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BrawlPurist - JokesTooLong

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  1. Strangething01
    Strangething01
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    Still one of my favorites. <3
  2. Rivernumber
    Rivernumber
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    Is there a limit to the amount of upgrades, like combat effectiveness or does it let it be purchased forever?
  3. PSS1
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    So apparently I can make them in the workshop now as a settlement defense, but how do I upgrade them and why is it so hard to put wires on them? Can I get more than one of the portable kind outside of toggling god mode?
    1. PSS1
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      Guess I'll make a review of this mod now. This can also be considered as an early walkthrough for this mod as well. Pardon the wild ramblings.

      The MTS-400 isn't bad if you manage to find a high place (better have a jetpack) to let it attack with safety in mind. It's initial damage per shot is less than a pipe gun with a light receiver attached to it, which is saying something as even that can kill a feral ghoul faster than it. The turret DOES has long burst capabilities...which can miss, so the damage can be even less unless the enemy gets into melee range...which is a bad thing. I'll explain in a moment later.

      Now its starting health is a whooping 400...but next to no damage resistance to protect it. Think of it having roughly a set of unmodded light leather armor (about 9), but the energy resistance of a light metal chest piece (5). On Normal, I can see it easily surviving against a couple of feral ghouls with enough health to spare but on Very Hard, I would rather do what I said previously, place it high up and safe from melee enemies.

      Since it's a stationary target, it's a total sitting duck as well. It gets annoying that once a melee enemy gets into point blank range, the turret seems to aim for the legs...and miss almost all of its shots. Hence the bad thing.

      Once the portable turret gets destroyed, the cost to get it back is...too damn high in my opinion. I can't recall it correctly off the top of my head, but the amount of circuitry (20?!?) to repair it should be enough for 10 regular machinegun turret defenses. Circuitry is somewhat rare that a shipment of it (Trashcan Carla is the earliest and easiest as she travels between Sanctuary and Drumlin Diner) is impossible for early game characters to repair it unless you plan on having most of the settlers be only farmers and guards with one scavenger and one merchant to sell your junk for caps. If you're unlucky or forgetful and used them to build defense turrets, then you probably won't get the portable one back til mid to late game, which causes it to be near useless on higher level enemies.

      Now, due to the it's initial damage, it's best to fit in a supporting role to slowly damage enemies, in again, placed at a high place for. Unless you like using Power Armor, there are plenty of mods jetpacks to (eventually) use. The other option if you can't get/build a jetpack is your character to be melee bait. I recommend i3ncore's dodge mod for that option to be feasible.

      As in my previous post, it can be built as a settlement defense object so it's a fair bet that you'll get the most CDU 'safely' from enemy raids. The point still stands even today is that it's next to impossible to place wires due to its attachment point comes from below. I know only a few situations where I didn't need the mod 'Place Everywhere' and it pretty much had the turret to almost be fully exposed at the bottom. Building it is fairly costly (I won't spoil it though) but that's taking into the account that it's updatable like the portable version (to update though, you need to interact like how you interact the portable version to stow away or repair) so it's a fair trade I suppose.

      Now for it's upgrades...at the start, it requires 50 CDUs to upgrade one of it's stats: Damage, Repair percentage, health and armor. After that, it jumps about 100 more to 150 CDU. It'll keep on increasing its CDU requirements so it really is best to get it as early as possible.

      Now the upgrades you get have diminishing and somewhat random gains. While it is possible to get, for example, 10 physical resistance and 5 energy resistance per armor upgrade as listed, you actually can get something like 2 physical and 1 energy resistance after the first upgrade if you're unlucky.

      Personally, since I usually play on Very Hard, updating its armor first is the better choice as it'll actually get tough enough to last to at least acquire CDUs. You could upgrade it's armor again by saving that 150 CDU instead of upgrading the rest of the 50 CDU choices, but updating all four should unlock it's weapon upgrade: a somewhat more accurate laser with a slower fire burst rate. Keep on upgrading it means you unlock more weaponry.

      Now its downsides if you want to nitpick it. Without console commands, you can only have ONE portable MTS-400. ONE. While using god mode or mods that give you infinite grenade/mines can give you more...well there's a holotape setting that allows you to track your MTS-400, but only for the last deployed one. If you throw a bunch around, but forget one that you can't remember where you placed it, it will constantly report it's health status for the rest of the game until you can find it. Don't use console commands to noclip areas as that can cause a portable MTS-400 to drop out of the world space, forever losing it and getting notifications that it's at 100 percent with no way to turn it off, requiring you to load a previous save (if you have one) to escape it. Having too many MTS-400's (portable or workshop) with multiple weapons on the screen can become a script lag issue that can cause ranged weapons (including the MTS-400!) to do no damage on enemies!

      Now the Rifle you get is...well it's basically a Sniper Rifle from the Hunting Rifle version with a few neat tricks a 1/4 critical attack and % for two special effects. Fairly useful.

      One bug for the Rifle is that just one of the Siberian SDU module is only needed as it never decreases so you can 100% your way to a lethal weapon. At least I seem to have that bug.

      Now for acquiring it, on average you should be able to get it under level 10, but that gets rid of most of the easy enemies it could get easy CDU's out of it...as in the 'When Freedom Calls' quest in Concord which includes a DeathClaw who provides a decent chunk of CDUs for an easy upgrade alone if you toss the MTS-400 on the second floor of the blue building in concord to snipe the outside. It's possible to get it under level 5 by sneaking under nighttime east from Red Rocket Truck Stop (while you could get Dogmeat for protection, he spawns in four mole rats if you do) to Tenpines Bluff (avoid sleeping there as that's three free radroach kills for CDU's) then south to Wildwood Cemetery (at least for me, no ghouls seem to spawn there at levels below 10 so you can get the turret hack magazine with little trouble) to Covenant (where you can sleep inside and keep it nighttime) and then carefully past the trapped filled Tucker Memorial Bridge and then west to Wattz Consumer Electronics where the only active enemy protecting it inside is a single radroach.

      Now, I've mentioned two places where you can get some early CDU's 'safely' (for the portable MTS-400 that is) which were Concord during 'When Freedom Calls' and Dogments recruitment at Red Rocket Truck Stop. Other safe early places would be:
      - Super Duper Mart (in the supposed 'cold goods' section, the melee based ferals can't seem to reach you or the turrets if placed right)
      - Bedford Station (place it on the higher stones by the station or its roof. You can tease the feral ghouls into staying near you with the stone blocks that are crumbled)
      - Wicked Shipping Fleet Lockup (enter by the rear area and jump up the fallen tree to the roof)
      - The Castle (place it above the roof of the Workshop for almost all murelurk enemies other than the Mirelurk Queen)
      - College Square (just jump up the car and lamp post)
      - the outside of Cambridge Police Station (first meeting only because of Danse) 
      - Arcjet Systems (during the quest 'Call to Arms' because of Danse again)
  4. zephyrxoxo
    zephyrxoxo
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    engineer gaming
  5. CoronaV
    CoronaV
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    So I see that you can add a .50 Cal receiver to a certain rifle, but how does one get the part to make it?
  6. ItaloHellboy
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    can anyone explain to how the siberian rifle works... and the CDUs for it ... how that works ?
    1. rlbaxter
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      The Siberian rifle CDU upgrade process was never implemented in the upgrade script.  I too was wondering how this process worked.  I tracked down the associated script, decompiled it, and while there is an entry in the script for the siberian rifle, there was no code for actually applying the CDUs.   This was escalated to the author, but the mod has not been updated in some time, so I do not know if he will fix this. 

      Update: The author has updated the mod to address this issue.
  7. shulme
    shulme
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    I don't suppose you could update this so placed workshop turrets have their wired connections in the middle or from the top? At the bottom is a pain, beacuse I have to lift them into the air, wire them, and put them back down, as wires cannot be attached through the ground.
  8. shulme
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    Whats the best way to level this up? When first starting out, it's pretty fragile....
  9. Strangething01
    Strangething01
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    Hey there.
    Love the idea behind the mod, even though it probably would be better to have something like a floating/hovering variant, so that you don't need to pick up and redeploy the turret each time. Not surely a necessity though, since the whole concept of upgrades etc just outweighs that aspect by far.
    That being said, I unfortunately encountered 2 bugs while playing with it - one minor and one major, and the latter even repeatedly.
    So one time, the MTS repeatedly told me about it's HP-status being at 100%, even when not deployed. And even during times when it wasn't at a 100%.
    Was somewhat annoying after a while, cause the status messages appeared every ~3 seconds or so.

    The major one though, which happened to me a few times already, is that the turret doesn't repair itself (also not in quick repair mode). Means ultimately you can't pick it back up again. Tried constructing a new one (after destroying the old one), reloading, reinstalling the mod. Nothing helped. Any ideas?

    Would be happy if there'd be a solution for that, since I'd love to continue playing with the mod.
    Greetings

  10. tkn123
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    Been rolling around with the MTS for a bit but no sign of the player home - are we supposed to get a quest/note/popup/etc for this?
    1. BrawlPurist
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      Yeah, and I guess I oughtta add this to the main description, you get a notification about it when you get a certain upgrade module off the corpse of an enemy. Or you can just head over to Bunker Hill and look around a bit. It's close by.
    2. tkn123
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      Searched the whole area - I got nothing. Checked both roof and street level - the only thing I saw unusual was an NPC named 'Kristian Mue' but she wouldn't talk to me.

      Hmmm I haven't gotten any need for upgrade modules from corpses, sounds like I need to grind the MTS a bit more.