I think you may have been best served by choosing something non-human and tanky for your targets. It could be that humans in clothes just hit their "survivability threshold" at about Mk 3 and that's why the later version show no appreciable change.
Deathclaws are great for this testing. Also Oxhorn - make a closed off area from the rest of your settlement so your settlers can't interfere and finally 'tgm' yourself so you don't have to worry about dying whilst doing these tests. Finally - make sure you put some plants and some scavenging stations in there - just so you can show that the AOE effect of those type 7 turrets can damage your own settlement. (Yeah I've done this testing myself before and yes I learnt to tgm after my first round of tests with the mark 7s >
Yes some sort of thunder-dome like setup would work - I'm sure Oxhorn could make something that will look fabulous and having a clear area for testing destructive things isn't a bad idea on the whole. :)
Yeah maby spawn really tanky enemies with different resistances and damage thresholds. Do one behemoth and see how it takes damage then a mirelurk queen and compare the two. Maby if you can spawn the different raider groups with different armor types? Either way it was cool to watch those turrets chew threw those enemies.
I think the the entire world in Oxhorn's playthrough is doomed due to there being 0 sausages left alive apparently, everyone's a damn twig-sized chick with massive boobs :p
they are just random models you get when making a heavy machine turret, when you place ome down it'll be either 1 3 5 or 7... he has a video on it if u want to check it
If you're on console you can switch between the different MKs by going back & forth between the light & heavy machine guns. On the side it will tell you which MK it is. Lower lvl settlements can only have MK1 like Sanctuary & Red Rocket,but settlements like Spectacle Island can have all MK models. *I don't know how pc works I've never played on it.
If you're on console you can switch between the different MKs by going back & forth between the light & heavy machine guns. On the side it will tell you which MK it is. Lower lvl settlements can only have MK1 like Sanctuary & Red Rocket,but settlements like Spectacle Island can have all MK models. *I don't know how pc works I've never played on it.
You are dealing with low level enemies (basic gunners) who have so little health that it is about rate of fire rather than damage done. Try using a beefier enemy so you can watch the rate of HP decrease. Also, you were getting more lag and non-aggros as you went (area was filling up with too many bodies). 3, as you saw, clearly did more damage (and it is the same, it seems from my tests - on console so without commands) than the 1. From the best I can tell, 5 and 7 don't do more damage, they do 3 damage + effects. So, the LV 5 are only better due to the incendiary damage (which something has to survive long enough to take, as it is damage over time) and the LV7 are better due to AoE and the additional stunning and limb damage that explosive carries with it. If you want to protect things, 3 and 5 are the way to go (as you know from playing, the incendiary effect is rather worthless apart from the very early game). I use the 5 just because they look better. Anywhere you are limited to 1s (sanctuary, abernathy, red rocket, etc) you are MUCH better off skipping the ballistic turrets for laser turrets. If you have room and know where the enemies will be, a set of 7's will keep the enemies so stunned that they stay grouped and get wrecked. For example, on Finch Farms it is super easy to build a wall with Barn Foundation (big block foundations for only 8 concrete) as far in as you can without cutting out the merchant's fire pit (or cover it and just build them a merchant tent further in), and leave your opening on the side near the pump you fix for the Atom Cat's. Enemies spawning have to run down the wall to get to the opening and get chewed to death easily. I plug the few back accesses behind the tanks as well - but that is for aesthetics, since enemies won't use them. There, 7's make total sense as you will be shooting out, not in. The only time enemies spawn inside your settlement is with the institute (either a synth infiltrator posing as a settler or a set of synths beaming in). That only happens through the middle part of the game - as they don't do that in the early game, the synths walk in normally, and they don't do that in the late game since they stop attacking you while you are a friend of the institute and they stop beaming in once the institute is destroyed.
After watching your last video on the different grade of turrets, I noticed on my main (who lacks gun nut perk) That you can upgrade the plain old three legged turrets in the same fashion as showed in the previous video. This may make it possible for some one who lacks certain perks to still have turrets to do a reasonable amount of damage without lifting a finger. Also and you probably know this anything you can store after a settlement attack is fixed for free. Finally all previously created turrets in a settlement can be stored and when placed again upgraded to a different mark via the toggle method you showed in the previous video.
I also noticed earlier while playing that the mark 7’s seem to have an incredibly high stagger chance. I was doing the automatron dlc and came across one and I could barely even move because it was staggering me non stop like the harvester ripper lol. It was insane.
MkI is default 5.56, MkIII is 10mm explosive, MkV is 5.56 with fire damage, MkVII is 5.56 with explosive which is basucally just a higher damage version of the MkIII
One possible explanation is the type of body armour being worn by the gunners being more energy resistant? I suspect if you tried the experiment with normal ghouls who do not ware armour the result would be more uniform across the type of turrets used in the test.
I would hazard to guess that the Mark III 10mm HE has less range than the Mark I but has more damage potential. The Mark V Incindiery would be pretty effective where Ghouls are common. The Mark IIV Explosive didn't seem to have a large area of effect but I did see Gunner's dying from bullets exploding at their feet.
Depends on the enemy. Some have higher energy damage and some have higher ballistic. Also, laser tend to have better range/accuracy, while the ballistic can give you effects (the explosive being the most useful, as it tends to stun and hold enemies).
Maybe build an arena like thing where your settlers cant get in or shoot in so you can set up turrets and just spawn in different enemies at a time. Just a thought
I never noticed much difference between 3 & 5 myself. But another thought would be to see if you can get human enemies with different armors. Some types of armor have higher explosive vs ballistic protection, etc...
My favorite weapons are explosive shotgun with a long range scope and an explosive 5mm minigun. It's surprising how far the shotgun pellets go and each explode creating an area effect similar to an m25 25mm grenade launcher aka "the punisher"as the u.s troops call it. while the minigun is insanely lethal against all enemies,in some ways rivaling the fat man at close range but more precise. So yeah the explosive weapons,of all kinds,are crazy powerful.
I always buy "Spray&Pray" from cricket as soon as I can, lighter than the minigun, .45 cal does more damage, doesn't require time to "spin-up", and the explosive rounds kick ass! ;-)
Knoman Yeah it's good to,I just like having the option of going long range and weaken the enemy as,IF,they close,hence the scope. Because it's single shot when I build it,it counts as more powerful shots and EACH of the pellets/shot is explosive so I can get an effective long range weapon and plus a lethal short range weapon hip firing just like a regular shotgun. If you try it be careful at short range or go kablooey!
Explosive Turrets... I have to say I love the explosive legendary effect. I had a mod that allowed me to craft legendary effects and even add two of them to a gun crafted in a special workbench. Minigun + Triple Barrel + Shredder + Explosive Legendary Effect + Rapid Legendary effect = Tri-Cannon. Just becareful when shooting or you will kill yourself almost instantly.
Gotta remember, Mk 3 is HE. Mk 5 is Incendiary, and mk 7 is HE Incendiary...all of which are AoE, and cause splash damage to surrounding targets. It adds up REALLY fast. Figure, five shots, on five close targets, means each target could conceivably take up to 5x the damage of a single shot. Ouchies! Staying close is a bad bad thing.
Hilarious to watch, have to say being able to spawn attacks better be one of the features available to PS4 when mods finally (is ever) become available.
I'd like to see this challenge on laser turret vs heavy laser turret. (Don't play on console so cant spawn enemies to get results) Also, wth was that weapon your settler used on the last round that shot lightning?!?! around 7:05
The Mk3 Mk5 and Mk7 turrets all were using explosive rounds not incendiary rounds or other different types. You can tell by the impact sounds and all explosives effect the water the same way. I learned that there is almost no difference after going from Mk1 to Mk3, thx for the research - enjoying your content, think I'll hit that sub button and check out your other stuff.
spawning causes agro delay over 8 npcs. also try doing it further away from the defenses. I use tcai and TCL then travel a good distance away but still able to see the settlement. the drive in is the best test area I've found
If the stutter you get every 4-5 seconds (micro-freeze) is not caused by recording you might have a data mining virus. I had one disguised as windows defender, you can check in the task manager's resource monitor what .exe is responsible.
Well, you're going at this the wrong way. 1: You're using a low-armour target, which means that anything above Mk 1 will kill them just as fast as the Mk 3. 2: You're spawning too many at the end, because they're all clustered right under the turrets, they will hesitate to fire since they'll damage themselves. You should have spawned something bigger, like a mirelurk queen or a bohemoth.
You should create a pin and use death claws. That should give you a better idea of time to kill, without interference from villagers and from the gunners taking out the guns. I'd do one gun and one deathclaw. You can tell from start to finish on each on the way.
Sorry to be so new to Fallout 4, but I must of missed the different turret descriptions.... all I can make are light and heavy machine gun turrets... I don't see any choice of mark anything.... are you using a certain mod??
The Mark type MGs are very simple. the basic bullet turret on a TRIPOD is a standard Mark 1. Its' always the first turet you put up because they're cheap. But being on tripods even a child can kick it over if it's aiming the wrong way. Spotlights are the same.. on tripods. The Mk3 [the Heavy MG] is welded to its base. heavier guns/lazers/missiles are welded too. The recoil from guns that fire with as much powder as a .44 or more would topple over a tripod. That's why i believe the Mk1 turrets fire .38 bullets. Mark 3 are the ones that i personally call Heavy MGs because they seem to fire a larger round. a Mk3 will quickly kill 3 Raiders. ATM, i am still only as far south as Lexington but i do have access to shotgun turrets and standard Lazer turrets as well as a spotlight turret which some bug out and simply stop working.,. they work but the light doesn't turn on until i workshop them by picking them up and placing them and they seem to work then. But i rarely use Mk3 heavy MGs as i just don't have the parts. I either light up th settlement and use Mk1 tripod turrets on raised ramps so they can't be knocked over or use Mk3 Heavies with only oil lamps to light up the area... which is not effective at all. I am ALWAYS desperately short of copper and have taken to buying it but it's still nowhere near enough for me to build Mk3 turrets AND STANDARD lighting... i have to use OIL lamps to get light into my settlements othewise i get groups of 4-5 Raiders or Gunners sneaking right past 3 or 4 turrets in the dark. even the guards don't see them sneaking. At night, of course. I believe the Mk1 turrets are on tripods because they fire a low calibre round so they won't topple over after a long period of firing; the Mk3s 'Heavies' fire, probably .44 or somewhere close to .5 but they're not HE. I'm certain the HE is just a mistake by Bethesda. It is entirely possible to make .44 flagellant rounds but both these turrts have quite range. At very long range i was shooting at a Gunner sniper and the turret instantly locked onto me and a very high rate of fire of bullets came my way but they were terribly inaccurate - which is fair enough - but out of about 15 bullets at very long range, at least 2 hit me. The bullets kept firing because of Dogmeat not realising he was being shot at. There is a Scavenging Post which has 2 points of defence and it is one of those tough very dangerous tri tanks that launch missiles. [like the one left near the dump not far from Olivia bunker/radar.. i always turn it on to patrol] Now, i rem a base was attacked and i went there and spawned right in the middle of about 6 Raiders which were hit by the scavenging post. It had the familiar explosive blast from a missile so i'm guessing the scrounging post's 2 points of defence is 1 rocket. 4 turrets on wooden mounts & 3 guard posts but, even AFTER i fast travelled from Sanctuary to Zimonja, the Zimonja defences just hadn't noticed the mass of Raiders heading right for the front door. Such a cramped base would have been swamped as there were already 2 dead Raiders who had snuck in over the rocks but had tried to pass by the bar i set up and were obv quickly killed by the bar owner and the guys drinking there. My game, atm, is puzzling me. Last night i was attacked by 8 Raiders from all 3 spawn points but 5 came from a central spawn pt which is just beyond the light and by the time i had fast travelled there the 14 settlers were being constantly shot up by 3 missile launchers that had spawned with 3 of the Raiders. 2 were aiming for the Mk1 pair of turrets on a wooden platform. I was just about to attack Tower Tom's brewery too.. then the Food Ration base. I shall have to sweep thru Corvega again as i'm certain Raiders are back as Raiders are nearly always returning to the Museum where i met Jun , marcie and Preston. the longer i wait to visit it, the more Raiders are in there. Raiders are arming themselves well and growing in numbers. I've seen Sanctuary and Red Rocket massacre a horde of super mutants each but i have to bloody visit because of a die roll.
Oxy, bud, dude, my friend, bruh, this was the most out of pocket and off the cuff experiment ever. There was no controlled variables in this at all, or any real data conveyed.
I would like to see what a single turret does against a single enemy like a deathclaw or a mirelurk Queen. That might do a better job telling the tale. Fun to watch just the same. My mouth was watering to take all their stuff and sell it. Lol
I have, but settlement mods don't make it worse. The bug only appears when you have 1.6 and the Unofficial Fallout 4 Patch mod installed. Bethesda made an unannounced change in 1.6 that completely borked the settlement scripts that came with the mod. This lead to HUGE lag in settlements, and settlers shape-shifting constantly. The mod authors have released an update that removes the scripts that cause the conflict. However, even if you upgrade to the new version, your settlements will still be bugged unless you either kill all the settlers, or reload from a previous game save before patch 1.6.
This is in the vanilla game- turrets can have randomly generated levels the further you are from Sanctuary Hills. Oxhorn did make a video on this, you should check it out!
Furlow Torent Another comment said low level settlements like Sanctuary and Red Rocket get low level turrets and high level settlements like Spectacle Island get high level turrets
You should've done this in an empty settlement, and tgm before you do it, just to keep you from needing stimpaks. Also, try something that doesn't have AoE damage, like standard mirelurks.
While placing it you can rotate the turret and see what mark it is, to switch the marks you simple exit the defense tab and return and eventually it will change.
Faster to just go Right + Left back and forth between the Turrets until you get the number you want. Also, settlements are limited in rank by region (Sanctuary, for example, can ONLY have LV1s, so you are better off using laser turrets).
Not able to get anything more than mk1, how did you get yours to change. I cycled through my turrets for hours and couldn't get anything different. Are you sure this isn't related to a mod?
Yes, some settlements only have access to specific turrets. Settlements to the north of the map (Sanctuary, Red Rocket), are restricted to Mk. 1. Settlements in the middle are restricted to 1-3/5. Only settlements at the far south of the map have access to 7.
Hey here's more than a puzzle properly armed bases I do what you did to test them but and use the tip I believe it's you for spawn points and still get called to defend bases.
The best turrets are the - wh mk 22 50 cal cannon defence turrets rip a deathclaw in 3-4 seconds no exaggeration they are seriously powerful and i only used two and also hard when you bump into one to as they have a sheld face plate to cover the cannon it's self and take very very little damage when trying to tackle and fight plus also have a low evil thumping sound that makes you bottle it so if you're not ready for it your dead in seconds. There is a hand held one to have fun with to mod for Xbox one ps4 unsure original pc content.
only works on some settlements sanctuary has never needed defense from me. others to but drive in not so much but used to be every day it was under attack. mostly Glowing hounds wich puzzles me anyway
Greetings... Maybe i'm just stupid, but the ONLY piece of info I got from this is the weapon types that the different MK's have. I never knew that they had HE or Explosive rounds. That's not info in the game I ever found. Maybe It's my mods but on PC I have all MK's available in Sanctuary, the ONLY settlement I've ever even tried to build in and I'm pretty sure I did when I was only vanilla. I also have these little 1 foot high turret balls that shoot energy weapons. Why didn't you just god mode yourself to test the turrets? It's an Interesting test! I'll have to set up my own test fire experiment now too! A Normandy beach assault with a walled off area so settlers don't interfere, bunkerized guns instead of exposed up on a small stand. Ground level and high placed guns to test field of fire...
Yeah agreed that it’s very inconsistent…I would’ve liked the incendiary ones to give burn damage instead of that hardcore explody type damage lol I really saw no difference
Yeah. While in the turret crafting section, you'll need to go back and forth between turrets (Machine Gun, Heavy Machine Gun, back to Machine Gun, right, left, right, left, etc.) and you'll see the designation markings on the turrets "cheeks" and dome change to reflect which Mk. it is.
If you're on console you can switch between the different MKs by going back & forth between the light & heavy machine guns. On the side it will tell you which MK it is. Lower lvl settlements can only have MK1 like Sanctuary & Red Rocket,but settlements like Spectacle Island can have all MK models.
Great vid Ox. Hope there are more like this to come. My character keeps disappearing for a sec when crouching too. Does anybody know why and how to correct it?
Oh what you;re seeing on my character is stealth mods I have on the legs. When she crouches, she has a chance to pop into stealth, and disengage from combat.
shakybill3 the bodies have some loot on them with a component he needs. If you go into any of the workbenches you can highlight components that you need for something
That's correct, shakybill3 - But Oxhorn uses a mod that highlights un-looted bodies, which makes them easier to locate at night or after battles over a wide area . . . Catman 3322 may not be aware of this.
i have a ton of machinegun turrets at albernathy farm if thats how u spell it weird name but i got nothing but machinegun turrets like 514 defence poor raiders
it's all based on your proximity from Sanctuary as that is the starting place of your journey which means low level enemies are spawning there, it may have to do with the level of the enemies with in that settlements area.
You need to do something like a corral and then spawn something inside it like a Mirelurk that is known to have high resitances, or basically any other high class enemies like Deathclaws, Sentry bots or Behemots and then try the different tiers on them. From what I saw all those spawned gunners where very "raw" with only basic clothing and no armor and since they are humans they basically have 0 natural damage resistance. You would also need to see if the spawned enemies are actually high level, it seemed like every single gunner was a basic one. For this you would want something like a Glowing Mirelurk instead of a standard one. Also having the game in Very Hard is a must.
Yes I disagree. It's not the best nor worst Fallout. It's a different Fallout. When you think of it as just a game, then it is a great game--one of the best I have played in years, despite its flaws. Only when you compare it to the perceived expectation of what it "should" be can one consider it to be a bad game.
***** See, thats the way I look at it. It is a good Fallout game, but it is kinda frustrating because whenever I watch a Fallout 4 video someone always seems to comment that New vegas or 3 was better. Glad to see some people disagree.
I feel bad for the settlers having to deal with smell for the next months after the test
I think you may have been best served by choosing something non-human and tanky for your targets. It could be that humans in clothes just hit their "survivability threshold" at about Mk 3 and that's why the later version show no appreciable change.
Good thoughts, I'll have to do this again.
Deathclaws are great for this testing. Also Oxhorn - make a closed off area from the rest of your settlement so your settlers can't interfere and finally 'tgm' yourself so you don't have to worry about dying whilst doing these tests. Finally - make sure you put some plants and some scavenging stations in there - just so you can show that the AOE effect of those type 7 turrets can damage your own settlement.
(Yeah I've done this testing myself before and yes I learnt to tgm after my first round of tests with the mark 7s >
***** I feel like Oxhorn deserves his own little thunder dome for these sorts of tests. I bet he'd make a pretty snazzy one too.
Yes some sort of thunder-dome like setup would work - I'm sure Oxhorn could make something that will look fabulous and having a clear area for testing destructive things isn't a bad idea on the whole. :)
a thunderdome with energy requiring turrets surrounding the arena, so ox just flips the switch when he wants everyone dead.
It's d day all over again but this time with gunners
At least it's not raining.
Yeah maby spawn really tanky enemies with different resistances and damage thresholds. Do one behemoth and see how it takes damage then a mirelurk queen and compare the two. Maby if you can spawn the different raider groups with different armor types? Either way it was cool to watch those turrets chew threw those enemies.
Oops damn autocorrect
You needed high hp targets to better judge Turret effectiveness.
I think the the entire world in Oxhorn's playthrough is doomed due to there being 0 sausages left alive apparently, everyone's a damn twig-sized chick with massive boobs :p
Bragdras They got Hancock, it's fine
ha ha!
what the hell are mark 3, 5 and 7? how do I build them? Is there something I totally missed in all the month?
they are just random models you get when making a heavy machine turret, when you place ome down it'll be either 1 3 5 or 7... he has a video on it if u want to check it
If you're on console you can switch between the different MKs by going back & forth between the light & heavy machine guns. On the side it will tell you which MK it is. Lower lvl settlements can only have MK1 like Sanctuary & Red Rocket,but settlements like Spectacle Island can have all MK models.
*I don't know how pc works I've never played on it.
If you're on console you can switch between the different MKs by going back & forth between the light & heavy machine guns. On the side it will tell you which MK it is. Lower lvl settlements can only have MK1 like Sanctuary & Red Rocket,but settlements like Spectacle Island can have all MK models.
*I don't know how pc works I've never played on it.
Crageth a mod can give you the options. They are random in standard game
I think it depends on your level but I’m not too sure.
Will turrets track enemies 360 degrees or only their "angle" of attack?
May be a late comment but I think I remember enemy turrets turning all the way around when attacking I attack from behind.
You are dealing with low level enemies (basic gunners) who have so little health that it is about rate of fire rather than damage done. Try using a beefier enemy so you can watch the rate of HP decrease.
Also, you were getting more lag and non-aggros as you went (area was filling up with too many bodies).
3, as you saw, clearly did more damage (and it is the same, it seems from my tests - on console so without commands) than the 1.
From the best I can tell, 5 and 7 don't do more damage, they do 3 damage + effects.
So, the LV 5 are only better due to the incendiary damage (which something has to survive long enough to take, as it is damage over time) and the LV7 are better due to AoE and the additional stunning and limb damage that explosive carries with it.
If you want to protect things, 3 and 5 are the way to go (as you know from playing, the incendiary effect is rather worthless apart from the very early game). I use the 5 just because they look better.
Anywhere you are limited to 1s (sanctuary, abernathy, red rocket, etc) you are MUCH better off skipping the ballistic turrets for laser turrets.
If you have room and know where the enemies will be, a set of 7's will keep the enemies so stunned that they stay grouped and get wrecked.
For example, on Finch Farms it is super easy to build a wall with Barn Foundation (big block foundations for only 8 concrete) as far in as you can without cutting out the merchant's fire pit (or cover it and just build them a merchant tent further in), and leave your opening on the side near the pump you fix for the Atom Cat's. Enemies spawning have to run down the wall to get to the opening and get chewed to death easily. I plug the few back accesses behind the tanks as well - but that is for aesthetics, since enemies won't use them. There, 7's make total sense as you will be shooting out, not in.
The only time enemies spawn inside your settlement is with the institute (either a synth infiltrator posing as a settler or a set of synths beaming in). That only happens through the middle part of the game - as they don't do that in the early game, the synths walk in normally, and they don't do that in the late game since they stop attacking you while you are a friend of the institute and they stop beaming in once the institute is destroyed.
Great thoughts, thanks!
After watching your last video on the different grade of turrets, I noticed on my main (who lacks gun nut perk) That you can upgrade the plain old three legged turrets in the same fashion as showed in the previous video.
This may make it possible for some one who lacks certain perks to still have turrets to do a reasonable amount of damage without lifting a finger.
Also and you probably know this anything you can store after a settlement attack is fixed for free. Finally all previously created turrets in a settlement can be stored and when placed again upgraded to a different mark via the toggle method you showed in the previous video.
Might want to remember to turn your flashlight off when sneaking, there, Mr. Oxhorn.
Man your settlers don't fuck around. LOL don't mess with this guy around his friends. Damn.
i would not either . i don't have time for it .
I also noticed earlier while playing that the mark 7’s seem to have an incredibly high stagger chance. I was doing the automatron dlc and came across one and I could barely even move because it was staggering me non stop like the harvester ripper lol. It was insane.
maybe they do more "penetration" against armored targets?
The machine turrets Mk 5 are the most helpful to me! I was attack by gunners in County Crossing and the machines help me a lot.
MkI is default 5.56, MkIII is 10mm explosive, MkV is 5.56 with fire damage, MkVII is 5.56 with explosive which is basucally just a higher damage version of the MkIII
One possible explanation is the type of body armour being worn by the gunners being more energy resistant? I suspect if you tried the experiment with normal ghouls who do not ware armour the result would be more uniform across the type of turrets used in the test.
gunners' armor are usually have balance resistant, ghouls on the other hand, do have higher energy resistant
I would hazard to guess that the Mark III 10mm HE has less range than the Mark I but has more damage potential.
The Mark V Incindiery would be pretty effective where Ghouls are common.
The Mark IIV Explosive didn't seem to have a large area of effect but I did see Gunner's dying from bullets exploding at their feet.
Would be interesting to compare these turrets to the laser turrets and see what is more effective
Depends on the enemy.
Some have higher energy damage and some have higher ballistic.
Also, laser tend to have better range/accuracy, while the ballistic can give you effects (the explosive being the most useful, as it tends to stun and hold enemies).
That's a good idea! I'll add it to the list.
That beach looks like Normandy during the invasion on D-day. Still waiting for someone to mod out WP turrets. lol
I got a Mafia city ad
The game's AI allows a certain percentage of NPCs to be non-aggressive. Even some gunners wont attack if you are not attacking them.
Nice experiment. You know that instead of typing in the console you can just use the arrows to go up and down in previous commands?
Yes
+Oxhorn Good, so I will not tell you; )
Maybe build an arena like thing where your settlers cant get in or shoot in so you can set up turrets and just spawn in different enemies at a time. Just a thought
Good idea!
can you do all the easter egg in the defult game there 20 the rotten landfill is one
I never noticed much difference between 3 & 5 myself. But another thought would be to see if you can get human enemies with different armors. Some types of armor have higher explosive vs ballistic protection, etc...
My favorite weapons are explosive shotgun with a long range scope and an explosive 5mm minigun.
It's surprising how far the shotgun pellets go and each explode creating an area effect similar to an m25 25mm grenade launcher aka "the punisher"as the u.s troops call it.
while the minigun is insanely lethal against all enemies,in some ways rivaling the fat man at close range but more precise.
So yeah the explosive weapons,of all kinds,are crazy powerful.
I always buy "Spray&Pray" from cricket as soon as I can, lighter than the minigun, .45 cal does more damage, doesn't require time to "spin-up", and the explosive rounds kick ass! ;-)
Knoman
Yeah it's good to,I just like having the option of going long range and weaken the enemy as,IF,they close,hence the scope.
Because it's single shot when I build it,it counts as more powerful shots and EACH of the pellets/shot is explosive so I can get an effective long range weapon and plus a lethal short range weapon hip firing just like a regular shotgun.
If you try it be careful at short range or go kablooey!
i use the settlement software to find the spawn points and if they are far way i set up missile turrets if they are close i use gun turrets .
I learned something today...
...I learned that Gunners are too laser-savvy while sucking so hard as an enemy type.
will you do a vid based on the contraptions dlc machines includeing the extension mod
Explosive Turrets... I have to say I love the explosive legendary effect. I had a mod that allowed me to craft legendary effects and even add two of them to a gun crafted in a special workbench. Minigun + Triple Barrel + Shredder + Explosive Legendary Effect + Rapid Legendary effect = Tri-Cannon. Just becareful when shooting or you will kill yourself almost instantly.
Gotta remember, Mk 3 is HE. Mk 5 is Incendiary, and mk 7 is HE Incendiary...all of which are AoE, and cause splash damage to surrounding targets. It adds up REALLY fast. Figure, five shots, on five close targets, means each target could conceivably take up to 5x the damage of a single shot. Ouchies! Staying close is a bad bad thing.
"and if that don't work, use more gun" ;)
Hilarious to watch, have to say being able to spawn attacks better be one of the features available to PS4 when mods finally (is ever) become available.
I'd like to see this challenge on laser turret vs heavy laser turret. (Don't play on console so cant spawn enemies to get results) Also, wth was that weapon your settler used on the last round that shot lightning?!?! around 7:05
The Mk3 Mk5 and Mk7 turrets all were using explosive rounds not incendiary rounds or other different types. You can tell by the impact sounds and all explosives effect the water the same way.
I learned that there is almost no difference after going from Mk1 to Mk3, thx for the research - enjoying your content, think I'll hit that sub button and check out your other stuff.
spawning causes agro delay over 8 npcs. also try doing it further away from the defenses. I use tcai and TCL then travel a good distance away but still able to see the settlement. the drive in is the best test area I've found
Then I guess spawning deathclaws might get more accurate test result.
Like lambs to the slaughter.
If the stutter you get every 4-5 seconds (micro-freeze) is not caused by recording you might have a data mining virus. I had one disguised as windows defender, you can check in the task manager's resource monitor what .exe is responsible.
this mod i think would be kooler if they set it up where with a settlement computer u can upgrade the turrets
This was fun to watch :)
Like an automated firing-squad.
+Oxhorn Is that jacket/shirt you're wearing available on Xbox?? If so,What is it called??
That's the Evil Detective costume, available on the nexus
Well, you're going at this the wrong way.
1: You're using a low-armour target, which means that anything above Mk 1 will kill them just as fast as the Mk 3.
2: You're spawning too many at the end, because they're all clustered right under the turrets, they will hesitate to fire since they'll damage themselves.
You should have spawned something bigger, like a mirelurk queen or a bohemoth.
You should create a pin and use death claws. That should give you a better idea of time to kill, without interference from villagers and from the gunners taking out the guns. I'd do one gun and one deathclaw. You can tell from start to finish on each on the way.
what about laser turrets?
i use them . they can take out a supper muntie behemoth very fast let me tell u .
Oh Great Zombie Gunners
Sorry to be so new to Fallout 4, but I must of missed the different turret descriptions.... all I can make are light and heavy machine gun turrets... I don't see any choice of mark anything.... are you using a certain mod??
Yes, not all turret marks are available at every settlement. North settlements have restricted access. Southern settlements have open access.
thank you!
1 turret from the bubble turret mod eould have vapourised nuked or minigunned all of them in 4 seconds
How do you get a none power armour jetpack
You make great content! Keep it up
The Mark type MGs are very simple. the basic bullet turret on a TRIPOD is a standard Mark 1. Its' always the first turet you put up because they're cheap. But being on tripods even a child can kick it over if it's aiming the wrong way. Spotlights are the same.. on tripods.
The Mk3 [the Heavy MG] is welded to its base. heavier guns/lazers/missiles are welded too. The recoil from guns that fire with as much powder as a .44 or more would topple over a tripod. That's why i believe the Mk1 turrets fire .38 bullets.
Mark 3 are the ones that i personally call Heavy MGs because they seem to fire a larger round. a Mk3 will quickly kill 3 Raiders. ATM, i am still only as far south as Lexington but i do have access to shotgun turrets and standard Lazer turrets as well as a spotlight turret which some bug out and simply stop working.,. they work but the light doesn't turn on until i workshop them by picking them up and placing them and they seem to work then. But i rarely use Mk3 heavy MGs as i just don't have the parts. I either light up th settlement and use Mk1 tripod turrets on raised ramps so they can't be knocked over or use Mk3 Heavies with only oil lamps to light up the area... which is not effective at all.
I am ALWAYS desperately short of copper and have taken to buying it but it's still nowhere near enough for me to build Mk3 turrets AND STANDARD lighting... i have to use OIL lamps to get light into my settlements othewise i get groups of 4-5 Raiders or Gunners sneaking right past 3 or 4 turrets in the dark. even the guards don't see them sneaking. At night, of course.
I believe the Mk1 turrets are on tripods because they fire a low calibre round so they won't topple over after a long period of firing; the Mk3s 'Heavies' fire, probably .44 or somewhere close to .5 but they're not HE. I'm certain the HE is just a mistake by Bethesda. It is entirely possible to make .44 flagellant rounds but both these turrts have quite range. At very long range i was shooting at a Gunner sniper and the turret instantly locked onto me and a very high rate of fire of bullets came my way but they were terribly inaccurate - which is fair enough - but out of about 15 bullets at very long range, at least 2 hit me. The bullets kept firing because of Dogmeat not realising he was being shot at.
There is a Scavenging Post which has 2 points of defence and it is one of those tough very dangerous tri tanks that launch missiles. [like the one left near the dump not far from Olivia bunker/radar.. i always turn it on to patrol]
Now, i rem a base was attacked and i went there and spawned right in the middle of about 6 Raiders which were hit by the scavenging post. It had the familiar explosive blast from a missile so i'm guessing the scrounging post's 2 points of defence is 1 rocket.
4 turrets on wooden mounts & 3 guard posts but, even AFTER i fast travelled from Sanctuary to Zimonja, the Zimonja defences just hadn't noticed the mass of Raiders heading right for the front door. Such a cramped base would have been swamped as there were already 2 dead Raiders who had snuck in over the rocks but had tried to pass by the bar i set up and were obv quickly killed by the bar owner and the guys drinking there.
My game, atm, is puzzling me. Last night i was attacked by 8 Raiders from all 3 spawn points but 5 came from a central spawn pt which is just beyond the light and by the time i had fast travelled there the 14 settlers were being constantly shot up by 3 missile launchers that had spawned with 3 of the Raiders. 2 were aiming for the Mk1 pair of turrets on a wooden platform.
I was just about to attack Tower Tom's brewery too.. then the Food Ration base. I shall have to sweep thru Corvega again as i'm certain Raiders are back as Raiders are nearly always returning to the Museum where i met Jun , marcie and Preston. the longer i wait to visit it, the more Raiders are in there. Raiders are arming themselves well and growing in numbers.
I've seen Sanctuary and Red Rocket massacre a horde of super mutants each but i have to bloody visit because of a die roll.
Oxy, bud, dude, my friend, bruh, this was the most out of pocket and off the cuff experiment ever. There was no controlled variables in this at all, or any real data conveyed.
I would like to see what a single turret does against a single enemy like a deathclaw or a mirelurk Queen. That might do a better job telling the tale. Fun to watch just the same. My mouth was watering to take all their stuff and sell it. Lol
Have you run into any of the issues from 1.6 and settlements? I've heard that having a lot of settlement mods makes the issue worse.
I have, but settlement mods don't make it worse. The bug only appears when you have 1.6 and the Unofficial Fallout 4 Patch mod installed. Bethesda made an unannounced change in 1.6 that completely borked the settlement scripts that came with the mod. This lead to HUGE lag in settlements, and settlers shape-shifting constantly.
The mod authors have released an update that removes the scripts that cause the conflict. However, even if you upgrade to the new version, your settlements will still be bugged unless you either kill all the settlers, or reload from a previous game save before patch 1.6.
Thanks! That's good to know
1) tgm
2) tdetect
3) ???
4) PROFIT
Me literally Watching this and out of nowhere a mythic legendary deathclaw attack me....
The marks 1 are obliviously bad I think the mark 3, 5, and 7s well as they go up in tier have more health and do a bit more damage
or mark 5 are a upgrade of mark 1 then the mark 7 are upgraded mark 3
I've only ever seen regular and heavy machinegun turrets.
Is this a mod or vanilla game?
This is in the vanilla game- turrets can have randomly generated levels the further you are from Sanctuary Hills. Oxhorn did make a video on this, you should check it out!
Great vid man.
I've always wondered why you can't build MK3-5 turrets in your settlements on a vanilla game ;( unless there is something I'm missing?
Furlow Torent
Another comment said low level settlements like Sanctuary and Red Rocket get low level turrets and high level settlements like Spectacle Island get high level turrets
How do you change the turrets though? In every game I have I only had the Mark One turrets for Spectacle Island..
I explain how here: th-cam.com/video/12nGKRr4xQQ/w-d-xo.html
what you could have done to stay out is aquagirl
Is it just me, or do the higher tier turrets take a really long time to lock on?
It takes longer as he goes because his area is filled up with bodies that are clogging up the data.
You should've done this in an empty settlement, and tgm before you do it, just to keep you from needing stimpaks. Also, try something that doesn't have AoE damage, like standard mirelurks.
Why did you only test on gunners? Shouldn't you test on mirelurks and super mutants as well?
How do you change the grade? All I can do is place machine guns and heavy machine guns down.
While placing it you can rotate the turret and see what mark it is, to switch the marks you simple exit the defense tab and return and eventually it will change.
Faster to just go Right + Left back and forth between the Turrets until you get the number you want.
Also, settlements are limited in rank by region (Sanctuary, for example, can ONLY have LV1s, so you are better off using laser turrets).
I did a video on that here: th-cam.com/video/12nGKRr4xQQ/w-d-xo.html
+Oxhorn Thank you
Where is your settlement at? I would like to have one there.
This was recorded at Spectacle Island
Not able to get anything more than mk1, how did you get yours to change.
I cycled through my turrets for hours and couldn't get anything different.
Are you sure this isn't related to a mod?
Yes, some settlements only have access to specific turrets. Settlements to the north of the map (Sanctuary, Red Rocket), are restricted to Mk. 1. Settlements in the middle are restricted to 1-3/5. Only settlements at the far south of the map have access to 7.
+Oxhorn but i have mk 5 and 7 in My sanctuary and in redrocket only 5
Hey here's more than a puzzle properly armed bases I do what you did to test them but and use the tip I believe it's you for spawn points and still get called to defend bases.
I remember the eplanation why game macanics but they should be ripped apart you proved that
The best turrets are the - wh mk 22 50 cal cannon defence turrets rip a deathclaw in 3-4 seconds no exaggeration they are seriously powerful and i only used two and also hard when you bump into one to as they have a sheld face plate to cover the cannon it's self and take very very little damage when trying to tackle and fight plus also have a low evil thumping sound that makes you bottle it so if you're not ready for it your dead in seconds. There is a hand held one to have fun with to mod for Xbox one ps4 unsure original pc content.
only works on some settlements sanctuary has never needed defense from me. others to but drive in not so much but used to be every day it was under attack. mostly Glowing hounds wich puzzles me anyway
That's a ton of loot, lol.
Greetings...
Maybe i'm just stupid, but the ONLY piece of info I got from this is the weapon types that the different MK's have. I never knew that they had HE or Explosive rounds. That's not info in the game I ever found.
Maybe It's my mods but on PC I have all MK's available in Sanctuary, the ONLY settlement I've ever even tried to build in and I'm pretty sure I did when I was only vanilla. I also have these little 1 foot high turret balls that shoot energy weapons.
Why didn't you just god mode yourself to test the turrets?
It's an Interesting test! I'll have to set up my own test fire experiment now too! A Normandy beach assault with a walled off area so settlers don't interfere, bunkerized guns instead of exposed up on a small stand. Ground level and high placed guns to test field of fire...
Kanda' Eirsie make a video and i watch it
why Bethesda hasn't made a selectable mk turret fix yet is beyond me!
Should use a deathclaw or something high health with a single turret
you can try the range different
If you want to test the turrets properly you need to use a enemy they dont kill instantly (3-7 kinda killed gunners in a single hit when they fired).
Yeah agreed that it’s very inconsistent…I would’ve liked the incendiary ones to give burn damage instead of that hardcore explody type damage lol I really saw no difference
Wait, you can build different tiers of Turrets? :0
I never knew that too
Yeah. While in the turret crafting section, you'll need to go back and forth between turrets (Machine Gun, Heavy Machine Gun, back to Machine Gun, right, left, right, left, etc.) and you'll see the designation markings on the turrets "cheeks" and dome change to reflect which Mk. it is.
Zero Score
Sweet, thanks! You'd think they'd do a better job explaining these hidden mechanics...
Wow thanks man!
Sure, here is a video I made explaining how to do it: th-cam.com/video/12nGKRr4xQQ/w-d-xo.html
How do you get Mark 3, 5 and 7 turrets?
If you're on console you can switch between the different MKs by going back & forth between the light & heavy machine guns. On the side it will tell you which MK it is. Lower lvl settlements can only have MK1 like Sanctuary & Red Rocket,but settlements like Spectacle Island can have all MK models.
in survival mode you can build only mark 1
Well, I suppose that's one way to grind xp, guns etc. you'd just need a fat man or something to mow them down with.
Great vid Ox. Hope there are more like this to come. My character keeps disappearing for a sec when crouching too. Does anybody know why and how to correct it?
Oh what you;re seeing on my character is stealth mods I have on the legs. When she crouches, she has a chance to pop into stealth, and disengage from combat.
But providing you don't have that effect on your armour, it's a big bug on the new patch Bethesda's released.
+Oxhorn +Bill Smith Thanks both for replying.
What's the deal with glowing red bodies?
shakybill3 the bodies have some loot on them with a component he needs. If you go into any of the workbenches you can highlight components that you need for something
Catman 3322 Isn't that supposed to glow green or the HUD color?
That's correct, shakybill3 - But Oxhorn uses a mod that highlights un-looted bodies, which makes them easier to locate at night or after battles over a wide area . . . Catman 3322 may not be aware of this.
How did you get all female gunners?
but still haven't seen big difference between 7 & 3 other than dps
i have a ton of machinegun turrets at albernathy farm if thats how u spell it weird name but i got nothing but machinegun turrets like 514 defence poor raiders
This video was a clusterfuck. Lol.
Try Stronger Gunners?
HE I guess can kill weak stuff like Mole Rats and maybe humans
Incendiary is mostly for stronger stuff that's why it sets it on fire
Can someone tell me why I can get mk 7 turrets in Warwick Homestead, but not Sanctuary?
Apparently the further you are from Sanctuary the higher turret Mk you can get.
weird
After a little more looking I think it's just level based.
Zach Fehr I was level 62 though and I had mk7 at Warwick Homestead
it's all based on your proximity from Sanctuary as that is the starting place of your journey which means low level enemies are spawning there, it may have to do with the level of the enemies with in that settlements area.
I'm glad you didn't title the video something daft like "Experiment". Not being sarcastic.
His game is glitching because I looked this up BECAUSE my turrets were shooting fire
Oxhorn it looks like D-Day scene =}
Retest the mk3s
The moral of this video is that anything beyond mark three is unnecessary; don't waste your resources.
FrankLightheart all of them cost the same amount of resources....
You need to do something like a corral and then spawn something inside it like a Mirelurk that is known to have high resitances, or basically any other high class enemies like Deathclaws, Sentry bots or Behemots and then try the different tiers on them. From what I saw all those spawned gunners where very "raw" with only basic clothing and no armor and since they are humans they basically have 0 natural damage resistance. You would also need to see if the spawned enemies are actually high level, it seemed like every single gunner was a basic one. For this you would want something like a Glowing Mirelurk instead of a standard one. Also having the game in Very Hard is a must.
I am playing on very hard, and the gunners were all scaled to my level. But I like the idea about using a corral and creatures instead.
Hey Ox, what do you think about the countless people bashing on Fallout 4 being dissapointing and it being the worst Fallout? Do you argee with them?
Yes I disagree. It's not the best nor worst Fallout. It's a different Fallout. When you think of it as just a game, then it is a great game--one of the best I have played in years, despite its flaws. Only when you compare it to the perceived expectation of what it "should" be can one consider it to be a bad game.
***** See, thats the way I look at it. It is a good Fallout game, but it is kinda frustrating because whenever I watch a Fallout 4 video someone always seems to comment that New vegas or 3 was better. Glad to see some people disagree.