How many new enemies do you think they'll add in DLC?

Post » Thu Jan 21, 2016 11:51 am

The diversity of enemies in this game is awful, it's just like Fallout 3, Super Mutants, Raiders, Ghouls, and Mirelurks comprise over 95% of the enemies you will meet in game, I don't know what's the obsession Bethesda has with these enemies.


I hope DLC spices it up a bit
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Alba Casas
 
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Post » Thu Jan 21, 2016 2:05 am

As mentioned elsewhere I would love a DLC which concentrated on giving the major raider groups and super mutants a make-over with unique weapons and what not.


Very few raider groups feel distinguished (actually, only one the Triggermen). The Forged svck balls, nothing unique about em, and cant think of any others. Would much prefer a mini-DLC concentrated on current Raider groups with unique personalities. For example:


-Forged re-done with Napalm weapons such as Napalm Missle Launchers, and fire-modded Rippers, and power-armour wielding pack leaders who have fire-vents on their armour (performing a similair effect to the Tesla field) taking over several of the raider controlled areas surrounding the ironworks.


-Corvega plant and Lexington raiders using Catapults which launch cars, and armours made from car scrap which deflect laser-based weapons on the armoured areas.


-Brewtown raiders wearing lighter armours and using special variations of molotovs, and double their numbers but have many of them drunk and maybe inaccurate. Plus throw in a war between them and the Fed Stockpile guys.


-Re-do Revere Satellite Array, or any other Super-mutant occupied area, so it is now occupied by a splinter Super Mutant group of Nightkins who are attempting to draw in other super-mutants to bolster their ranks of cannon-fodder.


-Re-do Fort Strong, or any other Super-mutant occupied area, so it is now occupied by a splinter Super Mutant group who have learnt how to adapt power-armour for their use.


-Unique new merc group competing with the Gunners who use Jetpack-Power Armour and Super Sledges.


-Add in a group of Ghouls who leash Ferals and release them when you get near them in some random area.



I know its a lot to wish for, and probably impossible, but my biggest aspirations for any fallout or Elder Scrolls game has and always will be unique gangs who really show a unique edge to them.

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adame
 
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Post » Thu Jan 21, 2016 1:42 pm

where would we be without a mobile device with whitch to play Grognak and the Ruby Ruins? "Hold on a sec Mr. Deathclaw, lemmy beat this guy real quick."

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Isabella X
 
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Post » Thu Jan 21, 2016 7:10 am

You forget Sir, that robobrains have wiggle arms. What other robot in the game can compete with the robobrain's ability to do the wave?

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Karen anwyn Green
 
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Post » Thu Jan 21, 2016 1:08 pm

Going all the way back to D&D, I never could grasp, "If these things exist already, where were they before the module/expansion/edition/DLC came out?"

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Ysabelle
 
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Post » Thu Jan 21, 2016 1:50 pm

Here's something for them, a brand new creature to play with that would make sense in a swamp-like region: A Croaker. a mutated massive bullfrog that vary from size to large boulders, to even the size of a bus or small buildings, which the older they got and devoured their prey, the larger they got, with details of showing mold, rocky formations and greying upon their thick hide, with even sticks stuck upon their hide, giving them somewhat of a massive boulder look, to which they utilize by burrowing somewhat into the ground and hiding as a mere stone, or standing beside a mountainside covered in leaves, dirt, and rocks, making VATS useless against them, as the player cannot just spam Q "hurrr durrrrrr" and catch one. Extremely deadly, with a maw capable of swallowing even a car and jaws capable of crunching down on steel, they even put Deathclaws to the challenge as top-tier hunters and ambushers. However, unlike their agile rivals, the Croaker is a slow mover, using hops and massive ambushes to close into their prey, using their webbed claws to swat the player/prey closer and bite them for massive damage, with tongue lashes, and even a massive belly flop to crush their victims. a Kill scene would have it make a large croak before it's massive, sticky tongue lashes out, swats the player, and with him/her screaming for dear life, would be quickly pulled in and snapped up, with their screams still heard as dull sounds on the kill scene.



For introduction, perhaps a Deathclaw/Ghoul or Yao Guai attacking the player in a building as a scene before the very rooftop smashes down, revealing a large Croaker that promptly devours the predator-now-prey, crunching away as it loses interest on the player, naturally as it has it's meal.

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Nicholas
 
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Post » Thu Jan 21, 2016 3:42 pm

I don't know. Anything, as long as there is plenty of variety. It does get a bit tiresome facing the same enemies over and over, while only a select few is really any trouble if caught out in the open unprepared.



As far as Nightkin goes, I'm ready to leave them in the Mojave. They are not that interesting imo. They are just marginally deadlier, but just as stupid as Super Mutants, and thus doesn't bring anything worthwhile new.

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Nicole Kraus
 
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Post » Thu Jan 21, 2016 8:27 am

It's really hard to guess what original creatures they could add - part of that is going to depend on where the DLC is set. If it's an underwater focus we may see a living, breathing RadDolphin or whatever those mutant porpoise corpses are called. If it's set in a thickly urban area like the Pitt or Downtown DC, we may see some new variants of raiders or some new mutated humanoid. If it's set in a more rural or forested area, maybe we'd see more mutated animals. If we want to talk about returning critters, all I'd really love to see make a comeback are Robobrains and Centaurs.



One thing that might not have been mentioned yet, adding even stronger variants of existing enemies into the leveled lists to give hell to level 50+ characters. Maybe Mole Ratzilla will emerge from the Glowing Sea and reign terror! Maybe we'll find The Great Glowing One!

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Kevin S
 
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Post » Thu Jan 21, 2016 3:37 am


How about no? I mean really, that's just gonna make a re-color skin of a molerat, maybe making it black and spiny, and the other is just an orange glowing one. Gotta be more specific and creative about variations of already cut-and-paste enemies. Maybe a large, fat lumbering rat that's blind but erupts out a radioactive breath and teeth capable of destroying power armor instantly?

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Jeneene Hunte
 
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Post » Thu Jan 21, 2016 1:50 am

Just one...a mutated big cat with super high agility and devastating claw attacks, have them be stealthy, and give them a freakish snarling sound upon encounters...make them somewhere between a yao guai and a deathclaw, strength and difficulty wise...
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jason worrell
 
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Post » Thu Jan 21, 2016 8:25 am

I want scary stuff pls, and I mean really scary, not just ugly stuff, but something that can get you [censored] on your pants.

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Jonny
 
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Post » Thu Jan 21, 2016 5:22 am

I'm wondering where all of the Supermutant Overlords have gone!?



Anything but those F**KERS from Dead Money!!!

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Nicole Kraus
 
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Post » Thu Jan 21, 2016 11:39 am

There are Super mutants overlords in this game. There's even Super Mutant Primus and Super Mutant Warlord, two most powerful versions outside of behemoths.



I say bring back the swampfolk and triple their health and damage. Aw yea, Soulout 4.

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tiffany Royal
 
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Post » Thu Jan 21, 2016 11:58 am

Dragons :goodjob:

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Ezekiel Macallister
 
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Post » Thu Jan 21, 2016 1:45 pm

I think replacing all current enemies with robobrains is the way to go.

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Steve Fallon
 
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Post » Thu Jan 21, 2016 9:08 am

I think it would be a great idea to have mutant spiders. Where you get a quest to investigate a village that's been completely wiped-out and as you get closer it becomes apparent that there's been an infestation. The village can be covered in webbing like that on the film arachnophobia.


There could be several types of spiders.


? Trapdoors' that jump out of the ground like mole rats.


? Funnel webs' that lurk in crevices waiting for unexpected foes.


? Tarantulas' the largest of all, pure brutes.


? Daddy log legs / Harvesters. ( not crane fly, so called daddy log kegs with wings )


? And finally. Eggs, they can explode like mines into a large mass of spiderlings.
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Tania Bunic
 
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Post » Thu Jan 21, 2016 2:18 am




Definitely a binding of isaac player :P

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SaVino GοΜ
 
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Post » Thu Jan 21, 2016 3:31 pm

Sorry long legs
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Miss K
 
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Post » Thu Jan 21, 2016 2:53 am

Out of my many complaints about the game, enemy variety isn't one of them. We have raiders, better raiders (aka Gunners) Children of Atom for humans. Synths, A heavy robot (Sentry) medium fast robot (Assaultron) and then Protectrons/handys etc. Super Mutants as another tough enemy, Deathclaws, lots of irritating bugs and radscorpions. We have some massive enemies in the Mirelurk Queen. We have rifles, miniguns, pistols rockets, grenades and melee so enemies are armed differently. Does it matter what the enemies look like? Its a Bethesda game, they are all super easy. They need more work on making them a challenge to fight, less on how they look.



The only additions I could think of would be an even bigger robot like the ones guarding the military base in Fallout 2, which would be lore friendly. More hp/damage then Sentries but slower, armed with a point defense system that would shoot down missiles/fat man mininukes, and a guided missile of its own like the Javelin that would fire over rocks and walls. I'd love to see the tears when people might actually have to put effort into beating an enemy. Maybe a really advanced raider group like the Reaver Movement from Fallout Tactics who would attack in large numbers and have radio contact so if you aggroed one they all came at you at once... something HARD to beat, I don't need more enemies I simply wipe the floor with.

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lucile
 
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Post » Thu Jan 21, 2016 1:33 pm


you mean the Bloodsvcker and Stingwing? Hell I don't even consider the stingwing a major threat, Bloodsvcker on the other hand, now that's something you should avoid at all times, the damage and DoT they bring is quite phenomenal .

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N Only WhiTe girl
 
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Post » Thu Jan 21, 2016 9:21 am

For all those that say enemy's are easy and that they don't find it a challenge anymore. Have you considered playing through the game from the beginning on survival mode with melee?


Hand to hand combat on survival, there's ya challenge.
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NAtIVe GOddess
 
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Post » Thu Jan 21, 2016 2:32 am


Uh, no, it's not. Wanna know why? A top-tier unarmed weapon is about a stone's throw away from Vault 111, and the top-tier Melee weapon is a bit harder to reach, but not impossible, since it's in the lower right section of the upper half of the map.



Another reason: Blitz and Rooted. If it wasn't for this combo, hell, if it wasn't for Blitz, then I would agree with you, but as soon as the player grabs the perk (which they most likely will), the game becomes humorous for Melee and Unarmed users.

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Nick Tyler
 
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Post » Thu Jan 21, 2016 9:29 am

Cant go wrong with trogs, I mean swamp trogs, I mean spore carriers... Yea you know don't do that. Seems like a cop-out move just changing the textures.

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Jordan Moreno
 
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Post » Thu Jan 21, 2016 4:29 am

Doubtful any unless it's key to the DLC itself, no need to really. Don't want this to end up like Borderlands 2 and just sloshing the same mobs with different names and graphics...

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Chantelle Walker
 
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Post » Thu Jan 21, 2016 1:19 am



This! It'd be interesting to see like a small legion outpost or so like that. Robobrains not being there is also bonkers, I don't get it
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Jah Allen
 
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