No super mutants in Fallout 4

Allen

First time out of the vault
Just like in Fallout 3, all I can find are stupid giant orcs! Anyone else have this problem?
 
East Coast Super Mutants aren't exposed to FEV, they're exposed to BGS which rots their brains.

The Institute uses FEV.
http://fallout.wikia.com/wiki/The_Institute_(location)
"The FEV lab is the source of the majority of super mutants found in the Commonwealth. Many years of experimentation with the Forced Evolutionary Virus took place here on the people of the wasteland. It's also speculated that this was where mutant hounds were created."

I have found no information on the vault 87 super mutants receiving BGS instead of FEV.

http://fallout.wikia.com/wiki/Vault_87

Wikia finds nothing related to the BGS.
http://fallout.wikia.com/wiki/Special:Search?search=bgs&fulltext=Search

This is some kind of inside joke, right?
Haha! I can do it too guys!!

"Actually, the mutants are made from the LED disease."
 
The Institute uses FEV.
http://fallout.wikia.com/wiki/The_Institute_(location)
"The FEV lab is the source of the majority of super mutants found in the Commonwealth. Many years of experimentation with the Forced Evolutionary Virus took place here on the people of the wasteland. It's also speculated that this was where mutant hounds were created."

I have found no information on the vault 87 super mutants receiving BGS instead of FEV.

http://fallout.wikia.com/wiki/Vault_87

Wikia finds nothing related to the BGS.
http://fallout.wikia.com/wiki/Special:Search?search=bgs&fulltext=Search

This is some kind of inside joke, right?
Haha! I can do it too guys!!

"Actually, the mutants are made from the LED disease."
latest
 
You could shoot the raiders, they´re just 10 meters away, southwest, from the orcs you´re complaining about.
 
The Institute uses FEV.
http://fallout.wikia.com/wiki/The_Institute_(location)
"The FEV lab is the source of the majority of super mutants found in the Commonwealth. Many years of experimentation with the Forced Evolutionary Virus took place here on the people of the wasteland. It's also speculated that this was where mutant hounds were created."

I have found no information on the vault 87 super mutants receiving BGS instead of FEV.

http://fallout.wikia.com/wiki/Vault_87

Wikia finds nothing related to the BGS.
http://fallout.wikia.com/wiki/Special:Search?search=bgs&fulltext=Search

This is some kind of inside joke, right?
Haha! I can do it too guys!!

"Actually, the mutants are made from the LED disease."
BGS means Bethesda Game Studios, it is not an inside joke, it's Bethesda's full name acronym. >_>
 
The idea that every game with Fallout in the title needs super mutants kinda sucks but if they really do feel that way I think a huge positive change would be to delete them from most of the wasteland, factionalize the ones that are left, and make them a non-respawning enemy. After reading through the lore terminals in the FEB labs I though they had a seed of something really interesting that they just failed to follow through on.

I'ed imagine a group of supermutants with about a hundred years of history but no real way to increase their numbers would be very cautious (suiciders ugh) in combat. They would also probably deify the addition of another supermutant, something that doesn't happen naturally and who appear in a blinding flash of light maybe in the same location with the institutes transporter tech. I think they would form a religion around this event an since it hasn't happened in at least a decade at any of the "sacred sites" it could be cause for conflict or interesting storytelling around this idea.

Since the game establishes that the institute has run this FEV program for such a extensive period I also think a natural evolution to this would be factionalized groups of supermutants. They are all ultimately failures by what the institute is trying to accomplish but I would imagine that their would be variations like a smarter or stronger version of the supermutant that would be reflected in their combat styles or communities they would form. In that same way because of their low numbers I would imagine their would be maybe 3-4 communities the size of the Trinity Tower dungeon at most, each effectively clearing out a section of wasteland around their main hub. You might be able to trade with some for safe passage or prove you might with other more strength based tribes.

The potential was their with that basic settup but they were just used as another LEVEL 4 generic bud guy in the game, something that continually disappoints me with this game. Hell, when the GECK is released I might play with this idea some more.

I'm terrible at writing so sorry if I'm rambling here. lol
 
The idea that every game with Fallout in the title needs super mutants kinda sucks but if they really do feel that way I think a huge positive change would be to delete them from most of the wasteland, factionalize the ones that are left, and make them a non-respawning enemy. After reading through the lore terminals in the FEB labs I though they had a seed of something really interesting that they just failed to follow through on.

I'ed imagine a group of supermutants with about a hundred years of history but no real way to increase their numbers would be very cautious (suiciders ugh) in combat. They would also probably deify the addition of another supermutant, something that doesn't happen naturally and who appear in a blinding flash of light maybe in the same location with the institutes transporter tech. I think they would form a religion around this event an since it hasn't happened in at least a decade at any of the "sacred sites" it could be cause for conflict or interesting storytelling around this idea.

Since the game establishes that the institute has run this FEV program for such a extensive period I also think a natural evolution to this would be factionalized groups of supermutants. They are all ultimately failures by what the institute is trying to accomplish but I would imagine that their would be variations like a smarter or stronger version of the supermutant that would be reflected in their combat styles or communities they would form. In that same way because of their low numbers I would imagine their would be maybe 3-4 communities the size of the Trinity Tower dungeon at most, each effectively clearing out a section of wasteland around their main hub. You might be able to trade with some for safe passage or prove you might with other more strength based tribes.

The potential was their with that basic settup but they were just used as another LEVEL 4 generic bud guy in the game, something that continually disappoints me with this game. Hell, when the GECK is released I might play with this idea some more.

I'm terrible at writing so sorry if I'm rambling here. lol

Wow, that could actually be pretty awesome. I'd play that.
 
I can see Bethesda's trying to justify why there are Super Mutants in the future Fallout games (if they even give a shit about justifying anything in future games).

Somehow the Super Mutants "evolved" or mutated even further and now they are not sterile anymore and have male and female genders and can reproduce naturally. :lmao:
 
I can see Bethesda's trying to justify why there are Super Mutants in the future Fallout games (if they even give a shit about justifying anything in future games).

Somehow the Super Mutants "evolved" or mutated even further and now they are not sterile anymore and have male and female genders and can reproduce naturally. :lmao:
You are seriously overthinking this! Don't do Hines job for him!

1438965479_pete.jpg

not interested in discussing how realistic things are in an alternate universe post-apoc game w/ talking mutants and ghouls.​
 
I don't know, most Bethdrones these days started with Fallout 4 :confused: I don't think they would even know what a Super Mutant is :scratch:.

If the super mutants were suddendly replace with something completely different, the bethdrones wouldn´t be able to tell the difference.
 
I refuse to call the abominations you see in F3 and F4 Supermutants. They are, for all purposes, Super Orcs. But that's just me of course.
What is strange is that Bethesda take on Orcs was the exact opposite, Orcs in TES series were honour bound, great warriors and blacksmiths and quite intelligent (I always had the feeling they were like strong green samurai, probably from the Katanas and Samurai-like armors they wear in Morrowind).

Super Mutants are just the opposite and generic dumb Orc from other games/books/movies.
 
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