It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
First things first, I love Fallout 2, it’s one of my all time favorite games, so obviously I went ahead and started Fallout 1, which I’m mostly enjoying so far, even though it has its issues, most of them can be overlooked, except for one… The companions.
I have all four of them and calling them incompetent would be a compliment. For the most part they only serve as pack mules since (I’m guessing) their inventory capacity is unlimited, but in combat… dear God… they can sometimes pull off OK damage, if I’m lucky, but once we started fighting super mutants armed with miniguns they became completely useless, they can literally die from 1 bloody hit (I think this is because they are too stupid to understand that they’re carrying better armor in their backpacks) so they don’t really work as meat shields. I have 2 quests I have to complete (I think I’m nearing the end), one is the Super Mutant base and the other the Children of the Cathedral and having them tag along isn't really helping.
What I’m asking is:
Is there any point in keeping these idiots alive?
Should I just let them die and finish the game on my own or keep trying to protect them?
What are some of your experiences with them?
Just dismiss them or let them die. Don't waste your time keeping them alive. You are not meant to.
I only have Dog.
And I am willing to load a far save in case he dies. I simply do not want to let him die. Ever. :)
I have a small mod that lets me issue commands to Dog, and I am perfectly happy with it.

Sorry for the rant. :-)
Post edited February 08, 2015 by kojocel
There are mods that allow you to equip the companions with proper armor, but most people end up telling them to wait before each combat, dismissing them or letting them die.
I too have a weak spot for Dog and will always try to keep him alive. And sometimes... Myron, baby!

Companions were added to Fallout as an afterthought, a last second feature that couldn't be properly developed. Tim McCain explains it in this lecture:
Fallout Classic Revisited

TL;DR: Just ignore them (except Dog), they're not really meant to be there.

Edit: Wait, that was sarcasm, kojocel? I really try to keep Dog alive, it adds an extra level of challenge to the game. And he's a dog, poor thing doesn't know any better, he just wants to be loved :)
Post edited February 08, 2015 by Aturuxo
avatar
Aturuxo: And he's a dog, poor thing doesn't know any better, he just wants to be loved :)
Yep, that pretty much summarizes it.

While in towns, I always showoff with black Leather Jacket and Dog by my side. :-)
avatar
kmonster: Just dismiss them or let them die. Don't waste your time keeping them alive. You are not meant to.
Yeah, in the cannon history almost everyone die, Dog by example die at hands of the mutants.
avatar
Rolandesch: First things first, I love Fallout 2, it’s one of my all time favorite games, so obviously I went ahead and started Fallout 1, which I’m mostly enjoying so far, even though it has its issues, most of them can be overlooked, except for one… The companions.
I have all four of them and calling them incompetent would be a compliment. For the most part they only serve as pack mules since (I’m guessing) their inventory capacity is unlimited, but in combat… dear God… they can sometimes pull off OK damage, if I’m lucky, but once we started fighting super mutants armed with miniguns they became completely useless, they can literally die from 1 bloody hit (I think this is because they are too stupid to understand that they’re carrying better armor in their backpacks) so they don’t really work as meat shields. I have 2 quests I have to complete (I think I’m nearing the end), one is the Super Mutant base and the other the Children of the Cathedral and having them tag along isn't really helping.
What I’m asking is:
Is there any point in keeping these idiots alive?
Should I just let them die and finish the game on my own or keep trying to protect them?
What are some of your experiences with them?
You need to install this before playing.
http://www.nma-fallout.com/showthread.php?194562-Fallout-Fixt-alpha-6-7-3-June-2nd-2014/page136
Edit: Nevermind, sometimes I just can't read (especially before my morning coffee); Sorry for the inconvenience.
Post edited February 09, 2015 by Aturuxo
Rofl. One of my feats in Fallout 1 was to keep the dog alive. Military Base included. It was a pain, but i've managed to do it. Friends are supposed to watch each others backs, right?:P
avatar
Aturuxo: And he's a dog, poor thing doesn't know any better, he just wants to be loved :)
avatar
kojocel: Yep, that pretty much summarizes it.

While in towns, I always showoff with black Leather Jacket and Dog by my side. :-)
Is anti-nature for anything based on Mad-Max, the dog must die protecting his owner! (Though dying by a rocket launcher is a little evil).

Erh, jokes away, I have everyone live but left behind before the mutant base due the risk of permanent death.

P.d. and yes, Fallout 3 is a special case, can follow Mad-Max Principe but is strange/Evil that you get multiples puppies for the slaughterhouse.
Post edited March 10, 2015 by Belsirk
avatar
Rolandesch: What I’m asking is:
Is there any point in keeping these idiots alive?
Should I just let them die and finish the game on my own or keep trying to protect them?
What are some of your experiences with them?
No. Companions are meant to help you in early and mid game. You are supposed to work without them at end game.
If you prefer to keep them, there is a NPC mod http://falloutmods.wikia.com/wiki/Fallout_NPC_Mod
that allow NPCs wear armor and level up, just like in Fallout 2.
The companions may be useful at the beginning, but as the game advances they are quite useless. Not being able (at least in vanilla game) to give them better armor is a big hindrance. Sure, they have some use as packing mules, but if you want to retrieve your items you have to pickpocket them (or barter with them, but I don't intend on paying for retrieving my items) somewhere other NPC can't see you or else they'll attack you.

Besides, their damage output is pitiful. Last time I played I fought the mother deathclaw. My companion hits did one or two points of damage, and one of my hits with the turbo plasma rifle was a crit of over 200 points of damage. The mother deathclaw has 320 HP. In the end game, keeping them alive is a nuisance.

PS: I took care of Dogmeat until I was sent to the Military Base. If the force fields didn't kill it, the super mutants armed with rocket launchers did. Finally, I left it for dead after I missed with the plasma rifle and hit it instead, killing the poor canine.