Deleted35607895User Posted July 25, 2016 Share Posted July 25, 2016 Just completed Automatron with the exception of the various clean up quests. Rather enjoyed it. Loved the look of the Rust Devil lair the most, and the Mechanist lair next (which seemed rather empty by comparison). The over the top comic villain and all those dang multi-doors were pretty funny. Too bad the armor didn't come with the cape as seen in the concept art. Link to comment Share on other sites More sharing options...
zanity Posted July 26, 2016 Share Posted July 26, 2016 The artists did a stellar job in FO4- and that can't be denied. As for the multi-doors, well I hope you know that was another element 'borrowed' wholesale from FO3, and not innovation at all. As a bit of fluff, the DLC was fine- BUT where's the gameplay or story enhancement? I would have settled for interesting random robot events across the map that were not just "shoot the blob". Instead, we get cool looking robots that don't really integrate with the main map in a convincing way. Link to comment Share on other sites More sharing options...
Deleted35607895User Posted July 26, 2016 Author Share Posted July 26, 2016 The artists did a stellar job in FO4- and that can't be denied. As for the multi-doors, well I hope you know that was another element 'borrowed' wholesale from FO3, and not innovation at all. As a bit of fluff, the DLC was fine- BUT where's the gameplay or story enhancement? I would have settled for interesting random robot events across the map that were not just "shoot the blob". Instead, we get cool looking robots that don't really integrate with the main map in a convincing way. I use War of the Commonwealth, which adds those 'random' bot mobs. That's about as good as it gets, sadly. I like being able to create random looking robots. I can only imagine what new stuff modders will cook up for robotic Deathclaws, or whatever. Link to comment Share on other sites More sharing options...
bobofudd Posted July 27, 2016 Share Posted July 27, 2016 I really enjoyed Automatron too and thought it was really well done with an interesting (but rather short) quest. Hunting down some of the higher powered robots can be tough - even at higher levels. I'm a little curious though as to why I don't run into the Rust Devils or the groups of bots more often out in the Commonwealth. I hardly ever see them and rarely get attacked by them even with War of the Commonwealth mod added. I do get a little frustrated at the way Bethesda finishes their ideas. The ideas are great but the implemented version of what goes into the game seems to counter what the original idea started off to be. Take Automatron for example. It's a really cool feature to design and build your own robot and have one as a companion and enemies to fight. It adds a lot to the game play and lore. But building them and adding them to your settlements only brings the settlement happiness down which completely goes against what you are trying to do in the game. They are also great, powerful companions but they also tend to be annoying as hell to listen to (especially the tank tread sound on a constantly stuck robot) as well as constantly being run into by a sprinting robot. So the idea of adding them to the game was great but the end result turns out with me not building or using them for those mentioned reasons. I see this same pattern in a lot of other stuff as well. Like having a game based mostly around building settlements yet we look at the materials we are given and they are always missing items we need to complete simple building designs. One example being starting off with quarter floor building pieces yet no quarter wall or roof to go with it (I eventually found a mod with exactly what I was looking for). So all that building stuff we got and yet we couldn't build anything with a quarter floor piece in it or else our finished design would have gaping holes in it. Later dlc came with improvements but to me, this is glaringly obvious design decisions that could have been better implemented into the game from the beginning. Link to comment Share on other sites More sharing options...
dragonslayer2k12 Posted July 27, 2016 Share Posted July 27, 2016 The story was terrible and the lair is dam near useless. I have one ammo plant running making 5.56 ammo and it has been going since one game month already never went back there to check on progress. The over the top doors reminded me of that old "get smart" tv show with agent 99 using his shoe as a secret phone. At the end of the show he had to walk through all these crazy doors after they unlocked. What should have happened was if you chose the wrong dialogue choices then ada would one shot the mechanist and be done with it. If you chose the right dialogue choices then you could talk to them and they would leave the lair and go bury ada's old caravan properly then you could ask them if they wanted to stay or not and if you didn't ask them to stay they would just leave the commonwealth. Either way after convincing the mechanist to stand down or ending up with ada killing her, the lair would initiate a self destruct sequence and you would have to take an elevator out of there in time. The whole thing would be destroyed including the robco sales and service building DONE over with completed. Go build a robot buttwrench somewhere else... am I the only one that kept hearing that? Ada needed more dialogue and didn't need to sound so subservient but more unique and could have talked with KLEO and codsworth if she was following the player around and was near either of them. Link to comment Share on other sites More sharing options...
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