![]() ![]() The Railroad is pretty weak at the start of Fallout 4, and can easily be eliminated by taking out their headquarters when the Brotherhood or Institute requires. However, MacCready is a non-faction companion who provides the same service, no joining the Railroad required. The Railroad supplies Deacon as a companion, and he is most useful at mid-to-long range. But a lot of them, such as the Railway Rifle, are pretty bulky and not of much use for certain playing styles. Tinker Tom can provide some pretty unique weapons and mods. The Switchboard is probably the most abundant in loot, and there's only one mission that entails going there. They're stretched pretty thin, and only have a few accessible areas. The Railroad assists runaway synths- they make a small appearance in Fallout 3, but are only a main faction in Fallout 4. and there are a lot of those) can put the player in a lot of tricky combat situations due to just how well-equipped they are. Siding with any faction that has an antagonistic relationship with the Brotherhood (. The Brotherhood provides combat assistance in multiple games, including final mission events. New Vegas offers Veronica Santangelo, who is less useful in combat due to her lack of armor. There are three Brotherhood companions available: 3 and 4 offer Star Paladin Cross and Paladin Danse, respectively- both are heavy-hitters with power armor. The Brotherhood in 4 actually give you a laser rifle and set of power armor, which can give a player at the beginning of their game a large advantage. They show a preference for energy weapons and power armor, \which can be hard to find on your own in the Wastelands. In Fallout 3 and 4, they have large headquarters with plenty of supplies and munitions to take. They are the only organization to appear in every Fallout game. The Brotherhood of Steel is a paramilitary organization that seeks out Pre-War technology. The other ten didn't pass muster- either they didn't provide enough loot options to be worth our while, or they simply weren't worth the risk. If you're looking for some good loot with minimal risk, fifteen of these factions are the way to go. ![]() How much potential loot does this faction provide? (Does their headquarters have a lot of stuff lying around? Do their quests offer some big rewards?)ĭoes this faction offer any unique weapons? Or at least powerful ones, or ones that are otherwise difficult to find?ĭoes this faction offer any followers who can help in combat? Furthermore, does siding with this faction cause other followers to stop working with you?ĭoes this faction provide combat assistance? Furthermore: does siding against this faction put the player in any difficult combat situations? We can determine whether a faction is powerful enough to be worth our while by answering a few key questions: Here are twenty-five factions from Fallout 1, 2, 3, New Vegas, and 4- as well as their respective DLCs. But, without a lot of prior research, how do you know which factions are the best to join?Īnd while some factions have wonderful, impactful storylines, we all know the real reasons to pick one faction over another is the ability to help you crush your enemies under your boots. The Fallout franchise has been around for literal decades, and as such, there are plenty of organizations in each game to join up with or assist with quests. ![]()
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