Fallout 4’s Automatron DLC is fun, but story-wise it’s pretty short. Most people will be able to breeze through the Mechanist campaign in around 3 to 4 hours. This doesn’t mean the fun has to end though, because there are plenty of ways to make the most out of the Automatron DLC. Well, there are five ways at least, and I’ve listed them all here in this handy tips video. Be warned though, there are potential spoilers for the Automatron DLC past this point!
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It's genius!!! Genius idea to replace settlers with robots! I was so fucking angry to always protect those idiots from ghouls or SM or else. Fuck them! Now I'm going to robotize the whole commonwealth 😈
Assaultron torso and arms and at least one melee hand on a Mr. Handy thruster gives the bots a windmill attack that will quickly rend the health of anything down to nothing.
And low-ish carry weight, but you can just tell them to pick stuff up like any other companion.
I made very large use of Automatrons as the Minutemen's robotics brigade. Normally factory Protectrons (robots that are designed to defend industrial areas are sentry bots or for experiments they are anything) the Automatrons provide a better as guard for me since they don't require ammo they even fuck over enemies in high numbers. My Automatrons are all named after warships of the Imperial Japanese Navy. The Mechanist Lair is used to store experimental Automatrons and incomplete Protectrons (naturally doesn't happen but if it does I sometimes forget about the half built robots)
Sadly I immediately killed the railroad after finding them to go on with the brotherhood so I can't get the ballistic weave ability but modders have probably already made a mod for that if not get on that modders
Heres some new automatron achievements that i dare the veiwers to try and do that i made up.
Let me know if you did them
1.Make a melee sentry bot that uses protectron legs and without help clear a dungeon with it >:D
2.Make a robobrain with two saw blade and have it last 20 second against a deathclaw, NO ACTUATED OR VOLATIC PEICES ALLOWED
3.Make a Mr.handy without eyes and arms(normal arms, thruster arms are needed in order to do the acheivement)and only use the pincer hands and if the Mr.Handy can kill a Raider scum in under ten second, its gold, 20 seconds is silver, and 40 seconds is bronze
4. Make a protectron and have it have unstable gattling lasers and no armor and clear a dungeon with it
5.Make a ranged assaultron
6. have one tankbot fight another tankbot (mechanist robots)
7. Hack one of the mechanists eyebots and make it attack another mechanist eyebot WHILE IN THE MECHANIST LAIR
8.Make a sentry bot so strong that it alone can destroy diamond city
This is all i got, add more if you want idc
The Dark Knight you can. The schematics are in the lair after you win. They need a special console to make them, and they can locate, but not retrieve, rare ammo or items. Fusion cores, nuka grenades etc
I recommend actually killing The Mechanist. It's... Pretty evil, considering the plot twist, but it'll save you a lot of time if you are like me and annoy doing Rouge Robot.
That way, you can just talk to Ada instead of talking to The Mechanist at the end of the expansion.
Obviousness is obvious. Good click bait but barely any of this counts as tips.
Anyway a few points:
1) If you don't spare the Mechanist, Ada will give you the rogue robot quests.
2) Wall mounted spotlights are just as buggy as normal spotlights (i.e. you'll usually find them not working when you fast travel to a settlement with them). Can be fixed with mods or alternatively connect them to a switch near your spawn point and turn them off/on when you arrive.
3) Robot Provisioner's are pretty cool, but are plagued with reset bugs, especially if you use them in Far Harbor. My advice is to use them only when you don't mind risking losing all the mods on them and don't bother in Far Harbor. What I do recommend though is getting an armed to the teeth Sentrybot on a route that leads past the GNR building because it's funny.
4) Use the Mechanists HQ as your primary HQ. No one ever attacks the area (well, after you initially attack it of course) meaning you can use it as a base without any distractions or worries about loose items you've placed around the area being blown out of the map because some idiot has let lose with a rocket launcher. You can have some settlers there but unless you want shops there is really no need.
5. The automatrons seem to use one weapon at a time rather than just firing everything at once so plan your weapon layout to take this into account. If you use heads with long range weapons on, you may be wasting resources putting similar weapons on the arms. I've found a Sentrybot body with shoulder mounted fatman launchers and a robobrain head (with mesmatron) keep long range combat well covered so I tend to then put a medium range weapon like the cryo spray or heavy flamer on the arm along with a strong melee weapon. That pretty much kills anything. Alternatively a saw mad Handy with experimental Gatling lasers on both arms is pretty deadly too though they can't carry anywhere near as much.
The Yankee Raptor yea but all the settlers are
Robots, and I'm turning the thing into a normal settlement
Thing, like Assaulttrons and sentries defend. Robot brain commander and Handies for slavery/ gardening.
I could make it dark by adding skeletons in the settlement making it seem like the robots overtook the Original settlement and turned
It into their own.
Things I learned. Side with machinist if I have trouble finding components and build a massive eyebot farm in a random field for hard to find crafting ingredients. Good to know. Also there are very good mods for this dlc
How much Robots can you build, can you name them, is the Tesla Gun good, are there a lot of building options, can you give orders to the robots like real companions and do you liked the Automatron DLC ?
Answering your questions, you can build infinite robot followers whom you can name and also command like other followers, the tesla rifle is good if you have the charging barrel and have invested in rifleman (with the T-60 tesla armor I get it to around 290 energy damage also lvl 5 rifleman: warning it is only short to medium range), there are not many building options added by the dlc but it wasn't focused on settlement building, and I like the dlc because the robotic followers are much better than the normal ones.
Just to clarify: eyebot pods are not at all worth the legwork. When you activate the pod (which is expensive to build and requires 6 power) the eyebot's mission generates and a container somewhere is stocked with random loot that includes what you're after. It's not noticeably more than you might otherwise find, though. So if you were only going to raid that raider rading camp IF it had circuitry for you to load, then the eyebot helps with that by keeping you from having to kill all those bad guys for loot that doesn't include 2 circuitry. But chances are you'll find more of what you're after by simply playing the game and showing up at random locations to kill things. The eyebot pods are totally ignorable and not even worth the space they take up in your settlement.
I was playing survival mode today and I got attacked by a horde of super mutants. Just as they were getting the upper hand, one of my sentry bots running a supply line came through and obliterated them all for me. Bless you, Automatron :)
yeah in survival mode Automatron is a godsend as you can either mod Ada or Codworth or Curie if you have her. For me Codsworth plus sentry arm plus automatic lasers plus best armour equals the best alround robot you can have. If you want more details check out high vis harrys vids on each of the robots you can have.
1 min into the video and I already noticed how wrong he was. You can't just max out science and robotics that early in the game. Last perk of science forces you to be 41. My main perks were actually Gun Nut and Blacksmith because those gave you good weapon upgrades. I only needed 1 point in science and robotics to start of with.
leveling up is easy even at level 130.
build a cooker, a chem bench, gun workbench and an armour bench all beside each other.
when you do a mission that includes clearing out a building , kill everything first then pick everything up that isnt bolted down and bring it back to your base.
breakdown the guns you dont need for the components. Make whatever you can with the chem bench, upgrade any armor or guns that increases you attack and defence.
Several perks will help you do this : a strength perk that lets you fast travel,
a scrapper perk that lets you get extra stuff from scrapping armour and guns,
also have provisioners going your settlements to your main base or at least connected to your main base. Sanctury hills connected to red rocket connected to the Mechanists lair. This will save you carrying everything or dumping some stuff so you can fast travel back to your base.
Speaking of robot settlements:
Supply lines and farming - wokrs just fine. No farming animation (as Greygarden robots plays), but it's ignorable. Robots DO grow food, and that's all that needed.
Trading - there are troubles. Robot accepts the job, goes to the shop, the shop produces happyness - that's ok. But I can't trade with robot, only common dialog is avaliable (take robot as companion instead of trading), wheather personality subroutine is engaged or not.
Artillery - tried to used it 3 times. Range is ok, and no other artillery nearby. All 3 times radio confirmed fire mission, but only once one single shell was really fired. Two other fire missions ended without firing any shells at all. Such a way, there are also troubles with robot-manned artillery, so I'd rather thrust human settlers to provide fire support.
Anyway, maybe it's just my troubles, I don't know...
Hours to level up? I'm 85 and still level pretty quickly. Just make sure you get the party boy/girl perk for doubling the effects of alcohol and down Dirty Wastelanders with Idiot Savant perk maxed out. I've gotten two levels from one dungeon even after 60. All it takes is popping the kill exp multiplier and then clearing a room with a legendary or two in it.
No. That school, I think is an elementary school. The one with the mascot head in it is clearly a high school. IIRC, you'll know you are in the right one when you start hearing announcements over the intercom on a loop about detention forgiveness and portable radios being used to listen to baseball games during classes.
+Nic Cubbage It can be looted from a raider leader in the basement of one of the schools in the southern portion of the map. If you read his terminal notes, it is clear that he is suffering from an untreated case of rabies. I don't remember his name, or the school's name off the top of my head though. There is also a skill magazine in the same building, and a tape of school announcements plays on an endless loop.
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