In Fo4 it's just shootin em ded. Even on my high-level characters, I can still one-shot most of the enemies around Concord and Lexington. I have a mutant killing missile launcher just for Supermutants. Sometimes unarmed combat is better than shooting at a tougher enemy due to the disarm effect of both the 3rd rank in Iron Fists and the Extra Claw mod of the Deathclaw Gauntlet. I don't use guns often (I still have all the perks, but I like playing ninja), but it stopped being effective pretty soon after I'd maxed out my perks for it. Not sure if those enemies are tough moreso due to health or armor, but see how an Accelerated Wounding Minigun fares. Also, using Pickman's Blade, I took out a Legendary Mythic Deathclaw in one hit; yesterday I punched one to death using nothing but the vault suit and my bare fists. the encounter with Absalom). Since these are random encounters though, I don't believe you will run in to the same one multiple times. I once had to face a group of around 10 Supermutant Warlords each one taking two shots with a Fatman to go down during a settlement attack. Super Mutant Warlords and Charred Feral Ghouls especially hard to kill? I have copyrights and a thorough knowledge of the judicial system and if my mods are found on ANY site other than nexusmods.com i will not hesitate for an instance to sue. I’m lvl 69 at the moment and I’m just wondering if that’s normal. You find Super Mutant enemies at the following locations: Plus he is level 1000+, New comments cannot be posted and votes cannot be cast. I checked the HP of these enemies and while they are higher than most other variants of feral ghouls/super mutants, I'm having a hard time believing the difference in HP is the only factor here. At such a high level its better to have on you a legendary Melee with the ghoul extra damage perk (I had to make do with Pickman's knife, which is still better than everything but a legendary machete with Krevwhatever's sacrificial blade mod. This was my cheat character so I'll just keep that in mind/make sure I don't do this for every character. After passing a certain threshold of health, essentially the equivalent of 'dying' in the Defeat or Death Alternative mod in Skyrim, the Super Mutants will capture the Sole Survivor and take them to the location used to convert people into Super Mutants. Warlords are one of those things that you have to either drop in one shot (doable, especially with melee and ninja) or waste a bit of time cutting them down while they do nothing to you. As it is I've got her assigned to a small corner of Sanctuary with her own bed and her own job down there so I hear her less. Like everyone else mentioned, you scaled up the enemy health/defense super high even though your offense doesn't scale by level once you have all the combat perks. Yeah, it gets pretty bad at higher levels. It seems at least partly tied to location and the level you first enter it. 4 was super meh and had noticeable recycled content from 3 and NV, and lazy ass character interaction dialogue. This is meant to give you a challenge at high levels but as you can see it's a bit wonky. Copyright © 2020 Robin Scott. The Overseer's Guardian, while excellent, can be replaced by a two-shot gauss or plasma rifle. -SM "Radiation Immunity" Fix... Having it was preventing the SM's to heal from Radiation Damage... -Removed the "Better Locational Damage" patch from the FMOD, as the patch provided by one of the testers was "Flawed". Super mutant suicider is a creature in Fallout 4. Not sure why this one would be needed, but a couple people told me that it was showing up missing from the blueprint. I realize you're just looking for another level of fun. This was in a super mutant camp at Big John's Salvage. An unarmed Super Mutant Warlord is pretty harmless even up close! (FO4) - Duration: 5:32. It was like my assault rifle was spitting bb's at them. Try something different. Fallout 4 Legendary Super Mutant Warlord. a nude supermutant would have almost no visible genitalia. -Fixed ArmorAddon error on the S.M. Thanks for the help, guys! But yeah it was all the charred ghouls I found in Dunwich Borers that made me rethink my non-combat perk build. So always consider what weapon could provide the best advantage in the particular scenario 5. Recruit Skadi a voiced female half super mutant as companion, whit new clothes, items and weapon. AWKCR and VIS-G patches for multiple mods! Does anyone have a solution/reason for this? Some like the Creeper helmet are very very uncommon, [url=https://www.nexusmods.com/fallout4/mods/12729]. Yogensya- for allowing me to use his Brush Axe.Horus- for modelling me nw armor for the nightkin.Wanaming0 for Help and Sanity ChecksThanks especially to the early Beta testers:DarkTihttps://www.nexusmods.com/fallout4/users/34929545ImNotDexDexhttps://www.nexusmods.com/fallout4/users/20086574Also:kkthebeast (Invaluable 3ds assistance, and the man who decoded the majority of the BSSubindex information now used in OutfitStudio / Bodyslide.https://www.nexusmods.com/fallout4/users/6194747Gambit77 (Sound advice and helped crack the whip by demanding to get a copy to beta)https://www.nexusmods.com/fallout4/users/2695294and many others I'll try to add later!Oh and Last but not least, a thank you to Zzyxzz who spent some time last year beating us about the heads to forcibly explain why editing NPC's in CreationKit is the correct and only way to make a stable and stutter free mod. Your level the super mutant faction including Behemoths, FEV Hounds, and more using... 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