- 47,555
- 102,462
Whole reason I went with that ending lol.I view it as them being a prime template for some mod to finally raise them to their intended status as Space Marines in the process of completing the game.
Especially if they take it the point of turninginto a Terminator.Optim....Liberty Prime
Yes.In a game where you can just make random saves and try them all?
Fuckin' A, there's only 3 colors man.
The actual end point to go back to those other factions or cut off ties is the mission after that.The problem is in part because of the companions and perks I want to get. I still want to get Danse's perk, I've played for way too long with him to not have it. Then I also want to play with Curie and make her into a synth, which requires the railroad. So I need to be friendly with both BOS and Railroad to do both of those. At the same time, I think I want to align with the Institute for the final part of the game. Minutemen I couldn't give a flying shit about, tbh. So that's why its conflicting. I just did the Battle at Bunker Hill quest, which gave me three/four options, side with the Institute, tell the Railroad, tell the BOS, tell both. Then you have to choose to either liberate the runaway synths, murder them, or return them to the Institute.
Its nice, though, to actually feel like a choice like this might actually be impactful for once in a Bethesda game. I had an easier time making these sorts of choices in New Vegas, which is kinda fucked up, all things considered.
The problem is in part because of the companions and perks I want to get. I still want to get Danse's perk, I've played for way too long with him to not have it. Then I also want to play with Curie and make her into a synth, which requires the railroad. So I need to be friendly with both BOS and Railroad to do both of those. At the same time, I think I want to align with the Institute for the final part of the game. Minutemen I couldn't give a flying shit about, tbh. So that's why its conflicting. I just did the Battle at Bunker Hill quest, which gave me three/four options, side with the Institute, tell the Railroad, tell the BOS, tell both. Then you have to choose to either liberate the runaway synths, murder them, or return them to the Institute.
Its nice, though, to actually feel like a choice like this might actually be impactful for once in a Bethesda game. I had an easier time making these sorts of choices in New Vegas, which is kinda fucked up, all things considered.
Damn dude. You're hardcore.Just finished the game for a 2nd time. Loved it. Now it time to mop up my last 4 achievements.
Spoilered only because it has all the companion names listed--So I've been rolling with Cait for some time because of her lockpicking, but I've been missing Piper's ranged deeps since I got Cait decked out with melee stuff (+STR gear, grognak's costume, leg direclaws) and she doesn't seem to be wrecking shit in melee.
Then I ran into the other melee follower and I'm wondering if I could've geared Cait for ranged or something all that time. Does she have any internal benefits to melee that I'd be missing out on? Even her companion perk is ranged-ish.