Cleaver is a raider, part of Bosco's gang in 2287. He jammed the locks on the exits of the Shamrock Taphouse during a raid on the restaurant. Cleaver is a raider, part of Bosco's gang in 2287. He jammed the locks on the exits of the Shamrock Taphouse during a raid on the restaurant.
Understanding VATS, damage resistance, crippling and more in Fallout 4's combat
Combat in Fallout 4 isn't as simple as picking up a weapon and battering the first person you find. At least not all the time, it isn't. There are a few key elements that play a part in picking a successful fight in the Commonwealth, so it's best you make sure you understand the basics of them all.
Using VATS in Fallout 4
The Vault Assisted Targeting System is extremely useful and versatile when you're fighting in Fallout 4. When you activate your VATS system everything goes into super slowmo and you can target and shoot the individual body parts of your enemies. The percentage chance you have to hit that body part is displayed over them, and will change based on how close the enemy is and whether they're behind cover (it's also affected by the weapon accuracy and your own stats). You can flick between different limbs and different enemies as you like, but the number of targeted attacks you can make while you're in VATS is limited by your Action Points (AP) and the type of weapon you're using.
There are a bunch of Perks to explore that increase your VATS accuracy and add other bonuses. You can also use VATS to target grenades and molotovs once you've thrown them for an immediate detonation, which is pretty cool.
How Action Points work in Fallout 4
Your Action Points (AP) determine how long you can sprint for, and are also the pool for your shots in VATS. Generally speaking the better rate of fire or speed a weapon has the less AP it burns up, though this can be changed by modifications to your weapons. You can also get the Action Boy/Girl perk to increase your AP regeneration, and there are different chems or foods you can use to buff your maximum AP for a short while if you're in a particularly heavy fight.
Limb damage and crippling in Fallout 4
When you target any part of an enemy the bar underneath indicates the status of that particular part, separate to the target's health as a whole. If you repeatedly shoot the same limb you can wear down its status bar until it's empty, at which point that limb will be crippled. This does different things depending on what it is you've targeted. A crippled leg, for example, will hinder their movement. You can use this pretty tactically: on radscorpions you can shoot off their stinger and you can destroy the weaponised arms on robots to make them way less of a problem. It's even possibly to cripple an enemy's head before you actually kill them, although as you start dealing higher amounts of damage you're more likely to just murder them outright.
Keep in mind that you can be crippled yourself, potentially slowing you down or making it harder for you to aim. In order to cure yourself of being crippled you have to use a stimpak, even if your health isn't actually that low.
How damage resistance works in Fallout 4
Everyone in Fallout 4 has a resistance score for three different types of damage,including yourself: ballistic, energy, and radiation. Your weapons will deal one of these types of damage (or sometimes a combination, depending on what you're going with), but you also have to take into account the resistances of whatever you're attacking - the Awareness perk under Perception will display exactly what resistances a targeted enemy has. The damage will be reduced by the amount of resistance as a percentage, so an enemy with energy resistence of 45 will receive energy damage reduced by 45%.
This is important to remember when you do things like sort your weapons by their damage score: a weapon might technically have the highest damage, but not when applied to certain enemies. Most mutated animals, for example, and that includes supermutants and ghouls, will have incredibly high resistance to radiation damage, up to taking none of it whatsoever. Attacking them with an irradiated weapon like a gamma gun will do basically nothing, whereas ballistic and energy weapons will have a more substantial effect.
Critical Hits in Fallout 4
In previous Fallout games any successful hit had a chance to become a Critical Hit, but in Fallout 4 you activate them manually in VATS yourself. You have a metre which gradually fills up with each successful attack you make in VATS, based partially on your total Luck stat, and when it's full you can activate a Critical Hit, which will be an automatically successful attack and deal multiplied damage. You can only have one Critical Hit banked at a time, unless you have the Critical Banker Perk. Other Luck Perks will increase your critical damage or give chances to refill your critical meter.
In Fallout 4, the Settlement mechanic allows players to establish their own settlements and populate them with dwellers. The goal is to give the audience a sense of creativity in the wasteland, but it’s something that hasn’t quite panned out.
I love making settlements in Fallout 4. During my time with the game, I crafted what felt like hundreds of buildings and made sure to assign my dwellers to specific duties. I even went so far as to give them custom equipment load-outs based on their roles. It eventually got to a point where I had to force myself to play the story just because I couldn’t stop making new cities for my people. But as time went on, and I kept establishing new areas, the mechanic started getting stale – and the wasteland workshop DLC additions weren’t doing much to help.
When Fallout 4 first unveiled its plans for downloadable content, many gamers were looking forward to checking out new stories, characters, and game mechanics. We had the return of the Mechanist to look forward to, the idea of pit fights from Wasteland Workshop add-on, and the mysterious allure of Far Harbor. Automatron and Far Harbor certainly delivered – but Wasteland Workshop started a horrible trend that both upset and confused me based on the way the team typically tackled downloadable content.
Developer Bethesda, as a whole, is well-known for its attention to detail with storytelling and continuing the narrative of each game past launch. With both Fallout 3 and The Elder Scrolls V: Skyrim, Todd Howard and his team delivered excellent narratives for players to explore, alongside a plethora of new mechanics and toys to play around with.
Take Fallout 3 for example, which focused on extending the main narrative of the game through Broken Steel and introducing complex stories for players to experience in Operation Anchorage, The Pitt, Point Lookout, and Mothership Zeta. Each section of the DLC provided for Fallout 3 had context within the larger universe while also holding narrative value of its own. However, the downloadable content for Fallout 4 doesn’t feel the same.
While both Automatron and Far Harbor certainly hold value from a narrative standpoint, the various Wasteland Workshop additions feel like a cop-out. Each of these DLC chunks add various contraptions and features to the settlement building mechanic that was originally advertised as ‘completely optional’ – making half of the DLC feel inconsequential.
Fallout 4 Walkthrough
Throughout my experience with the original wasteland workshop DLC, contraptions, and the newest vault building addition I couldn’t help but think about what could have been provided Bethesda opted to work on adding a narrative structure alongside them.
Devc Fallout 4 Clever Journal Articles
Take the newest DLC, for example, Vault-Tec Workshop. Throughout it, you’ll be working to build up your own vault and have the opportunity to perform experiments on your dwellers. But, there’s no narrative or dialogue exploring the truly messed up nature of vault experiments, or the twisted goals of the Vault-Tec Corporation. Each of these are valuable and interesting pieces of the Fallout universe we so rarely get to explore in-game.
It’s this complete lack of narrative within wasteland workshop DLCs that make them feel so unrewarding and uninteresting to players, namely because they just feel tacked on instead of engineered to fit into the game in a meaningful way. Combine that with the fact Bethesda has yet to fix many issues still plaguing players regarding the settlement mode in general and you just can’t help but wonder what’s been going on during the whiteboard phase of each project.
Devc Fallout 4 Clever Journal Prompts
We expect better from Bethesda based on their history with the Fallout franchise and RPG design in general. For years they’ve created worlds that are regarded as some of the most respected in the industry. Unfortunately, Fallout 4 seems to have taken a step back from that creativity– which will hopefully be remedied with the upcoming release of Nuka World this fall.
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