Trouble in Morgantown – Fallout 76



We’re level 11 now in Fallout 76, and we’ve found our way to Morgantown. The Responders were overrun at the airport and have been forced out, but they had a plan in action we’ll need to find out more about. We’ll also need to find the recording from the overseeer.

Thanks to Bethesda for providing me wiith a copy of Fallout 76. Get Fallout 76 for yourself on Steam here:
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10 thoughts on “Trouble in Morgantown – Fallout 76”

  1. I've run up several toons from 1-20 and a few beyond. I have a few tips, and I'll try to stay general and not over dump the far reaching gameplay.
    – You can't be over geared. The gear levels jump by 10 until you hit 50. An awesome level 5 rifle will be near useless at 35. Note, some gear jumps on the 10 (1, 10, 20) and others jump on the 5 (5, 15, 25). Just look at the item level.
    – Pick up EVERY WEAPON to scrap. Most plans are learned through scrapping. Very few early mods can be learned by buying from vendors or quests. Yes, there are quests to make sure you learn a few things. Most are in Flatwoods and Morgantown. Some weapons have over a 100 mods. Get started early. Workbenches are all over in the starter areas. You won't be slowed down for long. Grab every weapon until that type takes at least 2 or 3 w/o giving you a mod. Armor is a little more stingy and a few mods are level locked.
    – Talk to every vendor and start learning what plans they have. Some plans only show up AFTER you have learned the lower level version. They sell plans to build weapons, too. This a great way to up your damage.
    – Easiest way to bump up your damage output is to mod your weapons. Rather than modding an outdated weapon, build one of your level. Especially if you know the mods you need. Yes, people do make extra cheap weapons to learn mods by scrapping.
    – Some crafting mats are easy to find (steel) and you will end up dropping them, unless you make certain ammo, or w/e. Others, (aluminum, screws, springs, oil) you are going to want to grab every time you see certain items.
    – Grab the shiny cans. You should always have at least 20 units of aluminum in your stash. 2 best sources are aluminum cans and robots. There are 3 common cans – Can, Tin Can, and Aluminum Can. The aluminum are a shiny silver. Leave the cruddy ones on the floor. Get a few levels, and the ski resorts have ski poles and some weapons that scrap for aluminum.
    – Very early game you want to try to grab every bit of wood there is. It is just used that much. They removed a lot of resource points, but there are still a lot of piles and logs you can harvest from.
    – Avoid the Miss Nanny in Wavy Willard water park. Her quest can give you a great 10mm SMG that can take you from 35 to 50. Talk to her after 30.
    – The Alien Blaster is a world spawn. There is 1 in 1 spot.
    – Level 25 is the start of the mid-game. 47 is endgame.
    – SHORT list of always grabs – Fan, Carlisle Typewriter, telephone, Aluminum Can, anything with adhesive (especially Military Duct Tape). Microscopes and Military Circuit boards are examples of things with advanced materials that are nice to have built up, but you don't need to stress about them, now.
    – Booze is near useless. It causes addiction, and the cure for addiction is very rare. Things like alcoholism is annoying, in this game.
    – Rifleman applies to energy weapons, too. Same with the pistol, shotgun, etc versions.
    More in my head, but I think this text wall is deep enough.

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  2. Nifty Trick – The Workshops have some of their own building mats, so you don't have to use your own. Short on mats to make a bench you need? Hop over to the nearby shop, take it, and build what you need.
    Bonus – A 1 by 3 building can house all of your benches, a stash, and a bed, if you arrange them right. Not hard to do, either. And then you can create a Blueprint to instantly recreate this building at a new site. Such as a workshop you just claimed.

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  3. @CrypticFox — At the end of this stream/video, you are at the point where it will determine the level of your big reward. Also, this is 1 time I actually advise spoilers, because you are going to be able to pick a really good reward, for your level, and there are many choices. I have tested it down to 17 to get the max reward.
    Seriously, Bethesda spoiled us for choices. No other quest in the game makes you make a selection from this many items, and there is no going back.
    Spoiler below



    You seem to like the Hunting rifle, Pistol, and Shotguns. The next area lets you pick a weapon, and it will be legendary, with a set effect. I don't remember them all. IIRC, the rifle is Penetrating, the Revolver is Two-Shot, and the Shotgun is Instigating. All very powerful effects, but Instigating requires you to use VATS, I believe. I've been playing FO4 and the translation to 76 isn't 1-to-1.
    I give you this info because a good level 20/25 legendary can stay relevant all the way to 50. If you pick 1 from this questline that you like, it could be your main weapon for a good, long time.

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  4. Fox, I don't think it's been said.. Any (remaining) bullets in the mag of the guns off dead corpses when you take their gun is added to your ammo collection, you can then dispose of the gun, such as scrapping it to get parts to build for your future weapons. I loot the guns, even if they're bad ones, and sell/scrap/horde them later.

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  5. Here's an interesting interaction regarding stealth. The first sneak attack while you are in Hidden Status will activate stealth attack based perks. So you can get damage multipliers.

    However unless it is a stealth weapon any subsequent attacks will be regular.

    So Loud weapons for example any gun that either isn't suppressed or cannot be suppressed. Can still take advantage of these perks. If you can find a way to re-enter Hidden status then those perks can activate again.

    However it is incredibly difficult to get stealth to that level where Loud weapons can consistently take advantage of these perks.

    In addition some melee weapons like the Super Sledge are considered Loud weapons.

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