03-25-2016, 02:25 PM
Fallout 4 Automaton...maybe I'm just biased because this DLC seems to be pandering a lot. It's aimed at (kinda) high level characters as the first fight is just above Boston, and then the first quest is just north of Quincy. You initially recruit a heavily modified Assaultron named Ada to help you in this quest, who is pain stakingly designed to be the perfect companion to the average fallout 4 player, praising you for looting without any affinity, coughing up random junk you might find useful (BLESSED WONDERGLUE) at intervals, referring to you as "sir" and coming stock with carry weight mods. At least she's perfect until a fight starts, where her protrectron legs make her waddle around ineffectually and her only ranged weapon is a mundane laser rifle bolted onto a sentry bot arm, a laser rifle she seemed strangely averse to using until I upgraded it too.
Robot companions are at least a thorough and interesting feature where they have armor and parts blown off them over the course of a fight like regular robots and will sometimes even self destruct spectacularly if completely disarmed, but no matter what happens you can fully repair them with the new robot repair kit, which is just a little disposable welding stick, or wait for the fight to end and all their doo-dads will magically come back.
I expected the loot tables to be changed throughout the commonwealth not only for the new robot parts but also for the new robot armor set and new weapons, but they only seem to be available through automatron enemies, so good thing there is a new type of raider to drop that robot armor right? The new robot armor is, all things said, pretty cool, with a hollowed out sentry bot head for a helmet and a decidedly "space marine" (not the 40k kind the generic kind) look about it, though the stats sadly seem to be fairly middling.
Customizing robots has the same pitfalls as customizing guns where there are initially one or two objectively best mods that will inevitably narrow into a single objectively best mod that you want to use every time, like you can use an assaultron head with or without the head laser, which is such a ridiculously thorough no brainer because the head laser seems to come with no appreciable downsides, that said Bethesda has ATTEMPTED to make parts that are sidegrades of each other, but outside of flat changes to damage and/or carry weight the UI is just woefully inadequate for conveying the info you need, so you will again gravitate to one or two mods on all automatrons. Also the robotic expert perk? You only need 1 level of it for basically just the most powerful mods in this DLC, the usual crafting perks are more important in every way.
As usual Automatron has interesting ideas that at first glance appear to barely scratch the surface of their potential, and at second glance they're still pretty half-assed, but if you like the base game then robot companions are pretty badass, especially if you get some sentry bot parts where you can make them sport dual fat men, so go ahead, it's your money.
Robot companions are at least a thorough and interesting feature where they have armor and parts blown off them over the course of a fight like regular robots and will sometimes even self destruct spectacularly if completely disarmed, but no matter what happens you can fully repair them with the new robot repair kit, which is just a little disposable welding stick, or wait for the fight to end and all their doo-dads will magically come back.
I expected the loot tables to be changed throughout the commonwealth not only for the new robot parts but also for the new robot armor set and new weapons, but they only seem to be available through automatron enemies, so good thing there is a new type of raider to drop that robot armor right? The new robot armor is, all things said, pretty cool, with a hollowed out sentry bot head for a helmet and a decidedly "space marine" (not the 40k kind the generic kind) look about it, though the stats sadly seem to be fairly middling.
Customizing robots has the same pitfalls as customizing guns where there are initially one or two objectively best mods that will inevitably narrow into a single objectively best mod that you want to use every time, like you can use an assaultron head with or without the head laser, which is such a ridiculously thorough no brainer because the head laser seems to come with no appreciable downsides, that said Bethesda has ATTEMPTED to make parts that are sidegrades of each other, but outside of flat changes to damage and/or carry weight the UI is just woefully inadequate for conveying the info you need, so you will again gravitate to one or two mods on all automatrons. Also the robotic expert perk? You only need 1 level of it for basically just the most powerful mods in this DLC, the usual crafting perks are more important in every way.
As usual Automatron has interesting ideas that at first glance appear to barely scratch the surface of their potential, and at second glance they're still pretty half-assed, but if you like the base game then robot companions are pretty badass, especially if you get some sentry bot parts where you can make them sport dual fat men, so go ahead, it's your money.
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I answer questions. snark provided free of charge.
Most hated member of the nexus, irritation and/or ragequit guaranteed or your money back.
"IF I DO NOT RETURN INFORM MY HUMAN COHABITANTS THAT I FEEL STRONGLY FOR THEM"