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Posted

I have already understood that by default, Companions have a generi-weapon with infinite Companion Ammo and that if you ask them to use a looted or crafted one you have to provide the ammo but what about melee weapons or armour?

 

Take Nick for example. He comes with a .45 so I assumed he was Perked for non-auto pistols (not that there is any way of telling). I gave him a crafted .45 and a fistful of ammo which he is happily using but I notice that in melee with, say, Ferals, he resorts to pistol-whipping them. If he has a knife in his inventory, will he switch to it for that foe and then revert to pistol or is he likely to ignore the knife? If he does switch to the knife, will it "stick" and lead him to charge the more distant foes?

 

As for armour, do the Companion Costumes (Fedora/Trenchcoat for Nick) have any armour value? Should I pimp him out in suitable crafted armour? I assume that Companions follow the same rules for noise that the player is subject to - light is quiet etc. but if I make it Pocketed, will Nick be able to carry more?

 

I would assume that giving a Companion a grenade is a sure way to die horribly with the word "multiple" carved on your coffin. If they can find enough of you to give you one.

Posted (edited)

If you drop your stuff on the ground you can tell companions to pick it up allowing them to carry unlimited items. That is the reason I have not tested any of what you are asking there! lol I usually just stick them in some power armour and get them patrolling the settlements. I don't have them equipping other guns, as I can't be bothered replenishing their ammo. My experience has been that they won't equip stuff on their own, but I could be wrong. I'll have to do some tests.

Edited by Guest
Posted

To check a companions outfit value -> Equip them with a PA. Then you'll be able to see (or even pick) their defautl outfit in their inventory.

 

As for equipping them, it kinda depend on what you need. I tend to be the boom boom kind of person, so I don't give them any melee weapon, or I'm just going to shoot them. However, I've found out that giving them grenade is pretty efficient as they're very accurate, and ennemy seldom think about dodging it. Of course, this means that you should avoid close combat as well.

Posted

As for equipping them, it kinda depend on what you need. I tend to be the boom boom kind of person, so I don't give them any melee weapon, or I'm just going to shoot them. However, I've found out that giving them grenade is pretty efficient as they're very accurate, and ennemy seldom think about dodging it. Of course, this means that you should avoid close combat as well.

Does this mean the companion very accurately drops the grenade at your foot while in melee combat?

Posted

I recently put Nick in some power armour and he is still rockin it at Sanctuary after a few days. I have only seen them exit the armour while following if they fancy a sit-down in a chair.

 

I also had that teleporation glitch by accident the other night. It insta-killed me on a tree. I had to look it up obviously, but you do it like this:

 

Aim your gun at the corner of an object until your character pops out the side.

Keep holding it then (in your case) hold the middle mouse button down at the same time.

Let go of the aim button, then after that, let go of the middle mouse button. You should be in third person.

Run any distance.

To teleport back press the middle mouse button.

 

I use this in combat and it is great for flanking!

  • 3 weeks later...
Posted

The one of a given ammo type applies to companions and settlers. I armour up my companions.
 

I have given front line guards spike armour army helmets and miniguns and 5 rounds of 5mm. the tall sentry post are placed near the entrance to settlements and spawn points with automated heavy machine turrets.

I farm "The Forged" for flamers and give them to my farmers along with leather armour hard hats and Molotovs.

Scavvers get metal armour miners helmets for seeing in to all the crevasses to find the cool stuff. The scavenging benches, work shops and their homes are placed back from but near settlement entrances and natural spawn points so they can respond quickly to incursions. I equip them with sub-machine guns the Nick Valentine quest line gives you lot of SMGs.

Sentries get sniper rifles and leather armour again but I place their three sentry posts on roof tops with access ladders so they can shoot see the enemy coming and shoot down at them as they come in.

Vendors get shotguns and wear normal clothing ballistic cloth reinforced.

 

This gives me a very good defence without spending a lot on automated turrets. The variation in clothing avoids the place looking like a communist collective while still making it fairly easy to recognise unassigned new comers without using the summoning bell all the time.

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