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HELP! Sanctuary is under attack


tomomi1922

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Some settlements have a defence rating over 100 (one is 200), and I did get success after a long, futile wait at the settlement for synth infiltrators (asking all the settlers, but all could trade). I had left for the Prydwen. Turrets seem to repair automatically if the parts are in stock, so often failure barely matters, sentiment excepted.

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How do you know he is a spy? Or that is part of your own roleplaying? Yes, sometimes the game does bust up your generator so you can get a quest to fix generator or build a new one. And they seem to give you very little time to do it too. Got a quest, decided to buy/sell something (right on the same settlement). 5 min later quest failed. Had to load save game, placed a generator right on my feet, quest passed.

 

There are literally synth spies. They infiltrate your settlements and then attack. There was a thread about this not long ago, probably only a couple pages back. There are a few mods that help you identify them.

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How do you know he is a spy? Or that is part of your own roleplaying? Yes, sometimes the game does bust up your generator so you can get a quest to fix generator or build a new one. And they seem to give you very little time to do it too. Got a quest, decided to buy/sell something (right on the same settlement). 5 min later quest failed. Had to load save game, placed a generator right on my feet, quest passed.

 

There are literally synth spies. They infiltrate your settlements and then attack. There was a thread about this not long ago, probably only a couple pages back. There are a few mods that help you identify them.

 

Yep... and did you know that

Ghouls and Brahmin can be Synth Spies... so far I have had generators and crops damaged, not sure how a Brahmin did that!

 

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The "awareness" perk let's you see an enemy's resistances in VATS. Synths have higher (about 15) energy resistance, so it is easy to figure out who is human or not ;)

 

 

 

How do you know he is a spy? Or that is part of your own roleplaying? Yes, sometimes the game does bust up your generator so you can get a quest to fix generator or build a new one. And they seem to give you very little time to do it too. Got a quest, decided to buy/sell something (right on the same settlement). 5 min later quest failed. Had to load save game, placed a generator right on my feet, quest passed.

 

There are literally synth spies. They infiltrate your settlements and then attack. There was a thread about this not long ago, probably only a couple pages back. There are a few mods that help you identify them.

 

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I've played just over 400 hours on Survival, and Sanctuary has been attacked about 8 times by either Super Mutants, Raiders or Gunners, often in three waves per attack!

 

Sanctuary being attacked is rather a rarity... played 410hrs in my first run ("normal" difficulty setting, no mods) and had exactly one raid by supermutants, that's it. Am at 500 hours now ("hard" setting, 31 mods, of which one is the "Better Settlers").

 

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Argh, don't tell me that, lol.

I hope erecting the fence doesn't cause them to spawn inside. That would suck.

 

Sounds like a great plan...right up until attackers spawn inside your buildings to begin with (and they can).

 

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The worst settlement i've seen so far for spawning inside the fence is Greentop Nursery. Hell....they spawn inside the greenhouse!

I'm thinking of moving everyone out of there now and abandoning it

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I had gunners spawn on the other side of a wall in Sanctuary when I was outside the prewar house next to the bridge. Since this happened about 10 seconds after an autosave it provided a golden opportunity for some SCIENCE!

 

Here are my conclusions concerning settlement attacks:

 

1) Attackers can spawn literally anywhere, inside the boundaries, outside, wherever. This includes 'inside' buildings and on top of roofs (although that's fairly rare).

2) Attackers spawn out of the player's line of sight. They may spawn in only a wall's thickness away, but it's still not directly in view.

3) It's not unusual for attackers to spawn in multiple groups, like they're attempting a pincer attack.

4) They tend to target generators, although they will attempt to destroy whatever asset they come upon first.

 

Recommendations:

 

1) If you're building turrets try to arrange them so that no matter where an attacker is in your settlement they're covered by at least two or three turrets.

2) Settlers do really well with miniguns and other automatic weapons.

3) Rocket launchers are BAD, m'kay? They destroy your assets as easily as they destroy attackers.

3) The heavy machine gun turrets are great for power-free defense, but gawd are they noisy. Laser turrets work as well and they're silent until firing (but they need juice).

4) Snap 'n Build's capsules are great for protecting generators. Use the four-way junction, a medium generator will just nicely fit inside and if you use the solid caps it's impossible to damage the generator (the caps with fans can be shot through). A wire connected to the generator will pass through the capsule wall with no issues, but it won't pass through the caps.

5) If you decide to use a bigger walled-in building to protect an asset make sure you cover any open floor areas with assorted Workshop items to prevent attackers spawning inside. If you need an opening to let a wire pass through place a free-standing wall as close as you can with a connector on it to allow the wire to get out while at the same time preventing anyone outside from being able to target your asset.

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