on the map. I said it in another thread, no FO game before had something like the SW corner of FO4. The radiation danger and the critters there, the constant glows all around, green mists, sometimes red/orange haze and pools. Ghouls popping out of the ooze.

 

I like the X-01. Activating the light is also cool on them. Unlike the other Power Armors that have a separate lamp on the helmet, the X-01's helmet eye lens light up and illuminate what you look at... Real cool!

 

Children of Atom also have that Gamma radiation pistol. Something you may not be specced too well to resist.

 

Regarding your mention of Hack skill... This game, more than the previous FO games, rewards you going with Hacker and Locksmith. There's tons of locks, computers keeping you away from obvious loot. Unlike FO3 and FONV where you can very carefully play the system and unlock higher difficulty things, it's not necessarily so in FO4. There's definite walls with Advanced, Expert, Master level stuff. Basic Novice will get you far but not at all the goodies locked away, teasing you.

Edited by Warmaker01
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*snip* The training, sure, there were sometimes other ways to get that, but I figured I'd have to put a suit together pretty much from scratch once I found out there'd be armor crafting. *snip*

 

From a lore perspective, if you choose Nate, he might already have power armor training from his back history. "At some point before 2077, Nate served in the US Army during the Sino-American War, in the 108th Infantry Battalion's 2nd Regiment." (Source: http://fallout.wikia.com/wiki/Nate ) This could explain the lack of needing any power armor training in the game. It would put Nora at a disadvantage with her non-military background as a lawyer, so to make choosing one over the other have no significant difference in mechanics they just took out needing the training at all.

 

Here's how I see it: The intro movie centers on Nate's military background and even shows Nate on patrol with a squad member who is wearing T-45d. It makes total and absolute sense that he'd know how to use and perform field service on power armor, even if he wasn't issued his own suit. It's like having a light machinegun in the squad. Not everybody's issued one, but everybody knows how to pick it up and use it or clear a jam or what have you if the need arises. There's absolutely no way Nate spends day in, day out in a unit that has power armor in service and doesn't know quite a bit about it.

 

As for Nora... a lady friend of mine is a lawyer. That takes a certain personality type. Trust me, if it was real life and I was power armor trained, unless it was classified information and I couldn't talk, she'd have been curious enough and asked enough questions to have the basics down just being my friend, nevermind my wife. Again, makes total sense to me that Nora would know how to use it, being married to Nate.

 

What doesn't make sense to me is Random Wastelander B being able to use it as long as there's a fusion core installed.

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Regarding your mention of Hack skill... This game, more than the previous FO games, rewards you going with Hacker and Locksmith. There's tons of locks, computers keeping you away from obvious loot. Unlike FO3 and FONV where you can very carefully play the system and unlock higher difficulty things, it's not necessarily so in FO4. There's definite walls with Advanced, Expert, Master level stuff. Basic Novice will get you far but not at all the goodies locked away, teasing you.

I'm doing a jack of all trades, master of none kind of build with low str, end and high agility and luck. I will have the advance perks and that it. I dislike op builds.

I like shabby stuff so I don't need all the caps in the commonwealth.

 

 

 

What doesn't make sense to me is Random Wastelander B being able to use it as long as there's a fusion core installed.

Maybe the training is needed to use it without the core, and unlock it hidden powers? That makes sense, to me at least.

Yet again, it just lore change. We have to adopt.

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Re: PA training for wastlanders... It's possible that, given time, even a determined raider scav could sort out how to use his jury-rigged PA suit. Probably not as efficiently as a former soldier or current BoS Knight, but trial and error can take you surprisingly far. With that in mind, I could easily see (perhaps even as a mod or in DLC) a quest reward/perk level which grants increased efficiency (someone above mentioned the perk which increases efficiency in Fusion Core use as a reflection of superior proficiency) with the armor, over that with which you start the game.

 

Anyway, much as we'd like it to, the game doesn't always make sense, unless we can come up with a satisfactory rationalization. Personally, I like the notion of eventually being able to recharge FCs, at some expense in materials. And it's not just for the PA; the Gatling Laser also apparently uses 'em. *ZAPZAPZAPZAP!* =^[.]^=

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I've used my PA precisely once, as a rad shield when exploring a particularly hot area. Mind you, I don't have a tremendous amount of hours in the game yet. I've only seen two deathclaws (this includes the introductory one) and haven't fought either one. I'm a sneaky little bugger, if I can possibly fix it so my enemies all fight each other I will ;)

 

Just an example, clearing a raider camp with one of the baddies in PA: I snipe everyone but PA-boy, and as I'm sneaking around the perimeter taking potshots at PA-dude I stir up a couple of super mutants. I immediately stand up and sprint into camp right past PA-guy with the mutes hot on my heels. I keep going through and up the hill, where I calmly wait until the shooting and screaming stops. One-shot the last bad guy standing and loot the joint (then blow myself up and die because I missed a hidden mine).

 

*sigh*

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I've used my PA precisely once, as a rad shield when exploring a particularly hot area. Mind you, I don't have a tremendous amount of hours in the game yet. I've only seen two deathclaws (this includes the introductory one) and haven't fought either one. I'm a sneaky little bugger, if I can possibly fix it so my enemies all fight each other I will :wink:

 

Just an example, clearing a raider camp with one of the baddies in PA: I snipe everyone but PA-boy, and as I'm sneaking around the perimeter taking potshots at PA-dude I stir up a couple of super mutants. I immediately stand up and sprint into camp right past PA-guy with the mutes hot on my heels. I keep going through and up the hill, where I calmly wait until the shooting and screaming stops. One-shot the last bad guy standing and loot the joint (then blow myself up and die because I missed a hidden mine).

 

*sigh*

Use a syringe rifle.

You can make custom ammo with sweet effect like frenzy and poison which will help a lot.

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Regarding your mention of Hack skill... This game, more than the previous FO games, rewards you going with Hacker and Locksmith. There's tons of locks, computers keeping you away from obvious loot. Unlike FO3 and FONV where you can very carefully play the system and unlock higher difficulty things, it's not necessarily so in FO4. There's definite walls with Advanced, Expert, Master level stuff. Basic Novice will get you far but not at all the goodies locked away, teasing you.

I'm doing a jack of all trades, master of none kind of build with low str, end and high agility and luck. I will have the advance perks and that it. I dislike op builds.

I like shabby stuff so I don't need all the caps in the commonwealth.

 

 

I originally started out to do a rifles based build with moderate intel and perception, good charisma. I ended up doing a generic, all-around build. I think I just broke Lv50 (I've been playing an unhealthy amount) and right now my character can do it all but open up those high end locks and computers. Sneaking is out of the question but with Rifleman, I don't need to sneak in. Gun Nut in particular is awesome for juicing up all your weapons on top of combat perks like Rifleman, Commando, etc. Even then, the other crafting perks have big uses. Science is also essential in getting higher end mods. My character has mastered all the crafting perks so her gear, with a lot of careful saving and spending, is fully worked up. Mod F power armor, full mod selection for all weapons and armors... It's very nice.

 

Right now I have a wide collection of Power Armor Sets. T-45 (2 of them), T-51 (I found a second set and have to go back and collect it), T-60, parts of X-01. Most of the time I've been using Combat Armor but lately I decided to splurge on PA usage and feel like a tank. I got a decent Fusion Core stockpile to do so at this stage.

 

Edit: I mentioned in an earlier reply in this thread the X-01's headlamp is the eyes. If you switch headlamp color, the eye lens also change color. Default is yellow lens but if I select red headlamp, the lens will be red.

Edited by Warmaker01
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Thanks for all the replies. To clarify, from a gameplay point of view, I can understand why this feature was implemented, I was more interested if there was any "official" explanation to if and how is this change from batteries that "last hundreds of years" to batteries that last like a day or so (in-game, have not actually measured how long they last exactly) explained in the Fallout universe. Mind you, from the lore point of view, the T51-b Power Armor in New Vegas and T51-b Power Armor in FO4 are exactly the same, no matter how different they "feel" in the games. But from I understand, there is no such explanation which is kind of sad. Not that it's that big of a deal, but what if next time they are going to change something even bigger with no apparent logical explanation? These "tweaks" kind of mess with the integrity of the whole story/setting.

 

I mean, they could have just said that the "old big batteries" got so much damage and/or were all drained/looted by scavengers, raiders and such so that to civilian-oriented Fusion Cores have to be used instead. The Power Armors were built with that specific in mind so that in case of an emergency, there would be enough Cores in civilan use that could forcefully be taken and used by the army. Oh well, that's going to be my explanation at least :)

 

Also I agree that the Fusion Cores should last longer, be more scarce and most importantly, not be at 100% charge all the time. Oh and companions/AI should also need to use them, plus fast travelling should drain them at least as much as if you were walking to where you travelled.

 

My two cents

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Personally, if they had to make big changes that effect the lore. Let them do it. Lore is lore, fearing to change it to make the gamer better is dump IMO. I know it hard for long time fallout players to adopt, but it just a lore change.

 

The only problem with PA now is that you can get it early, and there a lot of cores around and they last a little. So you treat them like potions, always save them for that hard fight and then forget you had them. To be fair, beth games were never hardcore survival so they did it poorly. But pa is why more fun and feels right now, at least to me.

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