Caution with Automatron!

Post » Fri Mar 25, 2016 9:56 am

Inside a DLC area near Fort Hagen there is a set of Power Armor (In a cage behind an Expert locked door). For me this was X-01 Mk III, but if it is a levelled suit, as I assume it is, you may want to avoid playing through this DLC until level 28 if you want it to spawn as X-01. Just thought I would mention that here. Entering the area before this level may result in an inferior set of Power Armor spawning.

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lauren cleaves
 
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Post » Fri Mar 25, 2016 2:04 am

Doesn't this DLC include a new set of Power Armor? What is it?

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Jessica Phoenix
 
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Post » Fri Mar 25, 2016 12:26 am

Oh yes one of the enemies inside this same area will be wearing T-60 Armor with a new legendary ability


*spoiler* it increases energy damage dealt, and this enemy is also wielding the Lightning Chain Gun we heard about previously *spoiler*

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Tania Bunic
 
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Post » Fri Mar 25, 2016 2:08 pm

Oh and also be careful with how much you're carrying when starting this DLC. My Lone Wanderer lost 100lbs of carry weight by teaming up with Ada. That was not fun. Not. Fun. At. All.

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Laura Wilson
 
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Post » Fri Mar 25, 2016 3:06 pm

Thanks for the warning. I am starting in a few hours with a brand new character with 8 Intelligence right off the bat for Robo Xpert and was planning to get Lone Wander as soon as possible for carrying loot, so your post is a godsend. I'll try to level fast to get that sweet PA at the right level. TY!

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Juanita Hernandez
 
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Post » Fri Mar 25, 2016 12:50 pm

For what it's worth, someone in a Facebook group found X-01 there at level 17. I've seen quite a few people post about finding it there already, so I'm thinking it might be fixed. If so, that might make this a good DLC to do earlier on in the game in future play throughs.

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Marine Arrègle
 
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Post » Fri Mar 25, 2016 1:19 pm

Oh my gosh that would be brilliant. The only requirement is getting Locksmith. Except, it isn't, because now your robot can do that for you! Bloody brilliant! :D

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Mandy Muir
 
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Post » Fri Mar 25, 2016 10:07 am


You still need to be like level 15 though.

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KiiSsez jdgaf Benzler
 
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Post » Fri Mar 25, 2016 1:33 am

I don't want to hurt that girl wearing the armor. She ripped the head off one of the most irritating characters I've ever met in FO4 - she deserves nothing more than my support. :)

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Peetay
 
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Post » Fri Mar 25, 2016 12:26 am

@suavecruton...




I think it is Tesla armor. I only got 4 pieces of it. The rest were probably behind that door as I can only open advanced locks and I gave ADA a stealth field to make me more stealthy (which didn't seem to help at all). I also think the current locks mini game is over done and usually gives sad rewards for the effort. It's nice to see the rest of the armor is behind that door. I need it for my collection of power armor I never wear...LOL. Like 12 suits sitting around my showcase at Sanctuary B).



I really miss Elder Scrolls spells that opened locks, and role playing melee types break it open.



I was so happy when in one place a Raider was using hammers and tools to break open a lock. I sat there in stealth mode and just enjoyed the moment. Sadly we can't seem to do it. But it was nice to see them doing the art work for it. And showing there is more than one way to skin that safe.



Don't get me wrong, safes are great. Mini games are fantastic if done correctly. But always using the same tired lock picking mechanic for all player types is boring and unimaginative. Especially when the Elder Scrolls game used to have those mechanics and the programmers just removed them for no apparent good reason.

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djimi
 
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Post » Fri Mar 25, 2016 9:58 am

How do you lose carry weight when teaming up with Ada?
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Kay O'Hara
 
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Post » Fri Mar 25, 2016 11:06 am

Presumably, because you don't get the Lone Wanderer perk.

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Louise Dennis
 
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Post » Fri Mar 25, 2016 11:36 am

Ok now that's a problem that needs fixed. I assumed they didn't let Dogmeat break LW because of the fact that you are forced to use him during part of the MQ, but now we are forced to use Ada for the DLC MQ and that breaks LW. That really svcks.

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Miragel Ginza
 
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Post » Fri Mar 25, 2016 4:13 pm

Can we still keep our current companion for this DLC, like we can in the main quest when we have to follow Dogmeat or is like past DLC that our chosen companion decides they can't join us for some reason?

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Curveballs On Phoenix
 
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Post » Fri Mar 25, 2016 6:45 am

I know when I first had Ada join me my current companion had to leave. Not sure if it's always that way but from the YT vids I've seen I've not seen any with other companions tagging along.

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Unstoppable Judge
 
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Post » Fri Mar 25, 2016 4:00 pm

Well, Ada does have a pretty hefty carry weight of her own, so it wasn't that bad for me. Just load up the junk in her inventory, and remember to get it from her at the end. A nuisance, but manageable.



Her complete inability to sneak, or hold back and wait for me to clear things, and her habit of running into my line of fire? Those were annoying. I felt the loss of the Lone Wanderer damage resistance and extra damage output more.

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Mariana
 
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Post » Fri Mar 25, 2016 7:02 am


That svcks then, I will still enjoy the quest but I really hoped they would fix that from past games, as im just starting to enjoy using companions more and would have prefered to have them join me on all my adventures.



Safe to assume they will all be too scared to hop on the boat to Far Harbor in a couple of months too. :down:

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megan gleeson
 
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Post » Fri Mar 25, 2016 4:03 pm

Well it's fine because they can carry so much. Just off it to the robot. It was just irritating.

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Kerri Lee
 
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Post » Fri Mar 25, 2016 11:59 am

Well you still lose the Armor and Damage bonus from LW, but I guess having a sidekick helps with that.

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Iain Lamb
 
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