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4 Things about settlements & settlers you should know


CyrusAmell

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Pretty sure that followers don't actually need a power core, though.

Ah, I thought it fell under the same rules as all ammunition (outside of the Missile Launcher and Fat Man). For the record, I would always give an NPC one, full load of ammo for a weapon, even if they only required one round. I s'pose I'll still give 'em that Fusion Core. =^[.]^=

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I always give them two magazines worth of ammo. Though mostly I give them revolvers, since I'm playing stealth and you can't silence a .44 revolver. (You CAN silence a Nagant revolver, but there are no Nagant revolvers in the game.) Which means they also get 12 rounds for it.
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Well, after you get that nice, potent self-loader, no reason not to share out the goodies with the peons. I wouldn't saddle my worst enemy with a wheelgun, not for any kind of serious firefight. *BANG! BANG! BANG! BANG! BANG! BANG!* *Reload...* Even Kellog's .44 has some serious RoF and ammo capacity limitations, both drawbacks in most combat encounters. =^[.]^=

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Excellent post! I already figured most of this out but it would have been nice to know from the beginning. What I didn't know was that the current system is broken. Big shock though :ohmy:.

 

I haven't modded my game at all yet as I like to try to play vanilla on 1st play through (except fixing game breaking bugs).

 

I can't seem to link to it but do you guys think that "Shaikujin's Better Warning for Settlements Being Attacked" could fix this? The best part of this mod seems to be that you have to acknowledge the notification (click OK) before it disappears. In vanilla it disappears in like 3 seconds and is VERY easy to miss when otherwise occupied.

 

That mod gets my vote, it works excellent. How many times have I popped in to defend a settlement and I am about to lay down the law another warning pops up. I would have missed the second warning because I am watching the enemy and kicking a$$. A definite must have mod.

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I am having trouble properly implementing mods to get these sort of attacks to stop altogether. Thankfully I have played the game enough (300+ hours) that I can stop playing and go back to Witcher 3 until the full-blown GECK and more stable mods come out. Then I can get things ready before any new dlc arrive on the market.

 

I honestly would not mind these attacks at all if the warning system worked as intended. I genuinely enjoy watching my defenses at work and learning how to make them better.

Edited by CyrusAmell
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Well, after you get that nice, potent self-loader, no reason not to share out the goodies with the peons. I wouldn't saddle my worst enemy with a wheelgun, not for any kind of serious firefight. *BANG! BANG! BANG! BANG! BANG! BANG!* *Reload...* Even Kellog's .44 has some serious RoF and ammo capacity limitations, both drawbacks in most combat encounters. =^[.]^=

Well, I'm going more for theme, so to speak. Provisioners get combat armor and automatics. Scrap prospectors get leather and a mining helmet and welding goggles, plus usually some hunting rifle or shotgun, since they patrol the settlement half the time. Vendors get some themed outfit (e.g., doctors get lab coats and glasses, bartenders get black vest and slacks, etc) and usually a revolver, since they're not primarily combat units and I don't want them to scare away the customers. Eventually these are the most, so, as I was saying, it's mostly a revolver sink on the whole. Artillery folks get some military stuff including a helmet, and usually laser muskets or other lasers.

 

Peons don't get anything. Hey, I'm BOS, so I'm going medieval. Society is properly divided into those who fight (the knights), those who work the fields (the peons), and those who pray (usually the hostages) :wink:

 

Well, peons actually tend to get "promoted" if they wear something particularly fugly or stupid looking. "Egads, who wears THAT... congrats! You're now a scrap prospector, then! Get into these leathers." :tongue:

 

On the whole it tends to work, though, because while most folks have low ROF weapons, they tend to be fairly high damage per shot, so they go through raider armour just fine, and even give a damn good show against gunners. Since here the percentage that gets through is a function of weapon damage vs armour rating, not just a fixed percentage like in FO3, having a dozen folks shooting sniper rifles and revolvers at attackers actually adds up to quite a lot of DPS.

 

It's kinda like Crecy or Agincourt, really. One archer shooting an arrow every 5 seconds is not much. But 5000 archers doing that adds up to 1000 arrows per second, sustained, so it's like 10 WW1 heavy machinegun nests. Well, here I ain't got 5000 settlers, but anyone getting hit by something like 5 .44 rounds and 4 .308 rounds and 3 shotguns in the same second, well, will feel it.

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Well, if they want a militia, they sure have the right to arm bears. Didn't go so well when I tried, but they're free to :wink:

 

*Ahem* More seriously, well, there are limits to what I can arrange. I wish I could have everyone run around with the most pimped-out combat rifle, but, well, I can't afford that. Without going TGM, anyway. So someone's going to have to get the short straw and just keep their pipe pistol. I went with the farmers for that, myself, but if not them, someone else would have to.

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Well, if they want a militia, they sure have the right to arm bears. Didn't go so well when I tried, but they're free to :wink:

 

*Ahem* More seriously, well, there are limits to what I can arrange. I wish I could have everyone run around with the most pimped-out combat rifle, but, well, I can't afford that. Without going TGM, anyway. So someone's going to have to get the short straw and just keep their pipe pistol. I went with the farmers for that, myself, but if not them, someone else would have to.

 

 

I myself have completely given up on arming normal settlers with upgraded guns and armor with a second effect. Here is some armor and guns I picked off dead gunners, be happy. Provisioners, as I said, are my only excepted target for good gear.

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Eh, I didn't say they get legendaries. Even on Survival, there just aren't enough drops to give every scrap prospector a full set of legendaries. I tend to upgrade the weapons' receivers, because I like them to penetrate, but otherwise yeah, congrats, here's whatever light leather dropped on the last trip across town.
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