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Moments That Infuriated You


BlindLookout

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Afterwards, Father seemed to find it hard to believe that the battle didn't go in the Institute's favor, perhaps implying it had been my fault. Not really sure what he expected from a single Courser against multiple squads of guys in power armor.

 

I bet you wer elike "really Shaun? you sent a handful of synths against hordes of power-armored gatlin-laser-armed soldiers and it's MY fault they died? Are you implying me, your father, should have tried to go up against a full BoS assault team and their aircrafts on my own?".

 

Nevermind the fact that he never fully explains why he did things like send synths to replace people in settlements etc.

His answers are always like "yeah we do bad things up there but hey, science mortherf*cker!".

 

Later I broke into the Institute with the BoS and told Shaun "what's the problem man? I thought you said you could easily handle a few paladins, here take this gun and show them".

Yeah I dropped a 10mm on his deathbed and went to nuke the reactor without even talking to him.

 

Now that you mention it, there were a couple other synths there, weren't there? Forgot since they got obliterated so quickly. Just the image of that Courser getting wasted repeatedly burned into my mind. Made the Brotherhood's general combat superiority pretty clear, though.

 

At this point, needless to say I was questioning Father's judgment. Not only did he seem to think it's my fault... but he's still talking to me for some reason? In fact it seems like he's more adamant than ever to support me? Was he senile as well as dying? Or was his faith in the rest of the Institute really so low that he thought it'd have a better chance surviving in the hands of someone who quite possibly/probably wanted it destroyed? Kind of makes you wonder how the Institute got to where it is in the first place.

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You know what really grinds my gears?

 

The fact that the settlers you are forced to rescue in Concord are immortal. It was on only my third character that I went: "you know what? Tired of the hammering, tired of the constant demands about a "settlement in trouble" or some other favor they want, screw these guys.

 

But no. You're stuck with them, like a cat somebody asked you to watch "just for the weekend" and abandoned in your home, and there's no way to kill them or get rid of them afterward. Gah.

 

Hate "essential" characters...

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Speaking of annoyances, it's not even as much that Preston whines about how everyone else betrayed their duty when they didn't show up at Quincy -- frankly that does seem in line with his idealistic wimp personality -- but that everyone else does. In the beginning every stupid settler in a hut is like, 'Oh, I don't know, I'll have to think twice about the Minutemen after Quincy." Well, <bleep> off, why didn't YOU show up to defend Quincy then?

 

And frankly, even an army can retreat or avoid an engagement against an overwhelming force or in unfavourable terrain, or whatever. Read the Art Of War, if nothing else. It's stupid to act as if it was some supreme act of betrayal if a militia avoided an all-out last stand against force that had the numbers AND equipment AND training. As a smarter strategist than me once said, "no bastard ever won a war by dying for his country. He won it by making the other poor, dumb bastard die for his country." (General George S Patton.) And really, that's it. If you can't make the other gang die and fail, then don't fight there. Retreat, counter-attack on your own terms, or set an ambush, or whatever. The point isn't just to die gloriously and go to Valhalla.

 

It's probably that kind of BS that tore the Minutemen apart to start with.

 

That said, well, I'll agree that the available companions are not all that interesting. But then I suspect that's also an effect of having an uber-simplified dialogue system with them. There's just not enough options there to be able to really go in depth on any topic. You just can't have all the talks you had with modded companions like Vilja or Willow in other games, because, frankly, after having a mandatory Dismiss and a Never Mind option, there are exactly two options left for starting a conversation anyway. And even those aren't meant to actually start any meaningful conversation.

 

I mean, I'd love to have adventure with Honest Dan, or with Ronnie Shaw, or for that matter with Glory, the self-styled "ass-kicking angel of death", but let's be honest, they'd end up just as boring anyway. You'd have 4 conversations tops at 250, 500, 750 and 1000 affinity, maybe a personal side quest for them, and that's pretty much it. The rest of the time, they'd just be robots to command around, and a source of one-liners.

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Speaking of annoyances, it's not even as much that Preston whines about how everyone else betrayed their duty when they didn't show up at Quincy -- frankly that does seem in line with his idealistic wimp personality -- but that everyone else does. In the beginning every stupid settler in a hut is like, 'Oh, I don't know, I'll have to think twice about the Minutemen after Quincy." Well, <bleep> off, why didn't YOU show up to defend Quincy then?

 

And frankly, even an army can retreat or avoid an engagement against an overwhelming force or in unfavourable terrain, or whatever. Read the Art Of War, if nothing else. It's stupid to act as if it was some supreme act of betrayal if a militia avoided an all-out last stand against force that had the numbers AND equipment AND training. As a smarter strategist than me once said, "no bastard ever won a war by dying for his country. He won it by making the other poor, dumb bastard die for his country." (General George S Patton.) And really, that's it. If you can't make the other gang die and fail, then don't fight there. Retreat, counter-attack on your own terms, or set an ambush, or whatever. The point isn't just to die gloriously and go to Valhalla.

 

It's probably that kind of BS that tore the Minutemen apart to start with.

 

That said, well, I'll agree that the available companions are not all that interesting. But then I suspect that's also an effect of having an uber-simplified dialogue system with them. There's just not enough options there to be able to really go in depth on any topic. You just can't have all the talks you had with modded companions like Vilja or Willow in other games, because, frankly, after having a mandatory Dismiss and a Never Mind option, there are exactly two options left for starting a conversation anyway. And even those aren't meant to actually start any meaningful conversation.

 

I mean, I'd love to have adventure with Honest Dan, or with Ronnie Shaw, or for that matter with Glory, the self-styled "ass-kicking angel of death", but let's be honest, they'd end up just as boring anyway. You'd have 4 conversations tops at 250, 500, 750 and 1000 affinity, maybe a personal side quest for them, and that's pretty much it. The rest of the time, they'd just be robots to command around, and a source of one-liners.

 

- Anytime you have a group/ organization/ club etc that has a substanial number, your bound to have strife, quarrels, and disagreeements. I would like to say that people know when to cut the bs and focus on the mission, but people can't/ don't compartmentalize that way. As for the settlers having trust issues...a valid reponse to betrayal by an organization supposed to protect you (think police shootings and people's reaction), however none of them showed up, becasue:

 

a) they didn't hear about the attack until it was over....no phones or other reliable forms of communication and,

 

b) the people who just focus on their own survival are fallout's version of sheep...so much as the average person is focused on themselves today. They will accept and often expect help from others but will never provide it to others, due to narcicissm, cowardice, and/ or general weakness. The weak cannot help the weak, only the stong can.

 

- As for the "fire and manever" its a valid criticism, but they had somewhat of a position in Quincy, granted the Gunners had the highways, but still...better then nothing, which is what they would have had out in the Commonwealth, as said by Preston and other notes and terminals, the Gunner/ Raider group harassed the surviors from Quincy thru Concord, with the numbers gradually decrerasing the further they got away from Quincy....but a bailout immediatly learning of the pending assualt would have lead to no surviors, as out in the open with inferior numbers and one shot laser muskets, they would have been cut down by the better armed and numerically superior Gunner company, there only hope was a rear guard action and hold, and then evacuate the remanider while a few perfomed a last stand to hold the focus of the enemy...which as we know can be effective...but at the cost of the defender's lives.

 

- yes the dilouge is limiting, but I rarely talk with my companions anyway.... I'm here to loot, explore, and build....and maybe find my son, not chat people up. As for the one liners....no complant but so far Deacon has the best ones.... "We sure do that a lot...winning that is!", " You, me, and a mortuary....you see where I'm going with this right?"

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Bethesade kill off Sarah Lyon and turn the BOS into lets us kill all the factions who oppose us who also kill all non-humans and once were humans (Ghouls), and become start of Golden Throne faction from Warhammer 40k.

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Bethesade kill off Sarah Lyon and turn the BOS into lets us kill all the factions who oppose us who also kill all non-humans and once were humans (Ghouls), and become start of Golden Throne faction from Warhammer 40k.

 

Put them back to normal then, since that's pretty much how they were to begin with. Lyons and his group in DC were an abnormality in the Brotherhood since they put people before the Brotherhood mission.

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All the faction quests being formula and leading to the same event.

 

The ending.

 

The factions all being extremist or nutty.

 

Shaun.

 

Effing with my emotion over the kid I didn't even care about to be honest until it is brought up everywhere so I kind of care, maybe. But I do care about all the good I have done, making the commonwealth better for normal people and then I find myself dealing with weird factions, and cornered into choices, none of them good... and that kid I didn't care about is SIXTY!!! ARE YOU KIDDING ME!!!??? Now I feel really bad because even though I didn't care it's disturbing to suddenly really have it hit me just how much I lost. And I'm nothing more than an experiment to him. And now I have to pick a side and feel like I'm destroying everything I've been building. Would have been better if I just died in that cryopod like the rest. Thanks bioware... er a bethesda. I really appreciate that. :(

 

I think that sums it up.

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Bethesade kill off Sarah Lyon and turn the BOS into lets us kill all the factions who oppose us who also kill all non-humans and once were humans (Ghouls), and become start of Golden Throne faction from Warhammer 40k.

 

Put them back to normal then, since that's pretty much how they were to begin with. Lyons and his group in DC were an abnormality in the Brotherhood since they put people before the Brotherhood mission.

 

 

Not to mention that it's explicitly an abnormality even in FO3. The Outcasts make that amply clear.

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@Starlitegirl

TBH, I'm pretty content with the BOS ending I chose.

 

I hadn't put any real work into the institute, since I pretty much hated it and everything it stood for from the start, so taking it down didn't feel like I was ruining anything _I_ built. In fact, it felt pretty much like PROTECTING what I was building, as now I was finally giving the Commonwealth a chance to get organized and stuff. See the CPG massacre. Previously when the Commonwealth tried to form some kind of government, the Institute just sent a courser to murder every single delegate. Decades of pain and suffering at the hands of the raiders and gunners and everything followed, that could have been at least partially avoided by a united Commonwealth. Taking down the institute was really just making sure the same won't happen to the Minutemen and the network of defended settlements I was building.

 

And the Railroad is pretty much a suicide booth service for synths. Once you replace someone's memory and personality, it's just another person in that body, and the old person ceased to exist. Emergent Behaviour makes it amply clear. Not just because then it's Curie, not the synth whose body she took over. But the dialogue with Glory makes it amply clear that it's effectively killing her synth friend and replacing her with Curie. The whole dialogue on both sides is all about 'her sacrifice' and such, which is pretty accurate. Dr Amari also makes it pretty clear that it was clear all along that the synths old personality is all but wiped out in the process. AND then there's Atom-knows-how-many synths that were left brain dead, in an eternal coma, by that procedure.

 

I mean, geesh, even the Institute keeps synths in slavery, but at least they still exist. These guys goad synths into basically ceasing to exist, so a fictive person can live in their bodies. Or again ending up a vegetable.

 

I can't say I had all that much regret when the BOS sent me to wipe them out. My only regret was giving Deacon all that armour and maxed-out weapons, when he ran in and started shooting at me :tongue:

 

And the BOS... well, they ARE a bag of dicks -- or rather a blimp of dicks ;) -- but they have the equipment, training and manpower to ensure stability in the area. And the ARE actively cleaning up the Commonwealth of ferals, raiders, super-mutants, etc. See all those vertibirds and troops dropped off. Which really is something the Minutemen alone would have trouble doing. I know the line about giving up liberty for security, and really that IS what I'm doing there, but liberty isn't worth much when you're ending up lunch for supermutants. Enforcing peace and security there is a much more stringent concern for the moment, even if it means putting a military junta in charge.

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