It sounds to me like this system for settlement defence really breaks the immersion. If you've carefully invested in the defence of each of your settlements KNOWING that you won't be around to defend them all the time, you should be rewarded with a constant stream of victories. Being a general (you're rebuilding a militia!) is supposed to be about delegation and troop preparation and placement. If you're constantly settling the balance of power each time yourself, you're not a general. You're a soldier; a very elite, capable soldier, but a soldier nonetheless. Generals make sure their soldiers can win the battle even without them being present.
Yeah I haven't looked into the math but I've never had a walled, heavily defended settlement lose an attack. Although I do set up defenses at the general spawn location as well.
I find that game mechanic annoying AF. Ok I invested 300 something in defense, all my settlers are heavily armed and armored and you're summoning me back to help defend it? Those times that I do go to that settlement, I won't get involved in the fight. I let my defenses and settlers take care of it.
Really sucks when you just want to sprint over to Red Rocket and a Deathclaw comes up over the bridge and one shots you cause you put on your tan suit for better prices from Carla.
NEVER EVER leave your personal power armour with a fusion core in it, or a Fat Man nuke launcher lying around where your settlers can get to them when you get attacked. Coming back from a scrounge and finding your power armour missing, and your settlers spamming Nukes like crazy can be hair raising. EDIT : I have been raided by raiders, super mutants and synths. Now I have large concrete walls with turrets every 2nd blocks with a designed open point as AI always seem to go for openings and not walls. Most of my turrets are in the kill box facing opening.
Aw, good, old-fashioned rng and chance: When you got 50 missile turrets and all your settlers decked out in power armor and miniguns, but raiders in shit armor with pipe weapons can still win the battle.
What I don't get, You build killer robots with over 200 damage resistance and armed to the teeth Don't reach the settlement in time you are defeated with a lot of damage to the settlement If arrived in time, all you have to do is watch as the robots destroy the enemies so quickly So why does watch means you have easy victory And not watch you easily defeated
Real life: Commander: I've identified the enemy spawn point. In the event of an attack they will spawn exactly 1 meter from this bush. Settler: So why don't we just build a wall? Commander: Unfortunately, the spawn point changes in the event that our leader decides to fast travel back to the settlement. Settler: Well what if he just never comes back? Commander: ....
Commander: Then fate throws a dice which calculates if we lose or win, doesn’t matter how big our defence is. If the raiders get a higher roll we have to give them everything.
lowering defense and increasing food and water increases number of attacks right? I find that attacks are just too rare to be interesting in this game.
so let me get this straight, if raiders are less likely to attack a settlement because of the happiness lv, then the power of love and friendship repels raiders?!
The logic is probably that attackers are less likely to attack a unified community, as measured by happiness. Don't forget that defence is a contributor to happiness.
Ideally you would want attacks to be based on some kind of in game logic. Examining the game mechanics to determine how you play just kills the game for me. Once I found out that walls don't matter I just built basic walls, not even to stop physical entry, more to stop any ranged attack, (missiles etc). If a suicide mutants mini nuke won't even knock down a shack wall, why waste time buying concrete? Sanctuary is a bit different since its very large and you can tuck your generators away somewhere, but smaller settlements will have more vulnerable pumps/generators. External attackers tend to run toward the gates, so you can filter those. What I would really like is settler behaviour to be fixed, so they don't all run outside and get a face full of missile. During an attack they should stay inside and any assigned to defence should man their posts. Even a "bolt the gate" option would be great. I got tired of swapping weapons etc, so I just used the better settlers mod. On average the settlers will be better prepared. Only rarely do I get an attacker inside the wall, and they are quickly dealt with by settlers. I have had some awesome attacks though. Best one was in one of the swamp settlements, where the first attack after building it, a mirelurk Queen spawned inside the walls...
I also heard you can manipulate who attacks you by trapping them. Example I get a lot of gunner attacks which include legendary gunners.i get attacked ALOT cuz I have a TON of gunners trapped in those gunner cages.
Yeah, one of the best additions in the DLC was planter boxes, allowing you to take your settlements airborne. But some places are totally screwed if Radscorpions attack. E.g. Hangman's Alley. Half the alley was fucked in an instant when the Radscorpions popped up between the corn stalks.
i managed to solve the burrower attacks problem, by elevating the entire settlement, and placing turrets along the walls, on small platforms. What happens during an attack is, settlers retreat to the platforms, and shoot down from above, while the turrets absolutely annihilates everything hostile at ground level. I also walled off the alley entrance, making it one way only, so raiders have to run the gauntlet to get at my settlers.
I have a huge problem with radscorpions and mole rats burrowing underground and instantly teleporting to you, no matter how far away they are. It, like many things in FO4, is completely-fuckin-ridiculous.
Jordan Last Name One of my favorite examples is at the docks west of The Castle. If molerats on a far dock see you they can burrow under the water channel and pop up right next to you in 3 seconds flat.
yeah, i solved the problem with burrowers by having turrets facing towards the center, all around my perimeter. with 50 regular turrets, i have 25 facing in and 25 facing outwards. i get frequent raiderspawns in one settlement, and they are dead in less than 10 seconds, ripe for the looting.
I tried to fast travel once and it said i couldn't because enemy is near by, and so i looked around in my settlement that is full of minute men guards about 60 of them and i finally found 2 raiders sitting down eating with settlers! The game has bugs you never know where the enemy will show up!
“Hey Raider 1. How has your day been?” “Pretty good raider 2 I mean today didn’t go according to plan but the teas good.” *Minutemen walk by starts profusely sweating*
I place turrets around my whole settlement with a defense of like 300 total. That way when an attack happens and I get there in abut 5-10 seconds the attack is over.
It would be really cool if we could build high watch towers that we could man that would detect an incoming attack and warn us several hours beforehand, giving us time to wrap up what we're doing and make preparations for the attack. That would be neat and handy, especially for survival mode where fast travel is so limited.
If Bethesda building system wasn't so wonky and unrefined I would probably build walls for every settlement I build up but nearly all of them have uneven terrain or other things in the way of building a complete wall so, the only settlement I consistently build walls for is the castle because it is so easily repaired with foundations.
I wall up everything. I said exactly what you did when I first began trying to build. But with the concrete foundation "block" you can build across any uneven ground. It sinks into the ground at any height, giving a level surface for building walls or whatever.
@@keithsavagelives This may be an old comment but I did eventually figure out a technique like that, using concrete foundations and I believe the half wall for the warehouses allowed me to sink or raise foundations one half at a time, so essentially I would just build the wall until any bit of the foundation would be sitting under the ground then raise or lower it as needed.
I've only ever seen Sanctuary get attacked once, in 300 hours of playtime. The other settlements seem to be under constant attack so I just let them burn lol.
Walls don't help in settlement attacks, but they do help with wandering mobs that spawn in neighboring areas like the super mutant satellites next to Finch farm. While they normally don't bother settlements provisioners can start huge fire fights if they spawn in certain areas.
Not sure if you've covered this separately, but MaTN has proven that your character movement speed impacts your fast-travel speed. So if you're sneaking, walking, running, or even have movement-enhancing gear, it makes a difference how long (in game, ofc) it takes to fast-travel. Anyhow, for those who didn't know. :)
It's probably possible with vanilla. My Sanctuary has about 30 small generators, 27 industrial water purifiers, 50 food (about 12 being mutfruit trees), I have 26 or 28 beds, 6 stalls, some random stuff and I'm a little more than 2/3 of the way filled.
not possible without mods or exploits. you hit the build limit well before 3k. getting 500 or 600 is doable while still having a decent settlement built.
Quazzimodo Productions Well, I assumed we viewers would naturally understand that the video was meant for information rather than instructing us as to particular style to play our own game. Oxhorn is not a control freak insisting his viewers play exactly like him LOL
2:46 I use the institute teleporter exclusively for my fast traveling (one in-game minute there and one in-game minute to wherever i want to travel to sure beats two-three days of in-game time fast traveling) and i still find myself with enemies inside the settlement. I don't think i could walk as far as they spawn in with 2 in-game minutes.
masterofthecontinuum but when you finish the game, (if you chose the nuclear option) the teleporter doesn't work because...spoilers... The Institute is blown to shit. Sooo... the teleportation thing goes down with them. R.I.P. post ending settlements
Settlement attacks and defense in this game is designed in one of the worst ways thinkable. I can understand the roll of the dice element to some extent, but after I learned putting walls all around, turrets everywhere, and arming all my settlers with Gatling guns/Gatling lasers, even with several of them allowed to use spare power armor, didn't make shit worth a difference in winning or losing settlement attacks if I ignored them, that was the first time I rage quit a game in a long time.
Custos Actually, the defense isn't ignored, it's taken into account during attacks. Basically, how they do the attacks when your not there is something like def+pop vs food+water, then add a different randomly generated number between 1-100 to each and compare, with the bigger winning. However, the game does cap your defense at 100. The full details are talked about in the description of a mod called "BS Defense" that's on Bethesda.net if you want to know more.
Would walls work if you walk back to the settlement instead of fast traveling? And I hate that defensive measures have NO impact on settlement attacks. I play on survival and that is just so ridiculous to expect me to defend every attack.
In my experience it is better to walk back than to fast travel. It would appear that things outside certain area around you (probably based on "cells") are handled slowly, if at all, and have full environment consideration while being handled. When in a loading screen, the game skips forward by however long that load took in in-game time and does not calculate for any placed (or moved) objects, hence how attackers manage to get through your walls.
The wall I put around Sanctuary has maybe one raider spawn inside. But keeps out Deathclaws. I will sacrifice one raider spawning inside the wall for Deathclaw defense.
Have you tried fast-traveling using the institute's teleport? Whenever I fast travel now, I first fast travel to the institute, then wherever I want to go....if you look at your Pipboy, you'll notice that absolutely no time has passed since teleporting is instantaneous. I wonder if that will prevent the system from "spawning" enemies inside your settlement
I just have a mod that totally cancels all settlement attacks period. I never get reports of settlements being attacked ever. I find them just annoying and frustrating to have to drop everything because my settlement with several hundred defense is being attacked oh god no I'M the only bastard around who can somehow turn the tide of conflict just by showing up! No thanks. The attacks are quite dumb in my eyes and I'd rather not deal with having to help out my people while i'm in the middle of rooting through the garbage pile of a 200 year old apartment complex looking for pencils, pots and pans and old coke bottles. Course I still role play as though attacks are going to happen and still set up defense. I just like to imagine that my tiny town filled with enough spotlights and machine gun turrets to make Margaret Thatcher blush is secure enough to handle things if a raider gang drops by and that they don't need me at all.
I can totally see why someone would turn this off. It such a poorly implemented system it easily becomes a hassle. I decide to make a fortress outpost in the game just for the fun of it. Just make thing worse to be honest. The walls I put in place do not stop raiders and they spawn inside the settlement. I like the concept. But for the concept to really work you need to have actually defensive placement matter. And I think they need to re-concept it for it to really to work. I guess I should look at some mod to fix the game. I know that once I pick it up again I will go over what mods there are just to fix design flaws and bugs. It is small annoyances like this that made me put the game on hold.
It is a nice feature. Just not that well implemented. It like a lot of Beths stuff. A bit half baked. I just hope to see it improved (Not removed) for the next iteration (or simply after some patching). Why I am interested to see if there some mods that fix the issue. ;)
Cythil oh fair enough I see it could be better, Nothing like being a GOD among your people, If only you could get together your own personal scout squad, would be badass i always loved having a ton of companions that fight and die for you.. Alas.. no one other then mount and blade share the same genisuness.
yeah exactly. I just build enough defences so it rarely if ever happens because its annoying. I turned hangmangs alley into a impenetrable fortress with multi-layered concrete walls with powered door linked in a AND with a switch inside ...so nothing is getting in and the turrets will make short work of them, and if that's not enough I can climb up the roof and snipe them, or drop a few grenades down.
"Fast travel, is walking in real game time" BoS character: laugh in vertiberd, (Actually every character build can do that, and institute can teleport you around)
In Survival I do see attackers clustered around the spawn points. Which makes sense. If you're not fast traveling, they only spawn once you're close enough for the whole settlement's environment to load so there's no "fast forward" effect.
+Oxhorn Couldn't you fast travel to the Institute which only takes one minute in-game due to it's teleport ability, then fast travel to the endangered settlement which would only take one minute. Meaning that the Raiders don't advance as quickly into your Settlement?
250+ hours. Only seen 4 attacks and only 1 was a serious attack from the brotherhood. Attacks more than a handful of weak raiders that get killed by turrets before I get there never happen.
only thing i do in my settlements is to build walls around my workshop and power armor. that way nobody has access to them, except me when i return from long haul. i just leave settlements to look after themselves. maybe one day i'll make a high charisma fellow and start dabbling in with various build mechanics just for the hell of it. but for protection, you just need to wall off your workshop and parmor.
Just a quick note, your settlement defences do increase the likelihood of your settlement winning an attack (+ a random value), but the amount of food and water it produces *reduces* that chance (+/- 50% and + a random value), and there's an upper limit for each. A defence rating of more than (100 - population) will not increase the chance of winning further, and a total food and water production of more than 100 will not increase the chance of losing any further. To maximise the likelihood of a successful defence when you are not there, have the defence rating at 100 - population, and have food and water production be the bare minimum needed to sustain the population.
Did people really not know that fast travel takes in game time? It's been that way for at least the past five Bethesda titles, including the ES series. I haven't played any of the games before oblivion so I'm not sure if it worked that way back then but I'd imagine so.
Unless you actually teleport which should take no time. If I teleport to the institute and from there to a location it should take seconds only. Don't think that is true though
Lol who needs walls in a settlement when you have 3-5 automatons in a settlement? I had three at the Castle and they all wipe out any super mutant attack.
I realize this is an old video, however for any watchers now, high defense actually does increase the chance your settlement survives a defense, however in vanilla the max benefit from defenses and potential for attacks is capped, so if you go nuts with water purifiers you can end up which you always have a chance to fail, regardless of turret spam. The mod page for 'BSdefence' mod on the Nexus goes into more detail of this nature of how 'off screen' attacks are resolved.
Good video as always :) Athoulgh I do disagree with stating that walls are unless. They're useless if you fast travel to your settlement while it's under siege and the enemies load inside those walls. But if enemy's attack while you're in a settlement or they don't load inside the walls when you fast travel then walls are still very helpful. Barriers and walls have helped me in plenty of settlement fights. Though the hardest settlement to defend for me is Hangman's alley. Enemies load in the middle of the supplement if I'm not there before an attack. Since it's such a compact settlement its bloody chaos each time
I want to know why my Longfellow's cabin is always getting attacked. Like it's pretty much the only one. Also, I tend to build walls around my crops so I don't have to repair plants after every battle ( because you know, the farmer who cares for the plant doesn't have the know-how to repair the damn thing himself).
Yeah I also realized that walls are mostly useless , they could have fixed that by having walls give your settlement a defense bonus like barricades, the same with weapon and armor stores, they should give your settlement a defense bonus or simply give settlers better gear.
I once stumbled on like 8 Super Mutants walking towards Sanctuary lol. Just... was walking over from Red Rocket where I keep all my Power Armor pieces and such and just caught them starting to cross the bridge.... There where no survivors
I remember I had an attack on finch farm so I fast traveled and say mutants attacking 5 out of the 12 of them were warlords and one launched mininuke and it went right inside the house killing all the settlers 🤣 I laughed so hard.
"the walls are only gonna help if the attackers spawns outside of them". the same goes for your defense system, so either you say that both are useless or both have a chance to see use.
Walls around food and expensive equipment still work because the enemies wouldn’t have room to spawn inside a small room that houses your water purifier for example. And walls with turrets in them can still shoot enemies on both sides of the walls. Also adding corridors and hallways to your walls gives you the capacity to lead enemies into traps and gives you cover when you are defending your town.
Ok, I know it's been 7 years but I just started playing Fallout 4 again the other week and now these videos are coming up on my feed. Anyway, I always build walls, because I don't know where the spawn points are. And for the MOST part, the enemies seem to be outside of the walls whenever I fast travel in after an attack alert. So it seems like Fallout 4 does somehow consider your defenses and layout when calculating where the enemies would be by the time you arrive. Now, there are some cases where the enemies are inside the walls when I arrive, but it just could be that they managed to push through by the time I arrived. At least that's what I like to think.
It reminds me how the defense system was in Godfather 2 the game. No matter how many guards you paid for, they always get fucking killed and usually you have to take back the business.
I don't bother with fences, just build turrets every few feet. I get the call to help, fast travel there and within a few seconds thirty turrets have mowed down all the bad guys.
@@100billionsubscriberswithn4 nah, that's still close enough to one of the spawn points to be effective for that point. You just need some defence near the other two
I know this was 6 years ago now, but alot of mods have come along let alone curious new players. On survival, I couldn't recommend the buildable teleporter mod enough. You it get from the institute, that also connects supply lines. As well as personal Vertibirds/Driveables incase they get broken from a successful attack. Also I've never failed a roll with a defense rating of 500. Not saying it can't or wont happen, that's just been my experience so far. My game is also extensively modded. Gg Oxhorn. Your content for Fallout rocks! ❤
Not long ago my sanctuary settlement was attacked by a big group of Gunners. But the first thing I thought when I saw the alert was "Oh Sh--" because I have 30+ suits of power armor just sitting out in the open. But only a select few had fusion cores in them. Thankfully none of them were stolen by the Gunners.
The attackers appearing in the middle of the settlement is supposedly the result of cell reset, which randomizes settler/NPC position in a location so they dont appear where you left them. Since attackers are not a part of the location, they dont have prescripted randomized locations, so they get dropped in the center.
Vault 88 is incredibly painful to defend. A single supermutant gets lost in the caves and you miss him after you leave and you fail to defend the settlement. Incredibly rage-inducing.
I play modded - every settlement has a heavily militerized Minutemen garrison co-located with the Civilian infrastructure. (Head cannon says these are MM serving thier one month per year rotation of active duty, before rotating out to go back to thier settlements) And mean Heavily militerized. Standard garrison includes x4 artillery + operators (if space allows) plus- x4 PA infantry with gattling lasers, x6 heavy infantry (usually in marine assault armor, with automatic plasma rifles) multiple guard posts at choke points, and ALOT of heavy laser and missile turrets. Some of the larger settlements might have more (the castle for example - head cannon says thats the training and deployment facility for all MM on Active duty rotation, so they have a HUGE contingent of PA infantry on site. ) plus, since all settlers are minutemen just waiting for SHTF or thier active duty rotation and so are issued an automatic laser rifle, and a supply of fusion cells upon joining the settlement. Needless to say - attacking one of these settlements is like sticking your dick in a propeller... but RNGesus still does it... and we still ocasionally "lose" if i dont respond directly myself.
even after this video I still place turrets randomly throughout my settlements however since i’m not usually hanging around my settlements it’s actually useful
I think at this point there's no way for Bethesda to remove this bug from the engine because the engine is a mess and shows why you should use NEW engines after a while and don't mod an engine forever… Fallout 3 had similar bugs. When you fast traveled to the headquarter of the regulators, there was often a giant rad scorpion spawning outside of the house and killing the Brahmin. Pretty much EVERY time you used fast travel. However if you walked there normally that damn rad scorpion did not appear.
My Vault 88 is sealed (in some spots, totally closed-off, in some, guarded by sets of doors) and I had it once attacked by Supermutants while I was inside. I was in the part at the foot of the long metal stairs below crane (two corners from the starting area where 90% of my Vault 88 is compacted) and once I climbed to Level 0, I noticed one Supermutant standing right in the middle of the Atrium. The vault is sealed, so it must mean the enemies sometimes spawn in V88 outside their spawn points. That's why I placed turrets in the entry area, in the Atrium, in the pump area (outside of Vault's corridors) and all the access tunnels. Also have one guard watching the Atrium, two more on a standby in a security office next to Atrium and a few guarding access tunnels.
I have a wall around the red rocket truckstop. A wall of heavy machinegun turrets. Its glorious hearing between 20 and 30 turrets open up on a super mutant or raider raid
They should have made it so there was a large doughnut area around your settlement outside of turret range where raiding parties can randomly spawn when you Fast Travel to the settlement, and have them use quick strikes while the majority of the attackers stay well outside your turret ranges, then have them demand tribute (settlers, food, water, steel, weapons, etc) a few times before having an all out assault. You know, like a real Road Warrior Oil refinery settlement siege with no way out except through tribute or slaughter. And maybe some way for walls and gates to be detected and maybe make gates priority targets/destructible.
It all boils down to this: in Skyrim and Fallout4 (at least these two) fast travel is not the fastest way to get to a location in terms of what your character is doing. In terms of in-game hours, fast travel is very slow compared to a player who knows optimal routes. Same in Skyrim. You can run from Windhelm to Solitude way faster (in terms of in-game hours) than fast travel or carriages. What would be great is a mod that spawns groups of enemies way away from your settlement with a path set to your settlement and if it passes by friendly settlements, you get the alert and eventually that group makes it to the settlement to attack. A beacon showing the location of the enemies could allow you to ambush the group before it even gets to your settlements. Kind of like an advanced version of Immersive Patrols in Skyrim.
This is why I like fall out and it’s settlement system…some settlements you don’t need walls because the enemies are predictable and you can set up like Ox here and there are settlement places where you can build walls and they work just fine and some you can build walls and have defense towers up lol
Bethesda is still currently working with Sony to fix all the issues with mods on PS4. There is an issue with the sound due to Sony's proprietary sound and there is also an issue with textures. To be honest with you mods are just the "icing on the cake" this is still a very good game even without mods.
It is a decent game, not very good. but that's a matter of taste. My point is mods make any game better. It's no icing, some mods are essential for me, like frostfall in skyrim.
Good stuff to know -- I think I'll concentrate on just ringing my settlements with turrets and the like instead of walls. Sounds like better actual defense, and covers spawn points and hopefully wherever the enemy might show up due to fast travel! (And this explains this one horrific super mutant kill-loop I got stuck in one time over at Greentop Nursery that happened to coincide with an attack on Somerville Farm much farther away. . .)
I wish time would stop while building a settlement. Playing on survival, my character gets dehydrated and starving and exhausted everytime I finish editing a settlement.
The attacks are the reason I've never returned to the Commonwealth after beating the game, having all of the settlements under my care literally meant I'd get 10 alerts at times and because I was playing on the PS4 version of the game I literally had no access to any self-sufficient mods; I understand the the effort to prolong gameplay after the quests are all wrapped up, but settlement defense was not the way to go about doing it.
true walls kinda don't work, unless the enemies are outside, but I make these killing fields. closing off sections of the town,and guarded by the town folks and these towers I made with 5-8 turrets, and a fuck load of mines. it's awesome seeing the synths squirm for their lives.
I don’t use fences, I used almost 1000 fence posts in close proximity and made one point of entry at the bridge. I also scattered turrets everywhere in my settlement in case they spawn inside.
It sounds to me like this system for settlement defence really breaks the immersion. If you've carefully invested in the defence of each of your settlements KNOWING that you won't be around to defend them all the time, you should be rewarded with a constant stream of victories. Being a general (you're rebuilding a militia!) is supposed to be about delegation and troop preparation and placement. If you're constantly settling the balance of power each time yourself, you're not a general. You're a soldier; a very elite, capable soldier, but a soldier nonetheless. Generals make sure their soldiers can win the battle even without them being present.
Yeah I haven't looked into the math but I've never had a walled, heavily defended settlement lose an attack. Although I do set up defenses at the general spawn location as well.
@@shawn723723 but to be fair your most likely defending where your getting attacked most what makes sense
"Generals make sure their soldiers can win the battle even without them being present" Could not have said it better myself.
I find that game mechanic annoying AF. Ok I invested 300 something in defense, all my settlers are heavily armed and armored and you're summoning me back to help defend it? Those times that I do go to that settlement, I won't get involved in the fight. I let my defenses and settlers take care of it.
@@CollideFan1 the other day I got attacked at Graygarden. I just sat back and let the Sentry Bot I built rip those raiders a new one :)
I wish there were lookouts, like ‘Raiders were spotted near The Castle’ or ‘Hippies we’re spotted near Power Plant’
Not the hippies!!
What's wrong with Hippies? They just want to vibe.
Do they have a vibe license tho
Fucking hippies.
Great it's perfect we need fingerprints on those weapons anyway call the ambulance LETS BEATS THOSE HIPPIES
it would be hilarious to build walls around the enemy spawn points lmao
Replaying to do this LOL
Deathclaw or Mirelurk cages
Really sucks when you just want to sprint over to Red Rocket and a Deathclaw comes up over the bridge and one shots you cause you put on your tan suit for better prices from Carla.
Build walls around them with like 12 missile turrets on the walls facing inside it lol.
Did you do it !!!???
I rarely get attacked, and when I do get invaded it's by 3 boatflys
I which I had your luck
Use switched pylons and shut off any powered turrets you have. Helps tempt attackers.
Lmao lucky. I got attacked by radscorpions, death claws, yago guai, and raiders
The most dangerous attack I got hit by was one raider
NEVER EVER leave your personal power armour with a fusion core in it, or a Fat Man nuke launcher lying around where your settlers can get to them when you get attacked. Coming back from a scrounge and finding your power armour missing, and your settlers spamming Nukes like crazy can be hair raising. EDIT : I have been raided by raiders, super mutants and synths. Now I have large concrete walls with turrets every 2nd blocks with a designed open point as AI always seem to go for openings and not walls. Most of my turrets are in the kill box facing opening.
Aw, good, old-fashioned rng and chance: When you got 50 missile turrets and all your settlers decked out in power armor and miniguns, but raiders in shit armor with pipe weapons can still win the battle.
Damn those pipe pistols are overpowered ...
What I don't get,
You build killer robots with over 200 damage resistance and armed to the teeth
Don't reach the settlement in time you are defeated with a lot of damage to the settlement
If arrived in time, all you have to do is watch as the robots destroy the enemies so quickly
So why does watch means you have easy victory
And not watch you easily defeated
@@knightveg good ol' rng
I mean you're a lone survivor who is able to mow down millions of enemies and encampments soooooooo
@Vault-Man 101 probably a glitch
I like building a big “kill tower” right in the middle of the settlement covered with turrets aimed in all directions
Im going to try that now
@@santicheeks1106 Careful with the rocket turrets lol...
tried the whole rocket turret thing, accidentally purged 20 settlers
@@dr.dumbass6163 Good, they're weak, dumb and deserve to die.
thats why i made only synths settlement.
Real life:
Commander: I've identified the enemy spawn point. In the event of an attack they will spawn exactly 1 meter from this bush.
Settler: So why don't we just build a wall?
Commander: Unfortunately, the spawn point changes in the event that our leader decides to fast travel back to the settlement.
Settler: Well what if he just never comes back?
Commander: ....
lemonny3663 lmao
Commander: Then fate throws a dice which calculates if we lose or win, doesn’t matter how big our defence is. If the raiders get a higher roll we have to give them everything.
@Felipe Correia Borges And how did it go
LMFAO
lowering defense and increasing food and water increases number of attacks right? I find that attacks are just too rare to be interesting in this game.
Yes, stock your workshop with loads of resources, have at least 5 settlers, and have low defense. Raider magnet.
so let me get this straight, if raiders are less likely to attack a settlement because of the happiness lv, then the power of love and friendship repels raiders?!
The logic is probably that attackers are less likely to attack a unified community, as measured by happiness. Don't forget that defence is a contributor to happiness.
Ideally you would want attacks to be based on some kind of in game logic. Examining the game mechanics to determine how you play just kills the game for me.
Once I found out that walls don't matter I just built basic walls, not even to stop physical entry, more to stop any ranged attack, (missiles etc). If a suicide mutants mini nuke won't even knock down a shack wall, why waste time buying concrete?
Sanctuary is a bit different since its very large and you can tuck your generators away somewhere, but smaller settlements will have more vulnerable pumps/generators.
External attackers tend to run toward the gates, so you can filter those.
What I would really like is settler behaviour to be fixed, so they don't all run outside and get a face full of missile. During an attack they should stay inside and any assigned to defence should man their posts. Even a "bolt the gate" option would be great. I got tired of swapping weapons etc, so I just used the better settlers mod. On average the settlers will be better prepared.
Only rarely do I get an attacker inside the wall, and they are quickly dealt with by settlers.
I have had some awesome attacks though. Best one was in one of the swamp settlements, where the first attack after building it, a mirelurk Queen spawned inside the walls...
I also heard you can manipulate who attacks you by trapping them. Example I get a lot of gunner attacks which include legendary gunners.i get attacked ALOT cuz I have a TON of gunners trapped in those gunner cages.
My walls are to keep them from escaping
@@LayneBenofsky Beat me to it 😂
😂😂😂
I love it when rad scorpions spawn and say fuck your defenses and just borough underground and come up right in your garden and kill all the settlers.
Yeah, one of the best additions in the DLC was planter boxes, allowing you to take your settlements airborne. But some places are totally screwed if Radscorpions attack. E.g. Hangman's Alley. Half the alley was fucked in an instant when the Radscorpions popped up between the corn stalks.
i managed to solve the burrower attacks problem, by elevating the entire settlement, and placing turrets along the walls, on small platforms. What happens during an attack is, settlers retreat to the platforms, and shoot down from above, while the turrets absolutely annihilates everything hostile at ground level. I also walled off the alley entrance, making it one way only, so raiders have to run the gauntlet to get at my settlers.
I have a huge problem with radscorpions and mole rats burrowing underground and instantly teleporting to you, no matter how far away they are. It, like many things in FO4, is completely-fuckin-ridiculous.
Jordan Last Name
One of my favorite examples is at the docks west of The Castle. If molerats on a far dock see you they can burrow under the water channel and pop up right next to you in 3 seconds flat.
yeah, i solved the problem with burrowers by having turrets facing towards the center, all around my perimeter. with 50 regular turrets, i have 25 facing in and 25 facing outwards. i get frequent raiderspawns in one settlement, and they are dead in less than 10 seconds, ripe for the looting.
I tried to fast travel once and it said i couldn't because enemy is near by, and so i looked around in my settlement that is full of minute men guards about 60 of them and i finally found 2 raiders sitting down eating with settlers! The game has bugs you never know where the enemy will show up!
x sphere I woud sit kindly too when there's 60 minutemen around! Lol
Lmao
That's funny! "We don't mean no harm, mister ... just settin' a spell to eat our Fancy Lads."
I mean, would you start shit if there was a large militia group in the area? lol
“Hey Raider 1. How has your day been?” “Pretty good raider 2 I mean today didn’t go according to plan but the teas good.” *Minutemen walk by starts profusely sweating*
I just placed turrets everywhere. Works every time.
DemiZe X true
DemiZe X i did that too the lazyness lol
I do that when a shit settlement gets attacked
Emmet FC Gaming
I place turrets around my whole settlement with a defense of like 300 total. That way when an attack happens and I get there in abut 5-10 seconds the attack is over.
Wait if he’s our friendly neighbourhood Oxhorn is there an unfriendly neighbourhood Oxhorn?😟
TH3 L1L D3M0N666 now we're asking the real questions
You guys made my day
Macy long
Top 10 science still can't explain
TH3 L1L D3M0N666 lmao
I use dead enemies to stack my wall.
Don't they de-spawn after a few days?
@@Here_is_Waldo A bit late but its a movie reference to the movie 300.
@@royalenigma434 A bit late but better late than never right?
Baddrifter 01 yup. Lol
It would be really cool if we could build high watch towers that we could man that would detect an incoming attack and warn us several hours beforehand, giving us time to wrap up what we're doing and make preparations for the attack. That would be neat and handy, especially for survival mode where fast travel is so limited.
i like that idea of having a watch tower type lookout.
Joseph Easley You can build a tower and then top it off with a guard post.
People could actually do this in a mod :l. Maby its already here.
Well you could build a tower with the floor stairs and place mama Murphy at the top.
Edfromchowderheads you should be famous
Ox: "3000 defense completely unrealistic number"
ESO: "hold my beer"
Ironically enough, I threw a wall around the settlement. *Greygarden is under attack! Fast-traveled, but the only warrior hindered by the wall was me.
If Bethesda building system wasn't so wonky and unrefined I would probably build walls for every settlement I build up but nearly all of them have uneven terrain or other things in the way of building a complete wall so, the only settlement I consistently build walls for is the castle because it is so easily repaired with foundations.
found a workaround, use the junk fence with the big tires, it doesn't snap and you can fill gaps with furniture easier than with other walls
I wall up everything. I said exactly what you did when I first began trying to build. But with the concrete foundation "block" you can build across any uneven ground. It sinks into the ground at any height, giving a level surface for building walls or whatever.
@@keithsavagelives This may be an old comment but I did eventually figure out a technique like that, using concrete foundations and I believe the half wall for the warehouses allowed me to sink or raise foundations one half at a time, so essentially I would just build the wall until any bit of the foundation would be sitting under the ground then raise or lower it as needed.
I've only ever seen Sanctuary get attacked once, in 300 hours of playtime. The other settlements seem to be under constant attack so I just let them burn lol.
I make the raiders pay for my walls.
Kirk Mercurio lol
Make the commonwealth great again.
Preston Garvey for President!
Ad Victorian Brother!
Joynel Bonet Delgado ad Victoria!
It would've been cool that Sanctuary would've been a huge city and you found Codsworth as the mayor.
build walls all around and make your settlement great again.
Alice Liddell don't forget to make the raiders pay for it
Hahhaahahahahahahahahahahahahaha touche
Apparently it's only 300 dollars to fly from "Mexico" to "Canada" and just walk over anyway so you would need walls on all settlement borders
The raiders always pay for it, and the super mutants
But it works and then put turrets in the settlement and guard towers on the wall
Walls don't help in settlement attacks, but they do help with wandering mobs that spawn in neighboring areas like the super mutant satellites next to Finch farm. While they normally don't bother settlements provisioners can start huge fire fights if they spawn in certain areas.
Not sure if you've covered this separately, but MaTN has proven that your character movement speed impacts your fast-travel speed.
So if you're sneaking, walking, running, or even have movement-enhancing gear, it makes a difference how long (in game, ofc) it takes to fast-travel.
Anyhow, for those who didn't know. :)
3000 defense is impossible huh? I'll take that challenge.
Mods make it easy because I have a mod that adds self powered 20 defense turrets that are 1 steel each and have about 3000 steel
It's probably possible with vanilla. My Sanctuary has about 30 small generators, 27 industrial water purifiers, 50 food (about 12 being mutfruit trees), I have 26 or 28 beds, 6 stalls, some random stuff and I'm a little more than 2/3 of the way filled.
not possible without mods or exploits. you hit the build limit well before 3k.
getting 500 or 600 is doable while still having a decent settlement built.
Closest I've gotten is 300 defense, and that's at the Castle
that's a lot of missile and heavy laser turrets and power involved I usually stop at 100-150
You play a game entirely based on it being a system and basically code. Absolute immersion breaker.
Better than doing it yourself to understand how the game actually functions, thank you is always an option...
muh immersion!!!!!1
The video is helpful, I didn't say it wasn't. I was simply commenting on his style of play as described in the video.
Quazzimodo Productions Well, I assumed we viewers would naturally understand that the video was meant for information rather than instructing us as to particular style to play our own game. Oxhorn is not a control freak insisting his viewers play exactly like him LOL
no fun at all spamming spawn points with guns , why do he just play god mode
"the dice roll dont count your defenses like turret and guards"
ffs Bethesda...
2:46 I use the institute teleporter exclusively for my fast traveling (one in-game minute there and one in-game minute to wherever i want to travel to sure beats two-three days of in-game time fast traveling) and i still find myself with enemies inside the settlement. I don't think i could walk as far as they spawn in with 2 in-game minutes.
interesting tactic!
masterofthecontinuum but when you finish the game, (if you chose the nuclear option) the teleporter doesn't work because...spoilers...
The Institute is blown to shit. Sooo... the teleportation thing goes down with them. R.I.P. post ending settlements
@@lucy6472 this won't happen if you choose evil ending
Settlement attacks and defense in this game is designed in one of the worst ways thinkable. I can understand the roll of the dice element to some extent, but after I learned putting walls all around, turrets everywhere, and arming all my settlers with Gatling guns/Gatling lasers, even with several of them allowed to use spare power armor, didn't make shit worth a difference in winning or losing settlement attacks if I ignored them, that was the first time I rage quit a game in a long time.
Custos
Actually, the defense isn't ignored, it's taken into account during attacks. Basically, how they do the attacks when your not there is something like def+pop vs food+water, then add a different randomly generated number between 1-100 to each and compare, with the bigger winning. However, the game does cap your defense at 100.
The full details are talked about in the description of a mod called "BS Defense" that's on Bethesda.net if you want to know more.
If you are planning on building a perimeter wall. concrete walls look cleaner on uneven ground caused by the terrain
"sometimes I've won, and then I load a previous save right before the attack and sometimes I've WON that attack" calm tf down
Clam the fuck down, indeed.
LMAO
Lol also noticed that.
'*lost' in the corner
I had figured it must've been the mescalin i took
😂😂😂
Would walls work if you walk back to the settlement instead of fast traveling?
And I hate that defensive measures have NO impact on settlement attacks. I play on survival and that is just so ridiculous to expect me to defend every attack.
Good point, survival mode makes protecting settlements a serious pain in the butt!
Nah, it's not that bad. Just get the defense rating ridiculously high and the settlements will repel the attacks successfully themselves.
same here, vertibird grenades help a lot
not when you're in Far Harbor haha
In my experience it is better to walk back than to fast travel.
It would appear that things outside certain area around you (probably based on "cells") are handled slowly, if at all, and have full environment consideration while being handled. When in a loading screen, the game skips forward by however long that load took in in-game time and does not calculate for any placed (or moved) objects, hence how attackers manage to get through your walls.
I know this is years later, but you've got such a great narrative mind and voice.
He does doesn't he
Would be better if the attacks are like a siege :| And the Enemy cant spawn Inside the Village :( Lucky there are mods :O
The castle gets besieged, there are entire quests for them, whether it be the BoS or raiders.
I swear, those teleporting synths were the biggest "fuck you" when I had to defend that slab of concrete.
i kinda like the idea of raider groups just roving the country side making life hard for settlements. better then just spawn points.
Updated mod recommendation:
*(More) Attackers - Get off my Buildzone*
The wall I put around Sanctuary has maybe one raider spawn inside. But keeps out Deathclaws. I will sacrifice one raider spawning inside the wall for Deathclaw defense.
Have you tried fast-traveling using the institute's teleport? Whenever I fast travel now, I first fast travel to the institute, then wherever I want to go....if you look at your Pipboy, you'll notice that absolutely no time has passed since teleporting is instantaneous. I wonder if that will prevent the system from "spawning" enemies inside your settlement
asking the real questions
I just have a mod that totally cancels all settlement attacks period. I never get reports of settlements being attacked ever. I find them just annoying and frustrating to have to drop everything because my settlement with several hundred defense is being attacked oh god no I'M the only bastard around who can somehow turn the tide of conflict just by showing up!
No thanks. The attacks are quite dumb in my eyes and I'd rather not deal with having to help out my people while i'm in the middle of rooting through the garbage pile of a 200 year old apartment complex looking for pencils, pots and pans and old coke bottles.
Course I still role play as though attacks are going to happen and still set up defense. I just like to imagine that my tiny town filled with enough spotlights and machine gun turrets to make Margaret Thatcher blush is secure enough to handle things if a raider gang drops by and that they don't need me at all.
I can totally see why someone would turn this off. It such a poorly implemented system it easily becomes a hassle. I decide to make a fortress outpost in the game just for the fun of it. Just make thing worse to be honest. The walls I put in place do not stop raiders and they spawn inside the settlement.
I like the concept. But for the concept to really work you need to have actually defensive placement matter. And I think they need to re-concept it for it to really to work. I guess I should look at some mod to fix the game. I know that once I pick it up again I will go over what mods there are just to fix design flaws and bugs. It is small annoyances like this that made me put the game on hold.
Cythil Damn y'all never stop bitching, it's a badass feature, Gives you that sense of a kingdom.
It is a nice feature. Just not that well implemented. It like a lot of Beths stuff. A bit half baked.
I just hope to see it improved (Not removed) for the next iteration (or simply after some patching). Why I am interested to see if there some mods that fix the issue. ;)
Cythil oh fair enough I see it could be better, Nothing like being a GOD among your people, If only you could get together your own personal scout squad, would be badass i always loved having a ton of companions that fight and die for you.. Alas.. no one other then mount and blade share the same genisuness.
yeah exactly. I just build enough defences so it rarely if ever happens because its annoying. I turned hangmangs alley into a impenetrable fortress with multi-layered concrete walls with powered door linked in a AND with a switch inside ...so nothing is getting in and the turrets will make short work of them, and if that's not enough I can climb up the roof and snipe them, or drop a few grenades down.
On rare occasions, sanctuary hills would get an attack from a deathclaw, at least on my playthrough
They always came from the Vault path for me.
"Fast travel, is walking in real game time"
BoS character: laugh in vertiberd,
(Actually every character build can do that, and institute can teleport you around)
I find walls aesthetically pleasing.
KyubeetheEspurr Mee too.
Also it doesn't have to be a raider. All manner of things could wander in there from different locations
I've definitely trapped deathclaws behind walls before so now every settlement gets walls
Are you Donald Trump by any chance?
@@theunraveler i bet years later you probably changed your mind about walls.🤣
@@ZedeeziaNo
My walls are never built to keep atackers out no-no but to keep my settlers from wandering off and say, ATCKING Sargus Ironworks 🥴
In Survival I do see attackers clustered around the spawn points. Which makes sense. If you're not fast traveling, they only spawn once you're close enough for the whole settlement's environment to load so there's no "fast forward" effect.
+Oxhorn
Couldn't you fast travel to the Institute which only takes one minute in-game due to it's teleport ability, then fast travel to the endangered settlement which would only take one minute. Meaning that the Raiders don't advance as quickly into your Settlement?
250+ hours. Only seen 4 attacks and only 1 was a serious attack from the brotherhood. Attacks more than a handful of weak raiders that get killed by turrets before I get there never happen.
deathclaw raids are the best, marcy earned her stripes
300+ hours and i still haven't seen a single attack lol
+Jeffrey levouski having more for and water increases chances. but if your defense is higher than your resources your chances are extremely low.
that's probably why then haha all mu resouces and defence is in the 300s plus my defence is 50% higher
+CJ89paratroop My resources are over 300 higher and I still haven't seen any attacks
I especially love it when you have 2 settlements under attack at the same time.
only thing i do in my settlements is to build walls around my workshop and power armor. that way nobody has access to them, except me when i return from long haul. i just leave settlements to look after themselves. maybe one day i'll make a high charisma fellow and start dabbling in with various build mechanics just for the hell of it. but for protection, you just need to wall off your workshop and parmor.
Just a quick note, your settlement defences do increase the likelihood of your settlement winning an attack (+ a random value), but the amount of food and water it produces *reduces* that chance (+/- 50% and + a random value), and there's an upper limit for each. A defence rating of more than (100 - population) will not increase the chance of winning further, and a total food and water production of more than 100 will not increase the chance of losing any further. To maximise the likelihood of a successful defence when you are not there, have the defence rating at 100 - population, and have food and water production be the bare minimum needed to sustain the population.
Did people really not know that fast travel takes in game time? It's been that way for at least the past five Bethesda titles, including the ES series. I haven't played any of the games before oblivion so I'm not sure if it worked that way back then but I'd imagine so.
I'm sure most people knew this. I just wanted to clarify for those who didn't.
Unless you actually teleport which should take no time. If I teleport to the institute and from there to a location it should take seconds only. Don't think that is true though
Lol who needs walls in a settlement when you have 3-5 automatons in a settlement? I had three at the Castle and they all wipe out any super mutant attack.
I realize this is an old video, however for any watchers now, high defense actually does increase the chance your settlement survives a defense, however in vanilla the max benefit from defenses and potential for attacks is capped, so if you go nuts with water purifiers you can end up which you always have a chance to fail, regardless of turret spam. The mod page for 'BSdefence' mod on the Nexus goes into more detail of this nature of how 'off screen' attacks are resolved.
Preston’s Brian explodes
But still you have to help another settlement
Good video as always :)
Athoulgh I do disagree with stating that walls are unless. They're useless if you fast travel to your settlement while it's under siege and the enemies load inside those walls. But if enemy's attack while you're in a settlement or they don't load inside the walls when you fast travel then walls are still very helpful.
Barriers and walls have helped me in plenty of settlement fights. Though the hardest settlement to defend for me is Hangman's alley. Enemies load in the middle of the supplement if I'm not there before an attack. Since it's such a compact settlement its bloody chaos each time
Good set-up. High vantage points for turrets for me as well. I like to leave power armor around for my citizens to use. Love this game
Unless raider steals it......
I want to know why my Longfellow's cabin is always getting attacked. Like it's pretty much the only one.
Also, I tend to build walls around my crops so I don't have to repair plants after every battle ( because you know, the farmer who cares for the plant doesn't have the know-how to repair the damn thing himself).
Yeah I also realized that walls are mostly useless , they could have fixed that by having walls give your settlement a defense bonus like barricades, the same with weapon and armor stores, they should give your settlement a defense bonus or simply give settlers better gear.
I once stumbled on like 8 Super Mutants walking towards Sanctuary lol.
Just... was walking over from Red Rocket where I keep all my Power Armor pieces and such and just caught them starting to cross the bridge....
There where no survivors
There were* no survivors 👍
Just a tip from your friendly every day grammar nazi.
Keep up the good fight.
Shin-Goji 216 Mutants, even if they hadn't been caught by me that settlement makes the Gauntlet look like a cake walk
If you side with the institute, you get actual instant teleportation and can bypass the other spawn locations by always being there
kinda bullshit that the defence rating does not affect the dice roll for the defence of a settlement.
I remember I had an attack on finch farm so I fast traveled and say mutants attacking 5 out of the 12 of them were warlords and one launched mininuke and it went right inside the house killing all the settlers 🤣 I laughed so hard.
lol
I'll be in hangman's alley and instead of letting my turrets do the work, everyone+the dog leaves the settlement to chase raiders on the next street!
Bro for real how many times how you walked into a enclosed settlement and enemies are just chilling, waiting for u
"the walls are only gonna help if the attackers spawns outside of them". the same goes for your defense system, so either you say that both are useless or both have a chance to see use.
MrMamfbr You win the stupid comment of the day award.
Thr turrets rotate
Walls around food and expensive equipment still work because the enemies wouldn’t have room to spawn inside a small room that houses your water purifier for example. And walls with turrets in them can still shoot enemies on both sides of the walls.
Also adding corridors and hallways to your walls gives you the capacity to lead enemies into traps and gives you cover when you are defending your town.
Ok, I know it's been 7 years but I just started playing Fallout 4 again the other week and now these videos are coming up on my feed. Anyway, I always build walls, because I don't know where the spawn points are. And for the MOST part, the enemies seem to be outside of the walls whenever I fast travel in after an attack alert. So it seems like Fallout 4 does somehow consider your defenses and layout when calculating where the enemies would be by the time you arrive. Now, there are some cases where the enemies are inside the walls when I arrive, but it just could be that they managed to push through by the time I arrived. At least that's what I like to think.
could you put walls around spawn points that are in your base ;)
You are a genius
You should test it but considering you commented this 2 years ago you have may already have done it so did it work
It reminds me how the defense system was in Godfather 2 the game.
No matter how many guards you paid for, they always get fucking killed and usually you have to take back the business.
I build walls that are made of junk fence . And it does pretty good at keeping the enemy's out but my turrets don't help that much
I don't bother with fences, just build turrets every few feet. I get the call to help, fast travel there and within a few seconds thirty turrets have mowed down all the bad guys.
@@Here_is_Waldo I build a tower and have a moat sized lines of shotgun turrets... It's quite satisfying
Sooooo that means that my 20 or so turrets right at the bridge of sanctuary are practically useless
glad to see that i am not the only one....
Same. I mean, it makes sense for them to come through the birdge, right?
@@100billionsubscriberswithn4 nah, that's still close enough to one of the spawn points to be effective for that point. You just need some defence near the other two
You can travel from point A to point C where point B is the institute. The game counts it as 2min of walking
I know this was 6 years ago now, but alot of mods have come along let alone curious new players.
On survival, I couldn't recommend the buildable teleporter mod enough. You it get from the institute, that also connects supply lines. As well as personal Vertibirds/Driveables incase they get broken from a successful attack. Also I've never failed a roll with a defense rating of 500. Not saying it can't or wont happen, that's just been my experience so far. My game is also extensively modded. Gg Oxhorn. Your content for Fallout rocks! ❤
Your defense does play a role when determining if you win or lose, it also determines how many attackers show up.
Not long ago my sanctuary settlement was attacked by a big group of Gunners. But the first thing I thought when I saw the alert was "Oh Sh--" because I have 30+ suits of power armor just sitting out in the open. But only a select few had fusion cores in them. Thankfully none of them were stolen by the Gunners.
The attackers appearing in the middle of the settlement is supposedly the result of cell reset, which randomizes settler/NPC position in a location so they dont appear where you left them. Since attackers are not a part of the location, they dont have prescripted randomized locations, so they get dropped in the center.
I ignored an attack on Vault 88 and now all of my resources are gone, is that supposed to happen?
If you ignore it, it's a flip of a coin, 50/50 you win or lose, you probably lost so you lost your resources
Lol
Vault 88 is incredibly painful to defend. A single supermutant gets lost in the caves and you miss him after you leave and you fail to defend the settlement. Incredibly rage-inducing.
Sparta had no need for walls, either.
I play modded - every settlement has a heavily militerized Minutemen garrison co-located with the Civilian infrastructure. (Head cannon says these are MM serving thier one month per year rotation of active duty, before rotating out to go back to thier settlements)
And mean Heavily militerized. Standard garrison includes x4 artillery + operators (if space allows) plus- x4 PA infantry with gattling lasers, x6 heavy infantry (usually in marine assault armor, with automatic plasma rifles) multiple guard posts at choke points, and ALOT of heavy laser and missile turrets. Some of the larger settlements might have more (the castle for example - head cannon says thats the training and deployment facility for all MM on Active duty rotation, so they have a HUGE contingent of PA infantry on site. )
plus, since all settlers are minutemen just waiting for SHTF or thier active duty rotation and so are issued an automatic laser rifle, and a supply of fusion cells upon joining the settlement.
Needless to say - attacking one of these settlements is like sticking your dick in a propeller... but RNGesus still does it... and we still ocasionally "lose" if i dont respond directly myself.
I’ve had over 3000 defense in sanctuary in my first play. That’s all did was built turrets in sanctuary and all this is spot on
in the 46 hours i played ive never been attaked )c:
Yes you have. Your notifications probably glitched. Mine do all the time.
even after this video I still place turrets randomly throughout my settlements however since i’m not usually hanging around my settlements it’s actually useful
I think at this point there's no way for Bethesda to remove this bug from the engine because the engine is a mess and shows why you should use NEW engines after a while and don't mod an engine forever… Fallout 3 had similar bugs. When you fast traveled to the headquarter of the regulators, there was often a giant rad scorpion spawning outside of the house and killing the Brahmin. Pretty much EVERY time you used fast travel. However if you walked there normally that damn rad scorpion did not appear.
I am seeing this exact same thing right now in my first F3 playthrough!
My Vault 88 is sealed (in some spots, totally closed-off, in some, guarded by sets of doors) and I had it once attacked by Supermutants while I was inside. I was in the part at the foot of the long metal stairs below crane (two corners from the starting area where 90% of my Vault 88 is compacted) and once I climbed to Level 0, I noticed one Supermutant standing right in the middle of the Atrium. The vault is sealed, so it must mean the enemies sometimes spawn in V88 outside their spawn points. That's why I placed turrets in the entry area, in the Atrium, in the pump area (outside of Vault's corridors) and all the access tunnels. Also have one guard watching the Atrium, two more on a standby in a security office next to Atrium and a few guarding access tunnels.
I have a wall around the red rocket truckstop.
A wall of heavy machinegun turrets. Its glorious hearing between 20 and 30 turrets open up on a super mutant or raider raid
They should have made it so there was a large doughnut area around your settlement outside of turret range where raiding parties can randomly spawn when you Fast Travel to the settlement, and have them use quick strikes while the majority of the attackers stay well outside your turret ranges, then have them demand tribute (settlers, food, water, steel, weapons, etc) a few times before having an all out assault. You know, like a real Road Warrior Oil refinery settlement siege with no way out except through tribute or slaughter. And maybe some way for walls and gates to be detected and maybe make gates priority targets/destructible.
You confuse me so much. Sometimes you're all about immersion, others you're all game mechanics.
It all boils down to this: in Skyrim and Fallout4 (at least these two) fast travel is not the fastest way to get to a location in terms of what your character is doing. In terms of in-game hours, fast travel is very slow compared to a player who knows optimal routes. Same in Skyrim. You can run from Windhelm to Solitude way faster (in terms of in-game hours) than fast travel or carriages. What would be great is a mod that spawns groups of enemies way away from your settlement with a path set to your settlement and if it passes by friendly settlements, you get the alert and eventually that group makes it to the settlement to attack. A beacon showing the location of the enemies could allow you to ambush the group before it even gets to your settlements. Kind of like an advanced version of Immersive Patrols in Skyrim.
i got obsessed with making fucked up sentry bot defenses for all my defenses after automatron came out. we dont talk about the robot farms...
This is why I like fall out and it’s settlement system…some settlements you don’t need walls because the enemies are predictable and you can set up like Ox here and there are settlement places where you can build walls and they work just fine and some you can build walls and have defense towers up lol
The settlement manager is a mod, Isn't it? Yeah RIP ps4 players...
Bethesda is still currently working with Sony to fix all the issues with mods on PS4. There is an issue with the sound due to Sony's proprietary sound and there is also an issue with textures. To be honest with you mods are just the "icing on the cake" this is still a very good game even without mods.
settlement mode is hot garbage without mods
It is a decent game, not very good. but that's a matter of taste.
My point is mods make any game better. It's no icing, some mods are essential for me, like frostfall in skyrim.
almost october
still rip; -;
Good stuff to know -- I think I'll concentrate on just ringing my settlements with turrets and the like instead of walls. Sounds like better actual defense, and covers spawn points and hopefully wherever the enemy might show up due to fast travel! (And this explains this one horrific super mutant kill-loop I got stuck in one time over at Greentop Nursery that happened to coincide with an attack on Somerville Farm much farther away. . .)
Build a wall
cyyykaaaaa
Pebbles make the super mutants pay for it
I wish time would stop while building a settlement. Playing on survival, my character gets dehydrated and starving and exhausted everytime I finish editing a settlement.
I love the way you built your settlement Ox, enjoyed your video 👍
ah, eight years on and now i know why i set out in daylight but arrive in the middle of the night. teleportation isn't.
The attacks are the reason I've never returned to the Commonwealth after beating the game, having all of the settlements under my care literally meant I'd get 10 alerts at times and because I was playing on the PS4 version of the game I literally had no access to any self-sufficient mods; I understand the the effort to prolong gameplay after the quests are all wrapped up, but settlement defense was not the way to go about doing it.
If you've discovered the institute, go to the institute first, and then the settlement. You're teleporting so no extra time lapses
I figure...lore-wise...that if an enemy spawns inside of a settlement, he/she used a stealth boy.
true walls kinda don't work, unless the enemies are outside, but I make these killing fields. closing off sections of the town,and guarded by the town folks and these towers I made with 5-8 turrets, and a fuck load of mines. it's awesome seeing the synths squirm for their lives.
I don’t use fences, I used almost 1000 fence posts in close proximity and made one point of entry at the bridge. I also scattered turrets everywhere in my settlement in case they spawn inside.