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{{Infobox perk |
{{Infobox perk |
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+ | |image =Robotics Expert.png |
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+ | |games1 =FO3, FNV |
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− | |px =190px |
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+ | |ranks1 =1 |
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+ | |baseid1 ={{ID|00031dc2}} |
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− | |baseid1 ={{ID|00031dc2}} |
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}}{{Games|FO3|FNV}} |
}}{{Games|FO3|FNV}} |
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− | ==Description== |
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+ | |||
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+ | ==Effects== |
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+ | Grants an extra 25% damage dealt to robots. Also, entering sneak mode and activating a robot permanently shuts it down. |
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==Notes== |
==Notes== |
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+ | * Deactivating a robot awards 10 exp points (''Fallout: New Vegas'' only). |
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− | * |
+ | * A deactivated robot cannot be targeted in [[Vault-Tec Assisted Targeting System|V.A.T.S.]] However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level. |
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+ | * Making contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active. |
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− | * Although turrets are scripted as robots and can be theoretically disabled in sneak with this perk, turrets are usually out of the players reach. Consequently, they can usually be more easily shut down with the corresponding terminal, if any. |
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+ | * For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. You can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing. |
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− | * While turrets are generally unreachable or too far away to disable, by using a [[Stealth Boy]] or [[Chinese stealth armor]], the player can disarm some of them. |
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+ | * [[Automated turret (Fallout 3)|Automated turrets]] are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched. |
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+ | * [[Sergeant RL-3]] can be disabled with this perk. |
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+ | * Deactivating a robot will not cause any of its allies in the vicinity to turn hostile. |
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+ | * Big MT Protectrons often can not be disabled. An example is Mk6 protectrons in Big MT West Tunnels at high levels. |
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− | ==Robots |
+ | ==Robots that can be disabled== |
+ | {{columns|2| |
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− | * [[Sentry bot (Fallout 3)|Sentry bots]] |
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+ | * [[Sentry bot]]s |
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* [[Robobrain]]s |
* [[Robobrain]]s |
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* [[Protectron]]s |
* [[Protectron]]s |
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* [[Mister Handy|Mister Handies]] |
* [[Mister Handy|Mister Handies]] |
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* [[Mister Gutsy|Mister Gutsies]] |
* [[Mister Gutsy|Mister Gutsies]] |
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− | * [[Automated turret]]s |
+ | * [[Automated turret (Fallout: New Vegas)|Automated turret]]s |
* [[Eyebot]]s |
* [[Eyebot]]s |
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* [[Support drone]]s |
* [[Support drone]]s |
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* [[Securitron]]s |
* [[Securitron]]s |
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* [[Robo-scorpion]]s |
* [[Robo-scorpion]]s |
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+ | }} |
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==Additional dialogue== |
==Additional dialogue== |
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− | Additional dialogue options with certain robots. These often bypass |
+ | Additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks: |
* You can program [[Dean Dewey]] to let you pass. |
* You can program [[Dean Dewey]] to let you pass. |
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− | * You can disable [[Cerberus]]'s combat inhibitor causing him to attack the ghouls and yourself in [[Underworld]]. |
+ | * You can disable [[Cerberus]]'s [[combat inhibitor]] causing him to attack the ghouls and yourself in [[Underworld]]. |
− | * You can force [[Button Gwinnett]] to shut down, allowing you to grab the [[Declaration of Independence]]. |
+ | * You can force [[Button Gwinnett (robot)|Button Gwinnett]] to shut down, allowing you to grab the [[Declaration of Independence]]. |
− | * You can program [[Milo, |
+ | * You can program [[Milo, shipping foreman|Milo]] in the [[Nuka-Cola plant]] to think you are an employee. |
− | * You can bypass the [[RobCo |
+ | * You can bypass the [[RobCo facility]] [[Wasteland Survival Guide (quest)#RobCo Production Facility Mainframe|section]] of the [[Wasteland Survival Guide (quest)|Wasteland Survival Guide]] quest while getting full credit for the job. |
− | * You can reprogram the mainframe in the [[ |
+ | * {{icon|FO3BS|link=Broken Steel}} You can reprogram the mainframe in the [[mobile base crawler]] to have the security robots attack the Enclave instead of you. There is an additional dialogue with [[Stiggs]] where he tells you about this when you first enter the room. |
{{Navbox perks FO3}} |
{{Navbox perks FO3}} |
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{{Navbox perks FNV}} |
{{Navbox perks FNV}} |
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− | [[Category:Perks]] |
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[[Category:Fallout 3 perks]] |
[[Category:Fallout 3 perks]] |
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[[Category:Fallout: New Vegas perks]] |
[[Category:Fallout: New Vegas perks]] |
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+ | [[de:Robotikexperte]] |
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+ | [[es:Experto en robótica]] |
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[[pl:Ekspert z robotyki]] |
[[pl:Ekspert z robotyki]] |
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[[ru:Робототехник]] |
[[ru:Робототехник]] |
Revision as of 14:06, 30 July 2015
“With the Robotics Expert perk, you do an additional 25% damage to any robot. Also, sneaking up on a hostile robot undetected and activating it will put that robot into a permanent shutdown state.”— in-game description
Robotics Expert is a Fallout 3 and a Fallout: New Vegas perk.
Effects
Grants an extra 25% damage dealt to robots. Also, entering sneak mode and activating a robot permanently shuts it down.
Notes
- Deactivating a robot awards 10 exp points (Fallout: New Vegas only).
- A deactivated robot cannot be targeted in V.A.T.S. However, the unit can still take damage, and destroying one will give the same experience and loot as normal. Every attack on a deactivated robot while sneaking will register as a "sneak attack critical," regardless of the player's location or level.
- Making contact with a deactivated robot while sneaking may still alert other robots in the vicinity to the player's presence, just as if the robot were fully active.
- You cannot disable a robot who only goes unconscious.
- When you are given the option to disable a sentry bot, it also gives the option to "talk" to the robot, as if you were interacting with a friendly robot, such as Wadsworth. However, you cannot engage the robot in conversation.
- For deactivating a robot using the perk, it is sufficient to be crouched and behind it. As opposed to the perk's description, it is not necessary to be [HIDDEN], i.e. close up and unnoticed. You can in fact charge a hostile robot, crouch, circle strafe and disable it while it is circling about weapons blazing.
- Automated turrets are scripted as robots and can be disabled with this perk. While in many cases they are out of reach, ceiling-mounted turrets can be disabled if the player is able to reach them by jumping while crouched.
- When sneaking up on a robot with this perk, if "talk" is selected, it talks to you and does not attack you. (e.g. A sentry bot, when the talk selection is selected, it will say "Do not interfere with security operations.")
- Sergeant RL-3 can be disabled with this perk.
- Deactivating a robot will not cause any of its allies in the vicinity to turn hostile.
- Big MT Protectrons often can not be disabled. An example is Mk6 protectrons in Big MT West Tunnels at high levels.
Robots that can be disabled
Additional dialogue
Additional dialogue options are unlocked with certain robots with this perk. These often bypass Speech checks:
- You can program Dean Dewey to let you pass.
- You can disable Cerberus's combat inhibitor causing him to attack the ghouls and yourself in Underworld.
- You can force Button Gwinnett to shut down, allowing you to grab the Declaration of Independence.
- You can program Milo in the Nuka-Cola plant to think you are an employee.
- You can bypass the RobCo facility section of the Wasteland Survival Guide quest while getting full credit for the job.
- mobile base crawler to have the security robots attack the Enclave instead of you. There is an additional dialogue with Stiggs where he tells you about this when you first enter the room. You can reprogram the mainframe in the
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