There is a secret Enclave base in the Commonwealth and if you find it then you can help them take over the Commonwealth and get a special ending. I did it last night
Don't believe me? Well, I have nothing to prove to you hater trolls
Fair's fair though, I do wish the Gunners were a little less bloodthirsty. I'd pay them caps - a lot of caps - to be a permanent guard force for my Settlements so I don't have to keep gallivanting across the map to put out brushfires...routinely with them being the ones attacking.
lol this is the internet not a grade school play ground. pics or it didn't happen.
You know the chems in Fallout aren't real, you shouldn't attempt to make them with random stuff you find under your kitchen sink and you should definitely stop injecting said substance into your eyeballs.
Not quite. The gunrunners obviously can't be joined, but... why not? They're human. They're not raiders. They can and will talk to you as long as you're not attacking them or come into their crosshairs while they're in a mission. So... what's up with that? Why can't we speak to them. Like, say, the caravan company in NV? Why don't we get to find their base of operations and ask questions?
How they were implemented in the game seems very half assed. Raiders are an enemy only faction because they're not just hired to do a thing. Even the legion had a fort. Hell, we got to even see the enclave as a temporarily neutral party and the followers of atom in 4. And they get a place instead? If you're going to add a faction let us be able to reach their base/bases and talk too/slaughter them after doing so. Don't just add them in with the illusion of being able too and then go "Let's leave it at that". At least with super mutants, raiders and ghouls and the other factions we know where we stand. I feel like gunrunners should have been far more involved. As well as super mutants, but I wasn't holding my breath on them in this case. "Friendly super mutants trying to just live in the world" or "Mutants with conflicted beliefs that won't try to mutate you on sight" is something I gave up on when I didn't see it in 3. You'd think they'd by a faction at this point... Still, at least they're all over and a known enemy. We don't even know where we stand with the gunrunners beyond "Hey, Vault dweller's here. Take him down! Ok, he got through us. Hi. Leave us alone. Bye."
Clint's Terminal answers a lot of Gunner's questions.
* They're the survivors of the Child-Experimentation Vault
* They were Raiders until recently.
* They've gotten back together under a new leader
* Clint intends to use them to take over the Commonwealth and replace the Minutemen
The lazy approach. Even if you put it on a terminal it should still be shown in the game world itself. Especially since not everyone reads everything on terminals. Sure, some things should be on terminals only, but a whole faction?
This at least explains some things.
It would have been far better if this had actually happened after you encounter them. Even if it was a one time only event. With a leader going "Hey, we're here to take your stuff because we're a gang now. But don't compare us to raiders, we're trained." Along with putting their base in a building or vault or something. As enemies only most likely. But at least then they'd feel a lot more involved.
They control three Vaults actually, including the one they were created in.
I'm part of the Radroach faction, the ending is great, you become the King/Queen of the Radroaches. Mirelurks are a cool faction too!
I don't know about these factions, but my Sole Survivor, Lone Wanderer and The Courier all got to meet in a secret part off the map and started a bowling team.
FUNNY HOW MY NUDITY POST JUST GOT STOPED BY A ADMIN...censored much. i put it to a vote, typical democracy.
http://www.gamesas.com/topic/724862-forum-rules-and-general-information/?p=10470780