Robotics Expert Glitch?

Post » Wed Mar 30, 2016 6:00 pm

While aiming down sights at a robot, it allows me to hack them without being close to them.



Is this intentional or a glitch?

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A Lo RIkIton'ton
 
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Post » Thu Mar 31, 2016 4:02 am

The way i look at it it's a perk. (One that I don't use myself. I also don't use the Blitz melee perk for VATS for similar reasons.


To my mind I'm uncomfortable using them because they seem unrealistic.


But each to their own style of play.



As far as hacking/inciting down the scope it's essentially the same as pacifying/inciting a human down the scope, which is another perk i don't use.

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ANaIs GRelot
 
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Post » Wed Mar 30, 2016 8:51 pm

I need this perk, but the pacifying ability just turns me off..

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Sabrina garzotto
 
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Post » Thu Mar 31, 2016 2:53 am

I just "roleplay" that my pipboy is a remote control device which let's me access the bots from a distance.
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Alex Vincent
 
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Post » Wed Mar 30, 2016 10:59 pm

I have heard that myself, so far have not had that option, have also heard you can hack robots in combat, still I can not do that either.


I am going to say possibly bug. As like I said I can not/nor have not ever been able to do that, and I also can not hack a robot in combat.




But, hey. I would love to have the option :)

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scorpion972
 
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Post » Wed Mar 30, 2016 8:53 pm

Well patch 1.3 allowed hacking robots in combat.


I seem to recall it in the patch notes.


Yep, looked it up one of the many gameplay fixes.


Do you have the required perks?


................................


  • Fixed issue with player becoming dismembered while still alive

  • Robotics expert is now usable in combat

  • Stimpaks can now be used on Curie after the transformation

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Rob
 
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Post » Thu Mar 31, 2016 1:58 am

But how is it possible to hack a robot 50 yards away from you using your scope?

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Marine x
 
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Post » Wed Mar 30, 2016 11:06 pm



The scope is just so that I can read the bots ID# to input it to the pipboy. (lol)
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Robert DeLarosa
 
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Post » Wed Mar 30, 2016 8:43 pm

Maybe you fast travel there, plug in a really, really, really long extension cord, fast travel back, inject the routine, then sit back and watch.

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Josh Lozier
 
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Post » Wed Mar 30, 2016 10:31 pm









My problem isn't about the RP aspect. It makes sense because that's how they shut down normally. If you go to the terminal that a Protectron was linked to and initiate shut down, the protectron will actually walk back to its pod and power down. So being able to shut down a robot remotely isn't farfetched. Also Tharozoft, they changed the perk in one of the patches that it now allows you to hack them in combat.




I'm only concerned about it game mechanics wise as it seems OP. Especially for Automatron content, which I haven't done yet and why I picked up the perk. For one you can be pretty far away to initiate a hack. The second is how you need to aim down sights to do remote hacking. Pugsley100 brought up a good point about it being similar to the pacify perks.

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Tanika O'Connell
 
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Post » Wed Mar 30, 2016 11:54 pm

I'm not into role-playing crap.



For me, it's simply the pacifying ability design that the command button will show up on the screen that's bothering me.



I know it's just me, but uh... :P

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rheanna bruining
 
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Post » Wed Mar 30, 2016 1:50 pm



Running instead of walking to hit someone is unrealistic to you?
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TIhIsmc L Griot
 
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Post » Wed Mar 30, 2016 8:54 pm

Yes I do, Something must be odd about my game files. I will look into it. :)

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lolly13
 
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Post » Wed Mar 30, 2016 4:06 pm

I seriously doubt this




You're saying the SS uses instant transmission(DBZ reference) attaches a cord and then goes back to the terminal to stop it? That's even more crazy than the previous quote :|




I'm still questioning how the pipboy acts like a remote control to hack robotos 50+ yards away. It sounds ridiculous unrealistically. It's fun for gameplay but idk

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luis ortiz
 
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Post » Thu Mar 31, 2016 1:08 am

Well, the robots clearly have wireless communication, since you can control them remotely from their terminals. I guess the Pipboy is connecting to them over wifi.


As far as being OP, I took Robotics Expert in anticipation of the DLC, but I didn't end up using it much. You can hack a robot and set it to self destruct, but it takes so long to happen that it's quicker to just kill it with bullets.
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BRAD MONTGOMERY
 
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Post » Wed Mar 30, 2016 8:46 pm

Stop complaining! Leave my favourite perks alone, if you think they are "OP" don't use them end of.

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cosmo valerga
 
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Post » Wed Mar 30, 2016 1:29 pm

Radio wave transmitter might make a robot hackable with the right receiver and transmitter, either that or pumping out a certain wavelength may cause shut down or self destruct.



Or as I said in another thread PC ties the cable to a fatman launcher mechanism and launches it across the area.

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k a t e
 
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Post » Thu Mar 31, 2016 3:14 am


You see, this is something that has bugged me in Bethesda RPGs for years. I need to have the ability to turn features like that on or off whenever I like. Lots of perks have multiple purposes, but I only want some of those benefits. Take the Sneak Perk, for example. I'm at Rank 4 for Silent Running, but I'd happily turn off the "Light Step" part which makes me pretty much immune to most traps.



I like the idea of things like Animal Friend, but I equally get bored if I don't have enough to kill, so I ended up not taking it in subsequent playthroughs of Fallout 3.



Also, the Home Run thing with the Melee Perk. I was SO hoping it was more like the spinning backslash beheading from Skyrim! That was such a great thing to do!

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Jessica Lloyd
 
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Post » Thu Mar 31, 2016 2:01 am

didn't think wifi still existed in the fallout universe with alot of tech being destroyed

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amhain
 
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Post » Wed Mar 30, 2016 5:05 pm

To hack robots (especially at a distance) is fun and rewarding. I do support the feature of hacking them at any distance. I do not think is a glitch. I do think that's how it's supposed to be. We have computers and smartphones that can do things at long distance (Home Security Systems, for example.) So why not hacking some robos with a weapon or a PipBoy? I think is very cool!

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john page
 
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Post » Wed Mar 30, 2016 11:56 pm


It's weird because as far as I know, the Pipboy doesn't have a transmitter. So how can it send out signals?



It seems like a glitch because of the animation. When you initiate the hack, your character goes through the animation of pulling out the connection cord and attaching it to something. In the case of being far away from a robot, it's just thin air.






Agreed.






I said it SEEMS op, especially in automatron content. In the vanilla world, before starting any of the DLC content, robots are not around often. So its not OP in that sense. Come automotron however, where most enemies you're fighting are robots, it just seems too powerful. I will admit though, it is fun. Gives me a tactical way of dealing with enemies that have robots with them.




Spoiler
Like those Rust Devils and random packs of Mechanist robots. Hack a robot and let the chaos ensue.

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Richard Dixon
 
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Post » Wed Mar 30, 2016 8:13 pm

You don't have to hack robots just because you have the perk
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..xX Vin Xx..
 
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Post » Wed Mar 30, 2016 10:38 pm

But isn't that the point of the perk?

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Alessandra Botham
 
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Post » Wed Mar 30, 2016 8:22 pm


The point of the perk is to hack robots and you're saying to NOT hack robots....... wut



There are no passive effects in this perk. What am I supposed to do with it, roleplay? Oh wait, there are no speech checks for perks in this game.

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Amysaurusrex
 
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Post » Wed Mar 30, 2016 6:58 pm

That's nothing, I've been able to PICKPOCKET people through my scope.

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Greg Cavaliere
 
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