Tuesday, May 31, 2016

One of the best rifles in Fallout 4 and where to get it by level 15


The overseer guardian is one of the best rifles in the game and you can get it pretty early, even earlier than I did as long as you have the 3 Fusion cores and about 3300 caps. So, save every cap and pre-war money you can find on the way to Vault 81 and you can use 3 fusion cores that have very little charge on them to get into the vault.

Any questions feel free to ask below.

Sunday, May 29, 2016

Specs thought on base defense and the revenge


Many are wondering how to stop the Revenge. This hull is a beast, and if built right there is not much that can stop it. I have seen people that are not base hitters become base hitters with one of these built correctly. Give them 3 and there are very few bases that can stand up to them. They have their weakness, though, and if you are concerned with your base and defending against others, you will have to modify your defense to stop them.
Weakness of the Revenge Hull
First, they do have weaknesses, and it is apparent if you look at the blueprint. The first is the bloodthirst ability. To get it fully active, you need 20 buildings/ships destroyed to build that meter. Once done it gives them more deflection and even concussive, corrosive and radiation deflection of 750.  So, your first line of defense is to starve the attacking fleet from buildings/ships to build up their meter. You do this by doing three things.
1)    Remove your resource buildings. You do not need them resources are plentiful, and you can fill up very easy. Unless it was changed, you do not need the resources buildings to upgrade warehouses. So, once you get the amount built you want, you do not need these buildings at all.
2)    Just put 25% on the entrance and rest of your research/warehouse/turrets deep enough inside to keep from being sniped as they go around the edge. Taking care, to not give retargeting lines of sight to other areas of the base. Even this fast moving base hitter will take almost 2 minutes to get around a base and hit all the buildings on the outer edge.
3)    Upgrade walls to level 8 and stands to level 7. Yes, it takes time, yes the walls are annoying, but those two things are needed.
Guard Fleet
With those basics covered we have to look at your guard fleet. Now remember when we stated that the Revenge is weak against three damage types? Your guard should incorporate those into their build out. The best weapon to use at this moment in defense is the Gatling Gun. Why? Because even at the secondary weapon range of 104 you will be doing damage to them while they try to chew through those walls. Your base defense layout with five layers of level 8 walls between your defense fleet and the attacking fleet.  Next best is tiger sharks with Cobra scatterguns if built right this single ship can wreck a full fleet of revenge in 90 seconds. Worse case they have to wait for that time to launch a rocket, and if you are online, you can drive the tiger shark to make it harder for them to target it.  The last one is the Enforcer with D98-U. This range just about matches the Gatling, and if placed right you could start firing as they get into range. There is tiny wiggle room for them to out range this hull and weapon.
Possible Guard Configurations

Yes, those are pretty high up on the technological tree of things to get. Unfortunately, I have not had luck stopping the Revenge or even damaging it with researchable technology.
Outpost and 25% Bubble
For starters, you would want fire support 2 and at least the defense module on the Outpost. Outpost 8 has lots of health and some built in resistances. So you will need to take that health into consideration when determining your 25% bubble. Best bet is to get the Outpost to level 8 and then take a warehouse to level 14. There is a base damage calculator out there, and you can find it by googling it. BP professor did it, and a great time saver, and can save you from figuring out that 25% bubble on your own.
Importance of Turrets
Of course, it goes without saying that you want your turrets to be along the same line as your defense fleet. I have quite a few Apoc (not as many as some, but I do have quite a few). The Executioner is an excellent alternative to using. It has good range, and with 100% bypass, it can deliver more damage than the Dead Eye executioner. Also with level 6 stands you can boost the damage potential of this weapon to get past the Deflection stat on the revenge easy. 6 to 8 of these can peck away at the Revenge as it travels to the outpost. Apoc is good for psychological reasons, but I have sat under 10 Apoc and barely noticed them. However, eight executioners did a bit more damage. You can put Smart warheads on them to boost range and damage. Having the second special open, the frontline Z platform that gives 30% resistance and 10% reload. Smart warheads are in the weekly, and the Frontline Z is available in the draconian bases. I realize not everyone has these specials, so you could go with Thermal Casing (research special to increase damage) and Scramjet (Research special to increase range).
The Turrets that need Level 7 stands ASAP are Basilisk and Draconia Scattergun. These two turrets at 105 range will fire first and if behind plenty of walls, five deep is recommended) they will get plenty of shots off as the revenge comes into range and then tries to get by them. Basilisk was in the weekly, and if you got them, you should be putting them in and getting your stands up. The scattergun was a limited version that has not been back, so I now many will not have it but if it comes back do what you can to get it. They go great with the Hydroxide coated barrels that give a 30% boost to corrosive damage types; that was also in the weekly. Unfortunately, there is not a single piece of researchable technology that can help boost their damage or reload rate. Even the frontline platform Z does not boost the reload.
The last turret is another Limited and is the Glacial turret. This thing is great if you can get it to cover a nice sharp turn, it slows them down nicely to give your turrets and ships more time to hit them before getting by ship and turrets. It is radioactive does high damage and alone can take off 15% or so from a fleet correctly placed.
Conclusion

All of these coupled with a good layout can at least make your base unappealing to those looking to hit. The good news is that as of this time we have not gotten many specials or armors to boost the resistances to two of the three damage types listed. So, these changes to your base with Corrosive and Concussive damage should help you stay current in base defense for a bit longer than normal. While you might not have it all at this point, and you are probably working on it at this time. Hopefully, you keep these in mind the next time a super base hitting hull comes out.  Unless Kixeye makes drastic changes in putting out concussive and corrosive resistance to adding in outside of natural hull defenses. The thought process of comprising your base defense fleet and turrets of these is solid decisions that could help you from having to play catch up every six months. I am in the process of making these changes myself, while those building the revenge are changing and overcoming earlier failures. We must change and overcome the failures we see as well if you wish to protect your base.

Friday, May 27, 2016

Showing off Rifleman build level 13 arcjet quest for Brotherhood of Steel


Watch as I roast Paladin Dance with a big rocket engine!

Specs Rifleman/Sniper build Fallout 4 Part One

Specs Rifleman/Sniper build Fallout 4 Part One

Level 1 – Your starting special stats will look like this if you follow my basic build advice

  • Strength - 3
  • Perception – 6 (Use Special book and grab perception bobblehead from Concord to make this 8)
  • Endurance - 1
  • Charisma - 6
  • Intelligence - 6
  • Agility - 4
  • Luck – 2


Level
Perk purchase
2
+1 Perception
3
+1 Perception
4
Rifleman
5
Concentrated fire
6
penetrator
7
sniper
8
Night person
9
sneak
10
Sneak 2

You could also lower the charisma to put those points into Perception and use the book for something else. Likewise, you could reduce charisma to 1 (if you do not want to link settlements) and put Perception to 9 (would be 10 in Concord) and endurance to 3 to give you more health. I planned to use the Power Armor as often as I can so that Endurance is not so important to me.

The first three perks are to help me with my rifles right out the gate. The sniper perk does help at later stages, and I like the second and third rank of this perk. The first is not so great you could take it later on if you wanted to wait and take something more useful early.

Concentrated fire helps with ensuring you hit a target in vats. Concentrate your shots on a single part and you can guarantee you get the most use out of your limited ammo. Penetrator is just fun, and you can shoot through obstacles and hit the body part you are aiming to hit. Penetrator is also helpful for some creatures with shells that you cannot reach their head from behind.

I find myself traveling a lot at night, so I want the extra boost that night person gives. If you prefer to make sure that you are going during the day, then you can ignore this perk and take something else in its place.

Sneak 2, just helps you move around while scouting and not tripping traps. You will still trip landmines, so be careful.



Level
Perk purchase
11
Rifleman 2
12
Scrounger
13
Gun Nut
14
Gun Nut 2
15
Local leader
16
Sneak 3
17
Sniper 2
18
Science 1
19
Rifleman 3
20
Scrounger 2

Most notable is the scrounger perk, and this will help you find more ammo and by this time you should be needing it. Pick up ammo and sell the ammo you are not going to use for the ammo you want to use.

Gun Nut is to help make your rifles do more damage as the enemies are starting to get tougher and have more health. Along with taking the rifleman perks to boost damage.

The local leader helps link your settlements that you have now, you should have 3 or 4 by now.
I take science one this level to start my Water purifier empire. If you set your settlements up to produce vegetable starch, you can get lots of adhesives allowing you to ignore the adhesives you find in your travels if you want. Purified water sells for a nice sum and is easy to produce. I can make 3K+ caps by filling up myself and my companion before selling to vendors. This comes later on too as we get better shops to place in our settlements over the next 10 levels.

Sneak 3 will allow you to walk over mines now without fear of dying, very handy perk and you can collect all those mines adding them to your arsenal for free 


I will do the next 20 levels after the weekend, have a great one and any questions feel free to post them.

Thursday, May 26, 2016

New Rifleman/Sniper start to showcase Rifleman build, level 8 taking Corvega Assembly plant for Tenpines Bluff quest


The rifle and vats is a very powerful combination, picked a hunting rifle up and then modified it to be a long range killing machine.

Ten hints for new players to Battle Pirates

Ten hints for new players to Battle Pirates

1)    Do not ask others to open cargo for you. You have the means to get the cargos yourself at various stages of your development. Yes, it is easier to get that done as you cannot open the bigger salvage fleets your first day, but it does not take long to get there.
2)    You do not need all the research tech to advance the game. In the armor section of the Naval lab, you need all Iron research, all Steel research, Titanium 3, and then Depleted Uranium 4. You can ignore the rest of it as it does not help you at all.  Just gathering resources for the others and researching them causes you to level faster than you need to.
3)    Start campaigns as soon as possible. The first ones are quite comfortable with researched technology and can help you get to other campaigns and advance your game. Not only that but they are an excellent source of resources that you can fill your warehouse over and over to get things going.
4)    It is not important to keep research going. Your goal at the start should be to do campaigns and get a fleet ready for the weekly.
5)    Do not be afraid to ask questions on what you should be doing. My door is always open, come by asking a question. I check in a few times throughout the day so, a reply should take no more than a few hours and at most 24 hours.
6)    The FM is suitable for garrison type ships. Mortars will do quite well in this new FM style. You will also want some hailstorms (anti-mortar) and combat speed. With high explosive resistance, and some missile resistances.
7)    During the raid, try a target no matter what. Do not take the word of others that it is not worth doing. You might find that you have a fleet that can do the raid and get some valuable tech.
8)    If you are struggling with a raid ask for help, many will help you prep targets if they see that you are attempting to do the raid.
9)    If you want to get ahead quickly, then get some Facebook cards so that you can gift coin packages to someone. Some people are very successful in the game and while they might be willing to help you prep for no cost. Offering to help them with repairs will make them more willing to keep helping you on later raids.
10)    Find a good group to join that will help you with understanding the game. The sooner you do this, the better your game will be and the more fun you will have.

Wednesday, May 25, 2016

Battle Pirates: V2-H fleet for B set targets in the new raid

While you could do the same with Mercury (in case you are low level) and farm the C targets. This build takes into account players with maybe just research tech and the ability to get the Disrupter missile from the Weekly mission. You can always use Siege missiles if you do not have the Disrupter, your range will not be as great, but it will still work.

You will need to rank of course, and at 13 days 5 hours a piece you can get two done a month and by the hull raid have a fleet ready to go to catch up with a new hull to move you forward in the game.

This build did work on the B set the last raid, with better missiles you take less damage of course. So, I will not say you can do the set for a particular repair time as your mileage may vary.


Link to build:

https://www.dahippo.com/bp/ship/#!10M600K0K0K0K03171S2A535353531A1A1A1A0M600K0K0K0K03171S0L535353531A1A53530M600K0K0K0K03171S0L535353531A1A53530M600K0K0K0K03171S0L535353531A1A53530M600K0K0K0K03171S0L535353531A1A5353dA

If you are just starting, I would do the first one with the Phalanx 2 x 4 because it will be the most beneficial to your fleet. You would even be served well if you did 6x phalanx 2 especially if you do not have phalanx on the ships you are going to take with it.

Of course, if you do not have the desired technology to build this fleet, use the lesser tech that does the same thing and maybe do C targets while you can play and then try a B set target before you log off for the night, or go to work/school.

The object is to have enough Phalanx to remove the threat of the missiles from the Mega Hull. The less of those that hit you, the better off you are. If you are looking to do the A sets, then using Rhino's with a similar CM specialized tank can help in that regard.

This is a play through of a radiant mission for the Minutemen. This build being used is my rifleman build at level 70.

Any questions please feel free to ask, I will answer the best I can. Yes I am not good outside of VATS :D

Tuesday, May 24, 2016

Hi all,

 I am a Battle Pirates player. I go by airborne. Through the years of playing BP, I have learned a lot about fleet builds and base designs (with a lot of help from specs). When playing this game, you need to build fleets fast and able to do/take damage. Depending on your play style, base design may be more important to you. This type (passive) tend to have the best defenses. I am the type who is middle of the road. My play style is more of the retaliation/help others. For this, I have a few "killer" fleets and a better than average base defense, also thanks to specs guidance. lol

Anyone wanting advise on either base or fleet builds are welcome to ask and i and the rest will help you as much as we can to make your playing fun. We have all started at the bottom, so we know what it is like.

Feel free to ask anything, I will try my best to answer your questions.

  Give em hell and give no truce :)




                                                                                              airborne

10 tips to get you through fallout 4

Specs top game play tips

  1. If you are in a settlement that you own and you cannot open a safe due to not enough skill or bobby pins. You can scrap it through the workshop and collect the contents in the workshop after you are done.
  2.  Your settlements can only be 10 + charisma. This does include clothing and drugs/alcohol that boost Charisma. So, plan accordingly in your settlements, if you have 6 Charisma plan for 18 to 19 bed, water and food.
  3.  You need 1 food and 1 water for each settler in the settlement. You also want to have your defense equal to food + water.
  4.  You can connect cities with supply lines. This is handy if you do not want to build food or water in a settlement, but want it to grow. If it is connected to a settlement with extra food and water in the workshop it will satisfy that requirement. This allows you to free up settlers to do other jobs in that settlement beyond crops.
  5.   Build 3 to 4 scavenger resources, this will have your settlers assigned to them gathering junk around the area and dropping it in the workshop each night. This is really important if you are not going to put points into Charisma for the local leader perk.
  6. Always collect Telephones, cameras, hot plates, microscopes, circuit boards, typewriters and pre-war money. The first six are because they hold valuable components you need at all areas of the game. The last, because it is worth a lot caps and can be used to trade for all sorts of things namely ammo.
  7.  Always grab stimpaks, grenades, and ammo. Even if you are not using that ammo you can sell it for ammo you do use. Stimpaks are great for healing in a pinch and will fix broken bones and such. Grenades, just because they are fun to toss around and can be hard to make early game.
  8. There is no level limit in the game, to get all perks is around 310 levels.
  9. Try to enjoy the game, there is hundreds of side quests along with the main story. Do them all, you will not regret it.
  10. Run if you have too, regroup, and use grenades if you are facing a tough entrenched enemy.


Monday, May 23, 2016

Fallout 4 – Specs generic build

Fallout 4 – Specs generic build

In Fallout 4 I have found a few things that can be useful. First, the crafting system is pretty sweet. Second looting is just awesome; everything is useful in some form within the game. All that junk that was sitting around in the area you are exploring? Well, it can be used to craft better guns, make nicer living areas, defend against raiders, super mutants and even Synths looking to take your goodies from those settlements you created. There are numerous ways to play this game. It just depends on your style. These stats are what work for my play style and can be used to go pretty much in any direction you wish.

•    Strength - 3
•    Perception - 4
•    Endurance - 1
•    Charisma - 6
•    Intelligence - 6
•    Agility - 3
•    Luck – 2

This point allocation structure leaves you 3 points in the beginning to do with as you please to fit into a specific build. The reason for these starting stats is that they each meet the minimum for the most useful perks in their respective trees.

The Reasoning



Strength (affects carrying weight and damage with melee weapons) at 3

This level of distribution gives you access to the armorer perk. Which allows you to craft modifications to your armor as you need them. This perk is vital to keeping you alive. With three more in this stat, you can go down the melee tree and heavy guns. You would probably want to add a couple later on through leveling to get Pain Train (If you are going to wear Power Armor) or Rooted (great for melee and heavy gunners). At three though you get the most valuable perk in my opinion from this tree, and you will also have some better carrying capacity.

Perception (Affects Weapon VAT accuracy) at 4

This individual stat is useful for VATs, so you will want it high if you plan to use the VAT system to do your fighting. At 4 Perception it allows you to get the locksmith perk, crucial if you want to get through doors, boxes, and safes that are locked tight.  IF you like snipers, you can add your 3 points here and get the special book to give you access to the sniper perk in this tree.

Endurance (Your health and action point drain from sprinting) 1

I will admit I am not in love with the perks in this tree. So at 1 I can get toughness with gives me damage resistance at +50 at level 46. Many might not think it is worth it, and honestly, I believe that it is on the higher difficulties, especially the early game that +10 or +20 is quite handy when you are still developing armorer and finding better armors to keep you alive. Plus it is hard to maintain the power suit going without fusion cores, so any damage mitigation is nice to have.

Charisma (affect dialogue options and prices at vendors) at 6

I love the discussions and being able to influence people in the game. Plus, being sarcastic and funny is quite entertaining, especially the reactions you get. But, the real reason is that I love settlements and building things. This point investment gives me a chance at Local Leader perk, which allows me to create supply chains and links my settlements for easier building. It also at max level gives me access to level 3 shops with the Cap collector perk, making it simpler to buy ammo, and other equipment I might need. Or just selling things at my local vendors and not having to run all over the Commonwealth to do it. Also, if you do not wish to use any other companion but Dogmeat, the lone wander perk will help you in reducing damage and dealing more damage as the game progresses.

You can always use your 3 points here and get the other perks like Wasteland whisper and the bobble head for Intimidation to force or get people to help you in your adventures. You can even calm them down and then shoot them in the head til they die, quite a bit of fun if you are into that.

Intelligence (effects experience earned) at 6

This attribute tree has some of the most useful perks in the same tree out of all the special attributes. First, you want the gun nut, without you will not be able to modify your weapons. Second you want Medic, more health from stim packs is a good thing. While the food you cook will heal more and help, you will want to get that boost from the stim pack if you have to use them. Third Hacker, there are numerous terminals in the game that have some goodies locked behind them. You can get a companion to go with you once you reach Diamond city name Nick Valentine that can access the terminals. So, you can avoid this if you want to, but I like doing them for the experience. Scrapper is so very useful to breaking down those weapons and armors you find to get materials to do other things in the game. The last one is Science, without this perk you cannot modify your Power armor; you cannot modify lasers and plasma guns and most important you will not be able to build industrial water purifiers. If you plan to use your Power armor a lot, then at 9 points in this attribute you can get the Nuclear physicist that helps make the fusion cores last longer. Nerd Range at 10 is interesting as well.

Agility (Affects number of points to use while in VATS) at 3

The first three perks in this tree are the most useful to basic play. If you like pistols, then gunslinger is the way to go. This skill is also important as it affects the number of action points you have to use in vats. Same with automatic weapons (all types) then commando. Those two boost your damage with those weapons and help as you grow. The one I take is sneak; I like sneaking around and taking head shots at people. Sneaking and head shots are possible with nearly any weapon in the game. It is fun try to one shot people with my 10 mm pistol early game, or Gauss Rifle later on. IF you want to be real deadly as a sneaking character then adding your points here and getting this attribute to 7 will allow you to access the Ninja Perk, great at increasing damage while in sneak mode.

Luck (affects critical recharge while in VATS) at 2


There are many useful perks here too depending on your build. If you are going to use VATS a lot, then getting that critical bar up is very helpful. I choose 2 for the minimum because of the Scrounger perk, that allows me to find ammo easier than normal. It is quite handy and a cap saver. The other useful perks are a Bloody mess, Idiot Savant, Better Criticals, critical banker, and Mysterious Stranger. Fortune Finder is good if you want to gain some extra caps at the first perk in the tree.

Hello World!

Hey there,

I am Jon and my game name is Specs, if you see me in a game say hey I promise to say hey back. I really do enjoy gaming and trying to help others learn the games I am playing. I am a firm believer in learning and teaching others what I have learnt to help make my gaming time more fun.

Right now I am thoroughly enjoying my PS4 and Fallout 4 and all those DLC packs. I was late to this party and did not get the game until February 2016. I have not put the game down yet and have already beat it using a Rifleman build that I tested. It was a lot of fun, I will post that build and some hints in the coming week.

Thank you for reading and have a  great day!