Fallout 4

Sulrn

Deuces
2,159
360
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 turning
Optim....Liberty Prime
into a Terminator.
 

Gorehack

Lord Nagafen Raider
1,534
40
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 turning
Optim....Liberty Prime
into a Terminator.
Whole reason I went with that ending lol.
 

hodj

Vox Populi Jihadi
<Silver Donator>
31,673
18,384
Welp I'm torn on the end game decisions in ways I've never been in a game before.

Sucks.
 

hodj

Vox Populi Jihadi
<Silver Donator>
31,673
18,384
In a game where you can just make random saves and try them all?
Yes.

Its dumb, I know.

But it looks like you may chop of some significant quest lines, regardless what choice you pick. I can't tell yet.
 

hodj

Vox Populi Jihadi
<Silver Donator>
31,673
18,384
Fuckin' A, there's only 3 colors man.
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.
 

Sulrn

Deuces
2,159
360
I had Danse' perk and didn't side with BoS. I never recruited Curie though so can't comment. Your choice really doesn't matter. Just a choice of headcanon.
 

khorum

Murder Apologist
24,338
81,363
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.
 

Cybsled

Naxxramas 1.0 Raider
17,410
13,923
Piper has ranged and she busts out WWE moves or Kung-Fu sometimes...it's the best of both worlds!
 

Kedwyn

Silver Squire
3,915
80
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 actual end point to go back to those other factions or cut off ties is the mission after that.

mass fusion building for the part to finish the institute reactor. When you go to port out you get a warning for the bos going agro. Railroad is super obvious when that is the point of no return and several quests later..
 

Regime

LOADING, PLEASE WAIT...
<Aristocrat╭ರ_•́>
17,347
41,663
Just finished the game for a 2nd time. Loved it. Now it time to mop up my last 4 achievements.
 

Faith

Useless lazy bastard.
1,178
857
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.
I did the quests for Curie waaaay after I wiped out BOS and the railroad from the face of the wasteland, you dont need either to complete it, just take her to Memory Lane and a synth body will be availible.
 

Vorph

Silver Baronet of the Realm
11,702
5,527
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.
Spoilered only because it has all the companion names listed--
Every companion except Curie has Sneak 4. Dogmeat has Sneak 5, but no idea if it actually does anything for him. I'm not sure exactly how to interpret NPC skills, but Preston, Cait, Piper, MacCready, Hancock, Danse, and X6-88 are all identical. Curie, Nick, and Strong appear to be better at melee than the others. Deacon appears to have no skill at all with guns, possibly a bug? Dogmeat looks worse at melee than the others. Take all of that with a grain of salt, as we have to use Skyrim tools to view the Fallout 4 data and not everything translates correctly.

In the end, they all do pretty shit damage with their default weapons. Giving them new guns isn't really practical unless you use the console to give them like 20000 ammo. Giving them ST/EN gear and a solid melee weapon (like a stunning super sledge or legendary machete with sacrificial blade mod) is probably the best bet for everyone. Especially Curie, if I'm reading the data right... but don't use her if you like to Sneak. She gets detected constantly, and that's something I see in game as well as in the data.

I can't actually remember the last time anything lived long enough for my companion to get into melee range with it, so I wouldn't agonize over this too much. I pretty much just give them a set of maxed out combat armor with deep pockets mod on everything but the chest (which gets dense instead). Power armor would be good too, except it causes really bad pathing issues for some reason. Carrying shit is all any of them are really good for.
 

Aaron

Goonsquad Officer
<Silver Donator>
9,337
22,731
Do you get xp (full or partial) for enemies your companions kill entirely on their own (while your sorry ass is in another room looting)?
 

Vorph

Silver Baronet of the Realm
11,702
5,527
You get nothing unless you do 25% of the damage. Console command or mod can alter that, but setting it to 0% so you get xp from things they solo doesn't seem to be possible. You will always have to do at least 1 point of damage.