Though lots of people have dumped scorn onto 76, I'd say an equal amount of scorn has been dumped onto 4. And, admittedly, there are many faults to the game. One of which being the factions, and how so many of them shoot you on sight. Like, maybe the Gunners shouldn't have been mercenaries, but they also shouldn't have just been reskinned raiders. I mean, with that much pre-war tech you might think to use it to have people flock to you for protection in exchange for services (with slave trading being one of them). That'd make them a much more interesting faction. Then there's the Forged, seriously, they look like they could've started up an industrial empire in the commonwealth (by morally dubious means). Hell, in Automatron, we should have had the option to side with the Rust Devils and pillage The Mechanist's lair. We could even assimilate them, the Forged, and other raider gangs into larger factions (either the Nuka-world raiders or the brotherhood, maybe the minutemen if we can convince Garvey that it's better to control the gangs than wipe them out). I've left off the Enclave remnants because America Rising 2 makes them passive, and I've left off the Triggermen because there's a mod that lets me join up with them. And the Trappers, well, they're just insane, not really much to work with. There's a disguise mod that allows me to infiltrate raider gangs and Gunner outposts, but there's also a mod that makes the Gunners less aggressive. But if I get that mod then I can't side with the minutemen, or the Gunners will become hostile. And that way, they can't be auxilleries to the Enclave in AR (but there's an FCOM mod that lets me control them). And with the "Another Life" mod, I can be one of the Forged. But I'd still be left out of the Rust Devils unless the disguise mod on consoles can allow me to infiltrate them. But honestly, I've spent so much time downloading mods because all I've heard is that the base game isn't up to snuff. And now I'm wondering if I should even bother with it at all. The quest structure is linear, there's not nearly as much options for cruelty towards companions, and the Sole Survivor strips away the prospect of a player made identity. Even if mods help, should I even bother with this game?
I’m planning on siding with Whitehill in America Rising 2, and I’m planning to be a double agent for Autumn (without nuking the citadel in Broken Spiel). The plan for the latter requires assassinating most of the Brotherhood, hoping the genetic purity tests were confined to Matthew Scott's outpost, and leaving a lot of things open to interpretation. I'd elaborate further, but that would drag this on. What I want to know before going in is if Autumn would be willing to work with the Pitt raiders along with the paradise falls slavers and if Whitehill would be willing to work with the Nuka-world raiders and the Gunners (depending on if they still practice slavery in ‘Initially Friendly Gunners’, and if that mod will ever be ported to consoles). Sure, it’d be a terrible PR play, but it’d be a great power play.
There might also be a chance that the Brotherhood tapped into the slaver business under Arthur’s reign to produce machines of war to bolster their strength. After all, it’s implied that the Capital Wasteland operators under a kind of dictatorship. They might even tap into the slave trade in the Commonwealth as well. Also, in regards to my poll about the Pitt, here’s my two cents. Wernher won’t get outside help because after Broken Spiel Sarah and Owyn Lyons bite the big one. Then the Brotherhood became too busy finding replacements.
And given how much the Brotherhood despises Owyn by the events of FO4, it’s likely that the Lone Wanderer wouldn’t receive support in the Pitt, given that Arthur might see them as a Lyons loyalists. So, the Pitt under Wernher’s helm will be doomed to be overrun by the Trogs he unleashed in uptown (smart move Wernher).
As for Ashur, he might be aware that he can’t dismantle slavery after he’s fueled it so much. However, he still wants to get out of the business. So he’ll make Krenshaw or the LW the new lord of the Pitt once a cure is made. Then he’ll go to some settlement he’d arranged for slavers not to touch(an agreement that will surely be void when he and the family bites it) and bring Marie and Sandra with him. And he’ll make sure Marie never knows the truth (see how long that lasts). I suspect this of Ashur because he never stated in his diary that Marie would live in the Pitt after a cure was created.
I can't be the only one who was disappointed in Bethesda making them nothing more than reskinned raiders instead of actual mercenaries. I mean, at least Talon Company had a reason to go after you because of your karma. 99% of the Gunners will attack you and everyone else for no reason. Though there is a mod that fixes this issue on Nexus mods, it's not ported to consoles. And even if it was, it may not apply to the Gunners that are only seen in the Creation Club mods. Which is why I'm asking anyone on this site who is a modder, or knows a modder, to port the Initially Friendly Gunners mod over to consoles. And have it affect the Gunners found in Nuka-World and CC content. Now, I don't expect this to be done quickly. But I'm willing to wait if it means I'll be getting something great.
So, is there someone that can make this possible?
So I made a fresh unmodded save a few days ago and just happened upon this random Gunner location, where I found a Gunner wearing an incomplete set of Hellfire power armor. Specifically 3 pieces spawned with the rest missing, so I guess Hellfire PA can spawn in the place of regular PA now?
2 things, 1; how do they recruit people or get hired if they kill everything and everyone they see, 2; why do they kill everything and everyone they see?
Besides that, their logo looks cool, they're helpful if you need fusion cells, their robots are annoying, where do they get all their uniforms, why can't we join them.
5/10
171 Votes in Poll
So I wrote a Fallout 4 AU that expands on the lore of the world and changes factions and such. Basics include a much less involved BoS, ashes of a Commonwealth Provisional Government that could be rebuilt with the Minutemen, and the Railroad actually helping not only synths but slaves and other abused wastelanders. The Gunners though was my personal favorite, so I thought I would show it to everyone and try and get some feedback.
The Gunners were founded from the military remnants that were stationed in the naval station at Newport and other National Guard bases around southern Rhode Island. The instituted martial law in the area and due to the lack of high-ranking leadership, the grunts and officers formed a military leadership. Over the years, this would slowly form into a military dictatorship with the justification being to protect the civilians and survivors from bandits, mutants and other dangers.
Their territory expanded to the former western border of Rhode Island and to the eastern border. After nearly two centuries, the Gunners resembled a nation of sorts. If I had to give a rough estimate of their total numbers, it’d probably resemble 25,000-30,000. This includes civilians within their borders as well. and as all growing nations need space, the military leadership sent a sizable force to the Commonwealth to scout out the area to expand. These forces, no longer under the eye of the main leadership, acted more as militaristic raiders than their intial goal. And that’s where the game starts.
I have a feeling in the back of my head this is all stupid but I honestly come to here a lot with lore questions as the moderators/curators are pretty knowledgeable in the universe so I’d appreciate any feedback.
Would you like to see the Gunners or Talon Company appear in a future Fallout game (assuming its set in the general region of the US Northeast)?
I personally would, as long as the player could actually join them and work as a mercenary.
Since the Gunners is an mercenary, who would hire them to attack Quincy.
They’re a really cool faction, with the military and all, but they’re just . . very shallow. Is it me or could Bethesda added more lore and quests and stuff to them?
You have an automatic pipe pistol, with 3 bullets with you and have only leather armor on and a broken arm. What do you do? one of them has a rocket launcher, the rest have automatic laser rifles and assault rifles, some of them have no armor while some have sturdy leather armor and the rest have partial set of combat armor but the gunner with a rocket launcher has a power armor chassis with no armor on it, your inside the mass fusion building. What do you do
Xbox One Edition. Does anyone else get this bug when fast traveling to Vault 95 where the enemies outside the vault are like on the ground(kinda dead) but they’re not actually dead? They can’t attack you but they’re alive just kinda stuck? I had already cleared the Vault and I came back(for something) and ended up clearing the vault again(just because I could) and when I fast traveled to the vault I had the red dots pop up on the compass but when I got to the location of said dot, the gunner/assaultron was lying on the ground like it was when I left. I can try to get pictures and see if I can edit this but I wanna know if this was just me. I only have 1 mod active and it’s the “Nora survives” mod(I don’t think that has anything to do with this tho) edit: I finally got screenshots
If they shoot everyone who isn’t in their groups, how do they get new members? The Forged are the only gang I can think of that actually lets people in if they ask, but I’m guessing that Raiders could’ve taken over if they didn’t shoot everyone.
Was just curious if anyone knows of a PS4-friendly mod for FO4 that makes it so that enemies don’t come back after the first time you clear a location? I really want to kick the Gunners out of Quincy....permanently.
34 Votes in Poll