Fallout 4 - it's official! Coming Nov 10, '15

Page 108 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Imp

Lifer
Feb 8, 2000
18,828
184
106
damn this 1.3 beta patch update really speeds things up

quicker load times
no longer bogs down in central boston
'playable' on ultra (6870)

godrays are still messed up though

As long as it stops freezing/crashing in Boston. I can handle slowness but crashing and having to wait for Steam to sync before relaunching sucks.

+1 on enemies spawning inside of a settlement = really dumb. What is the point of putting up all the perimeter defenses if they can just spawn inside of them. Just had my second "inside the camp spawn battle" yesterday - both times in the same settlement.

I get the feeling that the "inside the settlement spawns" are because someone forgot to set a spawn point for attacks, and it maybe defaults to the fast-travel location. Some of them work properly. Ones I can think of:
Convenant, Sanctuary, the drive-in, half of that settlement beside Covenant.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
I'd be happy with regular scope speeds, or being able to get on tall buildings w/o it slowing to a crawl. Load times have never been too bad for me with a SSD, but I expect many of us are using those these days. Faster would still be nice
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
+1 on enemies spawning inside of a settlement = really dumb. What is the point of putting up all the perimeter defenses if they can just spawn inside of them. Just had my second "inside the camp spawn battle" yesterday - both times in the same settlement. Mutants spawn in from nowhere and there are 7-8 of them with 3-4 "dogs" - all upper leveled and several with Miniguns. After the first time this happened I put several heavy machine gun turrets and a heavy laser facing to the inside of the settlement. That really helped as I only lost about 1/2 the crops and water pumps, 2 turrets needed fixing , one trade store needed to be repaired, and only 3 settlers this time - last attack I lost all crops, all water, all stores, 4-5 settlers, and 1/2 of the defenses.

The other thing that is irritating is the fact that the "help X settlement it is under attack" messages all come at once or in packs- so after you get done battling/helping one settlement you don't have time to collect the enemy spoils before you have to fast travel to the other settlement that is getting attacked. By the time you come back to the first battle everything is gone. Yet- that stupid dead feral ghoul is still lying there dead ever since you started the settlement.
Agreed. But if you build the defenses strong enough, the raids seldom happen. I go defense-heavy and even though happiness hovers in the 60s or low 70s, they seldom get raided. When I do get raided, usually the attackers are killed outside the perimeter without friendly losses even if I don't fire a shot. If however they spawn inside the base, the turrets spin around and fire pretty much indiscriminately, doing about as much damage as the supermutants. Only place I've had that happen is that big coastal settlement down south that I won't name, and both times it was by heavily armed supermutants. Which reminds me, I really need to put down a new fast travel mat so I don't arrive surrounded. That sucks.

However, evidently ghouls or supermutants or raiders are still free to waltz in invisibly and snatch someone or threaten the community, 'cause I'm getting still buttloads of those quests.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
As long as it stops freezing/crashing in Boston. I can handle slowness but crashing and having to wait for Steam to sync before relaunching sucks.

I get the feeling that the "inside the settlement spawns" are because someone forgot to set a spawn point for attacks, and it maybe defaults to the fast-travel location. Some of them work properly. Ones I can think of:
Convenant, Sanctuary, the drive-in, half of that settlement beside Covenant.
Odd, I've had two CTD and one hard freeze and none were in Boston. I've had several glitches that required restarting the game though, such as companions becoming invisible or stuck inside the scenery.

For what it's worth, if you open Task Manager you can kill Steam and it at least seems faster to restart Steam.
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
If however they spawn inside the base, the turrets spin around and fire pretty much indiscriminately, doing about as much damage as the supermutants.

I didn't know that. I thought they were limited to the range they're scanning when I set them up.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Which reminds me, I really need to put down a new fast travel mat so I don't arrive surrounded. That sucks.

Yeah, this should be done everywhere. Never seen them spawn inside the buildings I create for beds, but I'm not sure if that's 100% safe.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
I didn't know that. I thought they were limited to the range they're scanning when I set them up.

I still am not sure. The turrets seem to spin 360 degrees when there's an attack. Is that only after something's been detected? So if I have one turret and it's attacked from behind, it'll never detect/attack?
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I still am not sure. The turrets seem to spin 360 degrees when there's an attack. Is that only after something's been detected? So if I have one turret and it's attacked from behind, it'll never detect/attack?
If a turret is attacked, it will spin around and return fire. I've also noticed that they all rotate before any of them fire. I'm assuming that a turret can sense beyond its firing range, although it's possible that a settler noticed the threat or that a turret sensed it but it moved behind something before the turret fired.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
I didn't know that. I thought they were limited to the range they're scanning when I set them up.
Nope. That is their detection range only. They will pivot 360 to engage a target once it's detected. Sometimes that's not all that good; if a settlement is narrow, then the far side turrets can damage the near side turrets, crops, etc. As long as you stick to machineguns or heavy machineguns it isn't that big a deal, but if you use missile turrets . . .

Another thing: Try to put all turrets on elevated platforms. Not only do they have better fields of fire and less often damage crops and equipment, they are also out of reach of attackers with melee weapons.

I've pretty much given up on walls in favor of turrets. Oddly, walls don't add to defense, all human experience notwithstanding.
 
Last edited:

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Yeah, this should be done everywhere. Never seen them spawn inside the buildings I create for beds, but I'm not sure if that's 100% safe.
I was thinking of spawning atop a building. That way I'm high up for good visibility and field of fire, and out of reach with melee weapons. But the only settlements where I've relocated travel mats haven't been attacked.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Yeah, put turrets on the wooden elevated floors. 1 level high is enough to let them shoot over most things (crops) and significantly increase their line of sight.

Not sure why people thought they weren't 360 degree, they are. I mean, they spin around when not active. Range limited for sure, but not direction.
 

DaveSimmons

Elite Member
Aug 12, 2001
40,730
670
126
Not sure why people thought they weren't 360 degree, they are. I mean, they spin around when not active. Range limited for sure, but not direction.

Not that I've noticed. They don't spin, they go back and forth across an arc, maybe 180 degrees or less.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
Yeah, put turrets on the wooden elevated floors. 1 level high is enough to let them shoot over most things (crops) and significantly increase their line of sight.

I started with the wooden elevated floors but having settlers spawn under them and get stuck was annoying. Switched to concrete foundations for a while now... and I usually add 2 or 3 levels on top to make full watch towers for turrets.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
Not that I've noticed. They don't spin, they go back and forth across an arc, maybe 180 degrees or less.

Maybe I just missed it, but they certainly fire 360 as long as they have line of sight. Read one post that says they detect 180 but fire 360, which means as long as your settlers are fighting they will assist but won't detect backwards on their own. Never had a problem with them not firing with enemies in range.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
While my turrets only track about a 120 degree arc, I've seen them swing 180 degrees to attack things spawning behind them. Saw it just yesterday when two rocket turrets blasted some raiders.

I would actually prefer that they stuck to a fixed arc because I have to be careful to keep my crops completely out of sight instead of just behind.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
Man, I'm stuck in some serious suckage. Sanctuary Hills has a problem. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that . . .

General? I'm the buck private who is ordered to dig holes and fill them in. Over and over and over. Raiders. Ghouls. Raiders. Ghouls. I no longer want to protect the settlers, I want to massacre them. Starting with effing Preston Garvey, who does literally nothing but order me around. These people don't deserve to be saved.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
^^^ Stop turning them into Preston. He dumps quests on me while I'm at the Sanctuary workshop and he's just walking by.
 

Phoenix86

Lifer
May 21, 2003
14,644
10
81
^^^ Stop turning them into Preston. He dumps quests on me while I'm at the Sanctuary workshop and he's just walking by.

Move him to the castle, don't turn on radio freedom. It'll help, but not stop, the spam.
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
Did they fix their shitty RNG math to compensate for nerfing the McCready perk?

Honestly that perk made the game enjoyable. I was so sick and tired of being 3 inches from someones face and missing 3 times in a row REPEATEDLY and then sitting there with my thumb up my ass with no AP.

Fortunately I 100%ed the game long ago before they started patching.
 

Dahak

Diamond Member
Mar 2, 2000
3,752
25
91
Did they fix their shitty RNG math to compensate for nerfing the McCready perk?


Its in the Beta 1.3 patch, so when that goes live it will be fixed

An I am sure someone would release a mod to return it back to the old stats if people still want it
 

Markbnj

Elite Member <br>Moderator Emeritus
Moderator
Sep 16, 2005
15,682
14
81
www.markbetz.net
Man, I'm stuck in some serious suckage. Sanctuary Hills has a problem. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that and get a mission to Tenbluff Pines. I fix that and get a mission to Sanctuary Hills. I fix that . . .

It's hard to believe anyone actually played this mechanic before release.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
^^^ Stop turning them into Preston. He dumps quests on me while I'm at the Sanctuary workshop and he's just walking by.
I tried that, but then I fail the "quest" and the community whines about it even though I killed/rescued everyone AND told the villager, so next time I'm there they all whine about these raiders/ghouls/supermutants.

Move him to the castle, don't turn on radio freedom. It'll help, but not stop, the spam.
Wouldn't I have to report to him at the castle?

It's hard to believe anyone actually played this mechanic before release.
Agreed. It's Call of Duty syndrome - playing the same thirty minutes of content ten times is not five hours of content. Plus the "nearby" is obviously randomly selected.
 

Imp

Lifer
Feb 8, 2000
18,828
184
106
I tried that, but then I fail the "quest" and the community whines about it even though I killed/rescued everyone AND told the villager, so next time I'm there they all whine about these raiders/ghouls/supermutants.

That's weird.

What I do is finish the quest, turn them into the settler, but not do the "Talk to Preston Garvey" part to get the experience reward. Then after a few days game-time, it auto-completes even if I'm in the middle of nowhere.