That’s not how it works for me. I’ve used four different companions so far, and none of them reveal me when they get into combat.

Heck, almost nothing about my experience with FO4 matches the one you are having ;)

I had a bit of a different take on this, at least for the BoS quests, as to me it was just the equivalent of giving me xp bonuses for doing what I was going to do anyway: explore every building I could find. The BoS quests conveniently seemed to give me stuff nearby, so it worked well. I did a bunch of the fetch quests to boost my level a bit before continuing on with my main mission, even cheesing it a bit by putting on +3 int gear before I turned in each quest.

The minutemen stuff was not nearly as convenient, after 1 or 2 quests I got given quests to places where I knew from a previous playthrough I couldn’t handle it (I didn’t do minutemen at all first time through). It seems like the minutemen just give you any random settlement, at least any northern settlement, and some of the areas they want cleared are just silly for low levels.

kosc, this is me and Cait badassing up the wastelands… This was definitely a form over function run through =)

Ok, I repent, I take back what I said about grenades. It’s a bloody pain. But to me the problem isn’t that they use grenades, but that they can throw them at you from incredible distances, much further than you can throw them. In the Corvega factory, they were below me and a looong ways away and still hitting me from what should have been an impossible distance. They throw grenades froma much further distance than they did in Fallout 3 and they also had a windup where you got notice - now they throw from so far away that it can be impossible to deal with, especially in broken terrain.

So you were right :)

I am finding the grenade throwing ranges to be pretty similar (and if translated to the real world, it would be something like 300-400 yards). What the NPCs can do that you can’t is land grenades in absurd ways. E.g. landing grenade on a catwalk on a tower waaaaay up. . . the NCPs will stick them every time but I find that at extreme distances with structures like that involved, my grenades tend to bounce.

They also spam the hell out of them sometimes.

Yep, which doesn’t help. And you think “they’ll run out of grenades eventually, right?” and they will. But it’s like 3-4 guys with 4+ sticky grenades each, throwing them from a mile away. And then you reload.

Are you actually walking -using the correct key on the keyboard to covert from running to walking? If you haven’t done that, it could be that you are running (even if you are moving slow) and that they hear you.

If you think stealth is worthless maybe you have auto-run on? I found I was much more difficult to spot when I turned off auto-run while stealthed. Also, do you have a suppressor on your weapon? That also helps a lot

I’ll also say that I find stealth pretty OP. I am also able to clear out the majority of an area with stealthed sniping - probably killing 70 to 90% of the mobs and only getting noticed once or twice. You’ll kill someone and all the mobs will start running around but if you just stand still they will go back to their normal routines shortly. About half the times a mob will zero in on you and start shooting and/or rush you but if you kill that one, the rest seem to go back to their business.

If he maxed out stealth then it shouldn’t matter. That being said, I haven’t encountered the stealth issues that Murbella is facing. With 0 points in it and a piece of chameleon, Stealth is very useful for me as long as I’m moving slow.

Yeah I haven’t had any problems with the stealth and I only have 2 points in the sneak perk at this juncture. I am also playing a glass cannon (in survival difficulty) with very low endurance and HP so I have to be as quiet and deadly as possible because I die very quickly.

-Todd

Sneaking is crazy good. Just like in Skyrim, you can enter a location, and as long as you don’t run around, you can confuse the shit out of the enemy and pick them off with silenced headshots. The only enemies that doesn’t work on are the feral ghouls who beeline to you after the first shot, presumably because they have a zombie sense of smell.

Yeah, but to put silencers on weapons you need Gun Nut 2, or 3, I forget which, but I am still too low to get the perk that will let me make silencers. I thought that was an interesting decision, to force the player to play without silencers for the first 20-30 hours.

Stealth is janky. Sometimes you can be right in front of a guy that is looking at you and he will not see you. I mean you are like 3 feet away. Sometimes you can shoot him in the face and he still doesn’t see you. Other times you can be sneaking and guys 100 feet away will see you and make a beeline straight for you. Other times guys 100s of feet away will start shooting you in Caution mode even though you haven’t given your position away. They will continue to track you even if you move. Sometimes while you are “Hidden”, a suicide bomber will run strait to you and blow up.

No, the stealth system sucks and is buggy as hell.

Interesting. I found my first silenced 10mm about 3-4 hours into the game, and haven’t looked back.

Right now my go to basic gun is a silenced .38 pipe rifle. Doesn’t do a lot of damage, but I have over 1000 rounds for it and allows me to gather ammunition for my better guns without using up all my .308, .45, and .50 ammo.

Perk requirements for silencers (and other mods) are not the same across the board. For 10mm pistol Gun Nut rank 2 is enough but a rifle in the same tier requires level 3 if I’m not mistaken. I think a .44 (pistol category) also requires rank 3.

I disagree. Stealth has a few unexplained but good design elements here:

  • Noise is at least as important as visibility. Armor weight makes a big difference, as do running, walking or standing still
  • Most humanoids will open fire or approach the general vicinity of a noise, and they may open fire in that direction. Suicide bombers will charge in your general direction, too, and they’re often accompanies by hounds
  • Mutant Hounds and Attack Dogs are really good at finding stealthers. They’ll start by running at noise, but you need to kill them before they find you and alert everyone
  • Light and shadow make a gigantic difference
  • Mods on your armor make a difference, too. Muffled, ultralight and shadowed do what they’re supposed to
  • Perks and Agility also make a big difference

If you focus on stealth, it’s too effective. At least 90% of my kills in the Wasteland have been from stealth.

Amongst all this discussion on stealth I just wanted to chime in and say I’m up to around 40 hours, have not completed the main quest (or any ‘main’ questlines, such as I can tell) and am still having a great time with the game. I have neglected the settlement aspect of the game since I haven’t gotten the perk that lets you share resources (and without it building anywhere except at Sanctuary Hills is a complete PITA). My guy is starting to feel like a complete badass, and except for the occasional tough baddie I’m wrecking the Wasteland.

Though I gotta say the toughest creature to kill has been the bloodsucker bugs (the mosquito like ones) or whatever they’re called. Deathclaws, no problem. Radscorpions, I’ll stomp. Bloodsuckers… I avoid!

I have an entirely different experience. Sure the stealth is not as good as dedicated stealth games but for a jack of all trades game trying to support tons of different playstyles the stealth system in Fallout 4 is surprisingly good and enjoyable.

What some are calling jank, I think of as variance within the expected limits. If stealth was 100% perfect and predictably modeled that might get boring and rote, but the fact that some enemies and situations don’t comport with the player’s expectations and force the player to react spontaneously…well I consider that a good thing and leading to many memorable moments. YMMV

-Todd

I think the only two playstyles Fallout 4 can be said to support are “kill all the things” and “kill all the things, silently”.