Jump to content

Automatron Discussion


Valus2035

Recommended Posts

So far this dlc is fun. Can't wait til the CK comes out. I know all you awesome modders got some insanely cool mod ideas coming. I can just see it now, anime giant robots, X-Men styled Fallout, Armored Core styled modding.

 

Man it's gonna be freakin pristine. :)

Link to comment
Share on other sites

I must say, though, they seem unbalanced as hell to me. I mean, I thought my first turbosquids (5-armed Mr Handy) were overkill, but then I put voltaic pieces on them. Holy Mother Of Sleipnir! I dunno why I bother sneaking any more, Ada just pwns everything.

 

Pretty sure that if this were a user mod, it would get tagged as at least unbalanced.

Edited by Moraelin
Link to comment
Share on other sites

Indeed, it's like making your own settlers... Except these settlers are Sentry Bots.

...

We need Deathclaws attacking our settlements, mere Raiders won't do anymore.

...

Although, I once got raided by two Rust Devil Sentry Bots... I slightly crapped my pants at that moment, but is there anything Overseer's Guardian won't kill in a couple of shots?

Link to comment
Share on other sites

Personally I'm not all that huge a fan of sentry bots, tbh, because of that cooldown. And if you give them the bomb launchers, they'll break everything in the settlement.

 

My favourite are the aforementioned turbosquids. Mr Handy Torso, eye with bleed effect, two sentry arms with normal gatling lasers, thruster, 3 handy arms with buzzsaws, voltaic armour everywhere. It moves fast, has pretty long engagement range and good accuracy, no cooldown like the sentries, and pretty much owns everything. Codsworth took on a heavy sentrybot in that configuration and actually won all by himself.

 

The temptation to give them a head was high at first, until it found out that Mr Handy kinda has the default head values in the torso, and actually they're pretty good for long range combat.

 

It's also tempting to go with a head with extra attacks, like assaultron laser, because when it shoots that laser in an all-voltaic setup, it just about kills anything. But considering that it ruins range and accuracy for other attacks, and it pauses to shoot that one, it's more useful for a melee setup IMHO. I'd rather go with Mr Handy or possibly robo-brain, which has a crap attack (not many things boost that one) but the longest engagement range and accuracy.

Link to comment
Share on other sites

Seeing as how this is a general topic i will ask here.

 

Anyone having trouble with mods not working after Automatron DLC? All of my mods are checked in nexus as being enabled but when I launched the game after download, it warned that my mods were no longer available? And all in game content is reset. for instance I had about 10 hours of work in sanctuary with spring cleaning and its all reset. (frustrating)

 

Any ideas?

Link to comment
Share on other sites

I've actually been using Robobrains since Ada. More than half the robots I made so far were Robobrains or variations of them (different torso and arms), and I think I already built more than 10 of them.

I actually like the Robobrains a lot, love the handling of the tracks and love the long range attacks of the head. The head itself can also shoot low damage seeking blue stuff without pausing the attacks from the arms, which is great to kill some far away raiders that won't stop moving. Not only Robobrains are good for long range attacks, but are also very tanky and compact, without any sacrifice to speed, its tracks having better maneuverability than the Sentry's (while being a smaller target and being able to go through doors).

The only weird thing is that installing the tracks increase the rest of the robot's scale, I suspect it's a bug? The robots kinda look ridiculous, with gigantic bodies on top of tiny tracks...

Edited by BarleyAlive
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...