Gunner's Faction doesn't make sense in game.

Post » Wed Feb 03, 2016 6:06 am

If the Gunners are a Mercenary Unit that takes any contract to do anything, then why do they attack you on site? That defeats the purpose of being a Mercenary Unit. Take Gunners Plaza. If you walk up to it you are automatically attacked. If anything, when you get to the Gunners plaza there should be dialog options as the gunners would like to know why you are here. Are you here to hire them for a contract? Are you here to join them? Are you just passing by? I understand that the Black Talons would attack you in FO3 but, when you looted their bodies you found a contract on them stating that there was a contract out on you, so that is understandable. Here, I've yet to find a contract on them that saying someone has taking out a contract on me. I mean, whats the point of being a Mercenary unit if you kill all your potential employers? May as well have just made the gunners into raiders. What does everyone else think of the Gunners in game?

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Vickey Martinez
 
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Post » Wed Feb 03, 2016 7:24 pm

I just hate it to have non non-hostile interactions with them. No Contracts to hire them, not even bethesda loving and stupid Radiant Quests. Gunners Plaza is a big waste, its just for farming Armor like Quincy. Even on Nexus there was a hard Discuss.



One of the most dangerous Dungeons in Fallout 4 and all what you get are 3 Holotapes?!? LoL

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Alyna
 
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Post » Wed Feb 03, 2016 3:37 pm

Well I completely agree with you. Welcome to Fallout.



I suppose we can assume that all Gunner contracts are made through certain channels and we just never know what those are. That being the case if you are not going through the channels they are going to assume anyone coming near their bases or outposts is there to kill and loot them ... and in the case of the SS they are 100% correct.

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Joe Alvarado
 
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Post » Wed Feb 03, 2016 5:04 am

Ehm... they really like Pip-Boys?

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Alex Blacke
 
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Post » Wed Feb 03, 2016 9:20 am

Do we know that there is not a contract out against you?



I mean it could be Preston, Dez, or anybody afraid of your potential or some random mook you killed and someone in Diamond City wants you dead. Other than that.. like settlers said... "Gunners are just raiders with better weapons." They want your loot

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ashleigh bryden
 
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Post » Wed Feb 03, 2016 12:53 pm


This.



You don't live long in the wasteland welcoming armed strangers into your encampment uninvited.

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Pat RiMsey
 
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Post » Wed Feb 03, 2016 7:38 am


I think, having heard rumours of what was planned for some areas, Bethesda cut certain things short to meet deadlines. This might have included a potentially non-hostile Gunners group. It's disappointing because I think they have the COOLEST bases in the wastes, those highways re-purposed as forward bases of operation with windmills for power genuinely made me smile and think 'amazing' when I first saw them, and even now I love seeing them in the distance.

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Rik Douglas
 
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Post » Wed Feb 03, 2016 2:53 pm

I have thought the same thing when meeting the Gunners. At first it makes no sense, and since they attacked me, they are now my favorite target in the game, and I hunt them regularly. I can see them being upset with you and trying to take you out after you help a certain NPC in the game, but before that, unless you make hostile contact with them, they should leave you alone.

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Emily Shackleton
 
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Post » Wed Feb 03, 2016 9:19 pm

Yeah it svcks. They have zero character.
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Hot
 
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Post » Wed Feb 03, 2016 6:07 pm

As I remember it, the game description says that they are similar to raiders just much better organized . So I suppose that they kill and loot anybody they want, but also can kill people for money . May be they do it only for somebody they know or for somebody they want to. Up to your imagination. At least they are good for looting ...All my settlers in the Castle got strudy combat armor sets, thanks to gunners.

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Brian Newman
 
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Post » Wed Feb 03, 2016 6:06 am

I wouldn't trust the SS either if I were a gunner or anyone in the commonwealth.

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Louise Dennis
 
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Post » Wed Feb 03, 2016 9:50 am

Because just like the Talon Company, they're just [censored] people and no better than raiders. A lot of the things they do are indeed because of a contract or a job they've taken up, but besides that, they're basically just heavily armed raiders. Sniping random people from highways for the fun of it, the Quincy Massacre and uh...well I don't know what else, but yeah. Bad people and stuff. You gotta shooty shoot them.

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Ashley Tamen
 
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Post » Wed Feb 03, 2016 8:32 am

Yeah the Gunner are just Mercenaries on the name only, they work as raiders, but they are alot more organize.

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Connie Thomas
 
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Post » Wed Feb 03, 2016 4:56 pm

I just really hate when their lesser base entrances are often guarded by a "Gunner Scribe", who usually is some unarmored rookie kid in a green plaid shirt and a stun baton. I would love to just go "You know who I am. Drop that stick, go home and help your parents."



It's a shame the Intimidation perk requires you to maximize CHA - I know it's rather simple to boost SPECIAL with the fast leveling, but it feels like cheating.

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Anna Krzyzanowska
 
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Post » Wed Feb 03, 2016 6:21 pm

I don't like that no one hires them. Who supports them? Not the towns, not the institute, nobody. Makes zero sense.
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NeverStopThe
 
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Post » Wed Feb 03, 2016 4:19 pm

I agree with everyone here. I feel like they are raiders with just a different name and background. I also think, that as one person posted that Bethesda may have had a bigger plan for them, but do to time restraints, that their content was dropped to something simple as just raiders, or severely scaled back content. It is possible that in the future DLC there may be more to them. It does kind of seem that Bethesda had more on the table for the game but didn't get the chance to release it in the game. Which is fine, nothing wrong with wanting to add so much to game, but you do have deadlines to meet. Still a great game to play, even if it is now repetitive.

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Laura Hicks
 
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Post » Wed Feb 03, 2016 11:48 am

Started playing, heard about gunners being a mercenary faction, thought cool sign me up, aaand nope. I'm hoping for a DLC to do... something with them. Alternate start as a gunner with a new storyline parallel to SS's maybe? Meh not gonna happen but one can hope..
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Ruben Bernal
 
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Post » Wed Feb 03, 2016 7:58 pm

aren't the gunners employed by at least 2 different traders in the game for protection? Maybe they are only mercs for traders?
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Tyrel
 
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Post » Wed Feb 03, 2016 6:50 pm

The gunners being just perma-hostile raiders is just another symptom of Bethesda's nerfing of any real RPG elements in Fallout. RPG options, no. FPS shooter, yes. So much could have been done with faction options, quests, etc. with groups like the gunners and others, but no. They are just another row of target ducks in the CoDification of the game.

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Rachel Hall
 
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Post » Wed Feb 03, 2016 4:46 pm

Like I said in another forum post.. It would be interesting to approach Raiders differently. Think of it this way... if you approached a camp, you would have no idea they would be hostile or friendly. The raiders could lure you in and then kill you easier. I mean think of the distrust between each settlements.



But the gunners could be like the DB in the Elderscrolls franchise. Do you know who puts a contract against you?



But nonetheless, this is a game where raiders will walk over their dead comrades like nothing happened. Where you can purify radiated water with a simple pump or a small combustion engine (where do you get all the fuel for these and the generators). Where the radiated rain doesn't radiate everything all over again. Cannot expect much

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noa zarfati
 
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Post » Wed Feb 03, 2016 8:46 am

We should *at least* be taking Sniper Fire when approaching those Highway Overpasses throughout the land.


They can't even do that right.


I have seen them go hella crazy on some Brahmins from up there tho.

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jasminε
 
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Post » Wed Feb 03, 2016 6:27 pm


Or my poor Provisioners :( They should at least have guards

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lolli
 
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Post » Wed Feb 03, 2016 7:42 am


Well the various settlements seem to be getting by okay doing just that.



Alot of groups don't have a kill on sight policy. Yet the Gunners do, and they're probably the group that has the least to fear from it. They're also a group that is entirely dependent on their interactions with potential clients.

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Yvonne
 
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Post » Wed Feb 03, 2016 10:25 am


Yup, 100% agreed.


Thats quite saddening how they're just made to be left there as sitting targets while they could play a way larger role than at least two more "main factions" (refering at the minuteman and the railroads, which looks hell of weak compared to what the gunners have at their disposal throughout the gameplay).





The merchants seems, and they do appear some kind of active background such as expansions plans (holotapes, terminals, talks between them while you're sneaking around etc). but in fact nothing happens and they wait it out until you're going to crash on them and vaporize their entire forces.


Would've been cool to have something more on Maccready's side quest, or an "avenge quincy massacre" quest plot, or like major winning factions going nuts at them after nuclear family / nuclear option and wiping them off the map... anything, but a reason for it !!!



p.s i don't really get what use the institute could've of them, do they've already their army which is fully controllable on their side, why would they want a mercenary army? that'd be more appealing to have them as a separate faction which you can support their goals through the game or have quests to effectively fend them off , everything rather than have them all cool looking and developed just for nothing but farming heavy combat armor parts :P

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Dan Wright
 
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Post » Wed Feb 03, 2016 7:47 pm

Just too bad that they weren't the fourth faction instead of the Railroad.

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jenny goodwin
 
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