Automatron is great! Also post your robotic creations :)

Post » Fri Mar 25, 2016 3:53 am

I didn't even think about the fact that one could build an army of these things. That's worth $10 alone. Fantastic.



Too bad I won't be able to enjoy until next week. :(

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Matt Gammond
 
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Post » Thu Mar 24, 2016 11:49 pm

Are the robots able to farm crops and use vendor stands?


If so, I think I may actually start a settlement building spree.

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cassy
 
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Post » Fri Mar 25, 2016 2:32 am

Really looking forward to Automatron, but I must say I was disappointed in the way it started for me - I approached the initial caravan attack as I usually do, as covertly as possible - and - as an "ethical" character who perhaps takes robotic rights a little far - hacked and deactivated all the attacking robots. They were now patently no threat, but the quest refused to kick off and Ada was just looping her dialogue looking for the remaining "threats". It was a great start to be thrown in at the deep end with some new robotic creations, but sad I then had to walk up to and coldly execute them (or blow them up) when I think the quest should really have continued, as because as far as I'm concerned, a deactivated robot is no threat.

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Juan Suarez
 
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Post » Fri Mar 25, 2016 12:18 am


I know they can farm, and I'm pretty sure they can use vendor stands. I'm literally going to replace every human in all my settlements with robots...

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Blessed DIVA
 
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Post » Fri Mar 25, 2016 9:19 am

GStaff mentions in a sticky FAQ that you cannot save the caravan. It is a scripted event for the DLC

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kyle pinchen
 
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Post » Fri Mar 25, 2016 8:51 am


Just don't connect them to a network...Skynet is always just around the corner.

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Harry Leon
 
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Post » Fri Mar 25, 2016 11:52 am

Hey folks! We've moved this thread to the Fallout 4 Spoilers board to keep information about Automatron away from players who don't want to know about it until it's out of beta and officially released.

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!beef
 
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Post » Fri Mar 25, 2016 2:02 pm

Ah, thanks, although my issue wasn't with saving the caravan, but with what happens afterwards - during the fight (as with any fight) the game gives a choice to deactivate the hostile robots if you have the perk, but the game then won't progress if you just deactivate them without actually killing them - Ada won't talk as she thinks they're still hostile. Killing something that's been rendered no threat already just seems a little cold and unnecessary to me - plus it makes Ada look crazy, looking for hostiles that are no longer hostile. The caravan members die as scripted, but there's no reason to then require the player to kill the robots if they're already deactivated.



I'd been avoiding spoilers until release, so didn't read the sticky (and am still trying to avoid spoilers where possible) - and speaking of release...




I was going to post in the Spoilers board, but saw this thread here so assumed all was fair game.


Is it still in beta in some regions then? Here in the UK it's been live at least since this morning.

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Lily
 
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Post » Fri Mar 25, 2016 2:46 am

https://i.imgur.com/Tm1ZfFs.jpg.

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lolli
 
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Post » Fri Mar 25, 2016 6:59 am

LOL

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Reven Lord
 
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Post » Fri Mar 25, 2016 2:19 am

http://i.imgur.com/LK39c21.jpg

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Vickey Martinez
 
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Post » Fri Mar 25, 2016 11:02 am

I'm having fun with this.



I gave Ana a gatling gun in one arm and a gatling laser in the other. I probably should have gone with a gatling in one hand and a melee weapon in the other.



I'm going to have to hold off on the assault on what I suspect is the main fight until tomorrow (real time. damn job).



Sure wish I could bring Piper along on this trip....



http://postimg.org/image/op420j0jd/

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Laura Hicks
 
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Post » Fri Mar 25, 2016 9:45 am

Automatron is currently Terrible to me because, as far as I know, there is NO Eyebots that you can have for ye'self, yet the Mechanist has his own personal companion AND an army of them... Which is really flat-out disappointment.



Like seriously, Bethesda manage to do every other little thing we were hoping for (From Cogsworth being modify-able to the Mechanist actually having unique dialogue if you're the Silver Shroud) but did they seriously forgot about allowing the player to make their own Eyebots? Possibly the most wanted thing of the DLC?

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dell
 
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Post » Fri Mar 25, 2016 11:42 am

Mr handy body with no arms = eyebot


back to the topic:


http://i65.tinypic.com/2055w5t.png

Fisto has met his match
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dell
 
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Post » Fri Mar 25, 2016 5:39 am

When you have completed the DLC, look around the area for an Eyebot pod Blueprint, one of the most useful settlement additions yet




Also, why are people crying over Eyebots? they are pretty pathetic machines imo.

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Dawn Farrell
 
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Post » Fri Mar 25, 2016 12:22 am


ED-E from New Vegas made me fell in love with Eyebots the most out of all of the robots.



But this Eyebot pod Blueprint? It's in the Mechanist's lair I'm assuming?

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CSar L
 
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Post » Fri Mar 25, 2016 3:34 am


Yes, the bedroom area if i recall.

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Damien Mulvenna
 
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Post » Fri Mar 25, 2016 7:15 am


Ye'h... It made me hate Bethesda more for this small minor detail... Argh.



Guess I'll have to wait for mods because this is pretty dang disappointing...

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Sherry Speakman
 
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Post » Fri Mar 25, 2016 2:22 pm

What's disappointing? You can make tons of eyebots.... and if you have the top tiered Robotics Expert perk you can command them just as you would a companion. No dialogue but that's something else. I agree with another poster though, pretty pathetic machines. Really no use at a modding station. What could you possibly do to them that wouldn't change their entire form and use?

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Karine laverre
 
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Post » Fri Mar 25, 2016 8:26 am

It is human nature to seek culpability in a time of tragedy. It is a sign of strength to cry out against fate, rather than to bow one's head and succumb. Inevitably many will fault the hands upon the sword which felled the Railroad, the Brotherhood of Steel. But the Brotherhood merely performs the duty of its office. To further fear them is redundant; to hate them, heretical. Those more sensible will place responsibility with those who forced the hands of the Brotherhood. With some fortune, they may foster this hatred into purpose, and further rule their own fate by coming to the Elder's service.



Yet ultimately, it was I who set these events into motion, with a single blow from my hammer, http://images.akamai.steamusercontent.com/ugc/282972121784380096/403726D50EE19CB74011B26AF06BB0EAF1AC3A13/

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Baylea Isaacs
 
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Post » Fri Mar 25, 2016 1:45 am


Wait. You can command them and have them with ya as a companion? I thought they just search around the wasteland for ya and that's it...



And is it possible to use the bot station to customize one a bit if it is following you?



*Doesn't have Robotics Expert perks so didn't knew*

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Jessie Rae Brouillette
 
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Post » Fri Mar 25, 2016 1:43 am

yeah you just run up to them and hit R.

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Blackdrak
 
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Post » Fri Mar 25, 2016 10:58 am

You've been able to command robots since the game came out. Once you "hack" them it is very similar to the companion commands. You cannot customize the eyebots as far as I know.

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Dan Scott
 
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Post » Fri Mar 25, 2016 3:33 am


I don't think you understand what I am saying, unless I am mistaking how the perk works.

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Lil Miss
 
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Post » Fri Mar 25, 2016 3:18 am

With the top tiered Robotics Expert perk, you go up to a hostile or friendly robot and there is a command, like (activate) but it is (hack). It opens up a dialogue box and you can select commands from it. They can follow you exactly as a companion would. My friend plays with 2 robots following AND his regular companion. And that is without mods (console user)



https://www.youtube.com/watch?v=LDaouVefbto

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Robert Garcia
 
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