Automatron Trailer is up

Post » Thu Mar 17, 2016 11:20 pm

Looking very sweet, hope our bots has a option to wear some amount of clothing, I wanna plonk a bowler hat on my robots head...for that extra class.
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Gavin Roberts
 
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Post » Thu Mar 17, 2016 11:48 pm


I don't think it's an Vault Tec vault but simply an "mechanist" door... the same thing was Fallout 3



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Pixie
 
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Post » Fri Mar 18, 2016 12:37 am

looks like a big interior anyway, it has cells

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ZzZz
 
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Post » Fri Mar 18, 2016 3:26 am

The Mechanist suit is very much like the Fallout 3 version. Of course both were undoubtedly based on the way the pre-war mechanist character was depicted so that doesn't really imply a connection.



We got a look at the robot building station you will be able to put in your settlements. There is a much larger variety of robots than I expected. I have to say, the trailer sort of psyched me up a little bit. Of course, I already had the seasons pass so the trailer didn't have to sell it to me, but I'm already feeling better about getting it while it was cheap. :)

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naana
 
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Post » Thu Mar 17, 2016 4:42 pm

I've never had dogmeat trip a laser tripwire before, does that just make me extremely lucky?

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Franko AlVarado
 
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Post » Fri Mar 18, 2016 1:29 am

Are you totally cool with massacring people, just because, or do you only play "good guy" characters?

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Roddy
 
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Post » Fri Mar 18, 2016 4:46 am

Same! such a good deal.

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Charles Mckinna
 
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Post » Thu Mar 17, 2016 10:00 pm

That vault opening sequence is very similar to the Mechanist's secret door opening in Fallout 3. I don't think it's a Vault.




Well I play with the same morals I have IRL, so I try to avoid killing people where ever possible. I try to shut-down robots or turn turrets off rather than agitating them and I try to pacify and disarm people before anything else. But too often I'm forced to spool up my http://imgur.com/WjH2ONl...

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Ice Fire
 
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Post » Fri Mar 18, 2016 4:17 am

looked bad ass. confirmation on the mechanist being the mechanist. go figure

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Guy Pearce
 
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Post » Thu Mar 17, 2016 10:50 pm

If we can build multiple robots. I will build six:



- A red and white one decked out in buzz saws.


- A black and yellow one using electricity.


- A blue and white one using cryo attacks.


- A red and white one with a ton of flamers.


- A yellow, black, and orange one modded for explosives.


- A yellow, black, and orange one built for melee.



Station them at thematically appropriate settlements across the Commonwealth.

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mishionary
 
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Post » Thu Mar 17, 2016 5:25 pm

Does anyone know if we need the Robotics Expert perk to create robots?

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Natalie J Webster
 
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Post » Thu Mar 17, 2016 10:04 pm


I doubt it, they wouldn't make the entire premise of the DLC restricted only to characters with a relatively hard to get perk. One of the achievements is worded "Unlock 10 robot mods", so I'm guessing we unlock the crafting recipes by harvesting parts?

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Victoria Vasileva
 
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Post » Thu Mar 17, 2016 11:53 pm

Level 15 it says

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Zach Hunter
 
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Post » Fri Mar 18, 2016 6:20 am

No details yet, except for the Beta players, but I would imagine they would have different tiers of perk requirements for better robot mods. Seems logical like with every modding experience in the workshops.

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*Chloe*
 
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Post » Fri Mar 18, 2016 4:56 am

I'd assume it could function like other crafting, in that more powerful mods would be unlocked if yuo have ranks in the perk, but you can do much of it without having any ranks.

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GLOW...
 
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Post » Thu Mar 17, 2016 11:46 pm

The fight in the trailer at 0:34 looks kinda' like it's at the train bridge by Starlight Drive-In, but other than that, I don't see anything that jumps out as obviously occurring in the existing map space.



Hell, just having the first DLC item be something wonky and fun-looking that nobody really saw coming is a win.



~ On second look-thru, the robo-cradle-creation-thingy @ 0:18 is at Starlight. ~

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Hayley O'Gara
 
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Post » Thu Mar 17, 2016 10:13 pm

I was pleasantly surprised. I was worried we'd be stuck working with existing robot parts, but after seeing the trailer, I am already mentally designing some boss Robo-Gladiators.

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Saul C
 
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Post » Thu Mar 17, 2016 8:44 pm


That might be it, actually. Non-crafty types have to cannibalize existing robots for parts like they do weapon/armor mods, crafty types get to do it from scratch with the right materials.

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Niisha
 
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Post » Fri Mar 18, 2016 7:27 am

Looks like fun. I wonder if this Mechanist is a returning character (inspired by the old Silver Shroud villain, like that guy in DC) or someone (or something) new?


I guess I'll get Robotics Expert and stock up on pulse grenades.



Also, will we be able to build guards for settlements?

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Nicola
 
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Post » Thu Mar 17, 2016 11:12 pm

Ehh, I am svcker for DLC so I may pick it up but probably not right away (or maybe on release :P )



[tl;dr at the bottom]



Sort of a funny thought in the YouTube comments made me think though I am sure Bethesda didn't go that route (but who knows?). You know in Fallout 3 in Cantaberry(?) Commons there was the quest everyone is mentioning these days that involved the Mechanist, Superhuman Gambit iirc, and wondered if it was the black dude that took on that role or just another.



Well, Fallout 4 is 10 years after Fallout 3 and we also see a couple of 10 year old kids that were in Fallout 3 all grown up in Fallout 4 who were MacCready and Maxson. In Superhuman Gambit, you talk to a kid that really looked up to the two super heroes but one in particular he REALLY looked up to and also know him personally before he became...the Mechanists....



See where I am going with this? :shrug:



EDIT: I know I butchered my grammar in this post (mornings...) but tl;dr--- Is it possible the Mechanist is the kid you talk to in Superhuman Gambit in Fallout 3?

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мistrєss
 
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Post » Fri Mar 18, 2016 1:37 am

Do you guys think that we'll be able to keep the Mechanist lair as a settlement or at least a player home like Home plate?

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Harry Hearing
 
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Post » Fri Mar 18, 2016 4:11 am

https://bethesda.net/data/images/event/88/Fallout4_DLC_Automatron05.png

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Jordyn Youngman
 
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Post » Fri Mar 18, 2016 12:38 am



Yeah I saw that, I was hoping for a skull option ever since I saw the "cover" artwork for the DLC.
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Cameron Garrod
 
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Post » Fri Mar 18, 2016 2:22 am

I would argue that while robotic expert is not necessary to craft your robots, it would make it a lot easier to harvest parts.

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Beat freak
 
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Post » Fri Mar 18, 2016 5:08 am

Well, he looked almost exactly like the Mechanist from Fallout 3 but with a different voice. Outfit appeared to be cleaner.


In Fallout 3, the Mechanist didn't have an augmented voice, and was really just a depressed mechanic who took up the Mechanist role, and wound up in a war with the Antagonizer.


Chances are this is not the same fellow, just a guess. The Mechanist is supposedly a character in Fallout's comic book universe, so possibly a well-learned roboticist who flipped his bean and decided to do a thing.



Granted, if it is the guy from the DC Wasteland, I can't wait to see the "But I killed that guy!" threads.

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Mark Hepworth
 
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