Jump to content

FO3 Supermutants vs FO4 Supermutants


HadToRegister

Recommended Posts

I don't know if it's me, or the game, but I've been playing Fallout 3 for the past week and the Supermutants are kicking my ass.
I'm actually afraid of them again.
In Fallout 4 they never seemed that much of a threat (Except for the Suicider)

 

So, to anybody else who is playing Fallout 3 and Fallout 4, do the Supermutants in FO3 seem tougher than their FO4 counterparts or am I just imagining it?

IN both games I use spawn mods but the Supermutants in FO3 seem to use Grenades a lot more, and the Mini Guns seem a lot more accurate than they do in FO4 because I get shredded when I run into a bunch of them in FO3.

Thoughts?

Link to comment
Share on other sites

a great question.

 

 

I think the key difference is -

"Power Armor".

if you play FO4 with a similar Roleplaying Game build (non-stealth, no bloody mess, melee-focused)

the Supermutants in FO4 are slightly more difficult than the FO3/FONV or FO1 style.

 

However, I think tactics and strategy are part of

that perceptual difference between FO3/FONV and FO4;

a lot of gamers will have adopted more 'asymmetric'/'min-maxer tactics',

gamers got 10 years worth of gaming and PvP 'wiser' hehe.

therefore, that, combined with Power Armor and broken builds,

can make FO4's Supermutants seem less of an adversary.

 

the AIpackages in FO4 are also less "2D- base defender-y"

so, a lot of battles are 'aggro provoke and asymmetric retreat into modded settlement range";

the player will provoke the AI to come within turret or garrison range, hit and fade style.

-----

Unmodified,

Supermutants in FO4 are comparable to a squad

of 3 Protectrons (1 x double nailgun legendary, 2 x "experienced Police Protectron/ Mil Protectron") at 50ft,

or a squad of 15 Gunners, or 5 Synth type 2's.

1 regular supermutant is about ~30 ghouls at 30ft.

(source; Tactical Mass Battle simulated Data).

that puts them on par with the Mirelurk marauders, which may contribute to that lack of intimidation perceptually.

Supermutants normally spawn as a pack of 3-10,

so, they're quite formidable up until level 50 or so.

 

 

that's unmodified,

 

modified...

 

 

so, there's like 50+ mods for spawns and changing the balance

to be non-linear per level and perk-tree.

 

So, in Survival Mode,

FO4's modded SuperMuties are about as difficult as the Securibot's & robobrains were in all prior games

they're very difficult to damage, their health regens when not in combat,

they are healed by lazer or rad weaponry,

and usually will require a fatman or big-guns to take out.

that's not including their stealth-buoy or Behemoth variations.

or unique encounters like SuperMutie-Bounty Hunters or Gunners etc.

 

Supermutants are very difficult to dislodge in confined spaces

such as: Fusion City, Maxwell's World, TheUnderboston,

their higher density and closer range means they're able to close for melee.

 

If they have Skibada 50cals or any of the WARS or other weapons...

they can one-shot end your wasteland adventure if you're not in power armor.

anymodanyweapon stuff - they might have plasma-gattling or other wasteland improvized blasters

 

Attrition - the fuel and AP action points economy in battle is very different;

Supermutants will cause damage to your power armor rad-proof suit, defacto causing Rad Damage per encounter.

it takes resources to repair your power armor suits and turret emplacements,

 

 

 

 

Modified; I have to be 'asymmetric' and perma-stealth against areas with Supermutant Density.

they heal very quickly in the Glowing Wastes or during rad-storms too,

which make me more prone to retreat if outnumbered in those weather-events.

 

Supermutants are about as challenging as a Robo-brain or Securibot, and you can forget melee.

Stealth only helps so much - if you pull like an SKK50 style shot, or a RuadHan2300/Pra teleporter blink,

even then, they can still one-hit melee...

Link to comment
Share on other sites

  • 2 weeks later...
  • Recently Browsing   0 members

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