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Topics - Hawk

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1
Bugs / Invisible Pirate Jetskier
« on: January 15, 2024, 02:37:03 am »
During an encounter with Pirate's patrol, one of them is invisible. Though he becomes visible when he attacks my character. And there is a contour on the water from his jetski. Otherwise he is invisible and cannot be aimed... Only way to damage him is by splash damage weapons...

Screenshot attached.

2
Bugs / Stealth skill reset to zero after the save load.
« on: December 13, 2023, 10:58:48 am »
My stealth skill is based only on gear, it displays the skill value between parentheses.
When I save the game and load later, it resets stealth skill value to zero.
I have to remove my armor and put it on again, in order to return the correct value again.

3
Bugs / Hand grenades craft wrong requirements.
« on: December 08, 2023, 01:29:15 pm »
The skill requirement for Mk-IV hand grenades is the same as for the Mk-V type.

4
Bugs / 1 quality medium frequency shield modulator!
« on: December 08, 2023, 08:17:38 am »
Looted from the De Pacino's gang corpses, one of their energy shields had that component, figured out after I disassembled the device, the part had no quality at all or 1.
I attach the screenshot.

5
Bugs / Dude's Juice stock quantity. (Spoilers)
« on: November 16, 2023, 08:48:26 pm »
I finished the quest to find the ingridients supplier for Dude, now he is supposed to sell Juice in quantities of 8 (I got that on my other playthrough, which I specially loaded to check).
But the guy sells only by 4 as before...
And after I found out the bug, I tried to reproduce it by loading the old save games of the bugged playthrough, AND to my surprise, after I did that, the guy had 8 juices in stock!
So my current playthrough is bugged ( because I advanced way too much, in order to replay all from my old save...).

6
My character has 140 (base) and 294 (total with buffs) Heavy Guns skill, and 17(!!!) (11 base, 14 with buffs+Brute Aim perk) perception, 14 strength.
I tried whatever possible, when I aim anything with minigun at the distance of 7 tiles, I get 16% (!!! ridiculous) unfocused aim chance at 7 tiles away from target, and ONLY 24% when focused.
I consider it being a complete nonsense. While I have 89% (!!! 89>16) hitchance with an assault rifle (which doesn't profit from Brute Aim PE bonus, so it's only 14 PE), with only 201 guns skill and being at the distance of 11 (!!! 11>7) tiles away.
 
Is my game bugged or am I just stupid? I have: Full Auto, Heavy Metal, Expertise and Concentrated Fire perks.
I can attach all the screenshots concerning that matter. I had to use AR character in order to be able to operate at the Compound. Because that "minigun" could only make enemies make fun out of me. I was unable to hit anything at any normal distances...

Please HELP! I would really appreciate if someone could explain to me this whole situation...
With my assault rifle build I am able to take out 5 enemies per turn (guaranteed) at significant distance, while with "minigun" (ridiculous) I can barely kill 1-2 (doubtful and not guaranteed) being almost in melee/shotgun range. And anticipating the question about gun quality and ammo used, I used 148Q Terminator, with 12.7 Contaminated ammo, Jump Starter MKII, while my AR was only Hornet 7.62... Not even Chimera or Huszar...

Concerning the outcome of the use of both mentioned above (AR and minigun build):

 - I use sniper rifle (yes, because it's a part of my AR build) for the first shot, with Shooting Spree perk (AP restore from the shot, inflicting 600-1000 dmg per hit=1 kill, 100%) in combo with Aimed Shot, that's -1 enemy right away, and full AP refund. Next I use AR + Commando perk + specialisation (3/3, +9 AP after 3 kills), first kill grants me a free burst, that's 3 enemies down already, and I've got remaining AP to kill one more (4th down), and for the last one I use adrenaline shot so I have enough AP to shoot one more time, and that's 1 more kill. I did it at the Compound, on Normal difficulty, can provide the screenshots too.

So the question, why would one use a (melee range) minigun, which requires being in 3-4 tiles away from target (and still you get only 40-52% hit chance) to be able to do any significant damage? I consider it completely ridiculous and nonsense.
Please help!

7
Bugs / Pascale dialogue bug.
« on: November 14, 2023, 04:39:02 am »
After finishing Patrick Pierce quest, there is still a dialogue line about investigation, with doctor Pascale at SGS.

8
Bugs / Minigun extra ammo belt bug.
« on: November 09, 2023, 04:33:26 pm »
When I craft minigun, and I add an extra belt to it, there is no price change. While all other add ons for guns increase their price!
Please fix.

9
Suggestions / Crossbow super string
« on: November 09, 2023, 04:32:04 pm »
I suggest that this item would stack in inventory, like other crafting items (which doesn't have quality mod) instead of occupying extra slots.
Would be nice to see that implemented.


10
Bugs / [Spoilers] No progression during the side quest.
« on: August 10, 2021, 07:15:35 pm »
I've been asked by Harland to check out who ripped off the camera, in under passages. I've found the issue, apparently it was stolen by the group of junkies, living in the hideout next door. When I came there, they were all "high", because they were fed of rotten mushrooms. I killed their "cook", because he went hostile, after we had a dispute about his actions on those poor junkies ( unfortunately it was long time ago since begin of my playthrough, and I don't remember anymore, what happened exactly).

So the current problem is that I've spent quiet a lot of time in game already, finished few important main quests. And those junkies are still "high", not available for dialogue or any interactions, despite there is no person now, who were feeding them with that rotten stuff. In the wiki there are mentions of 2 available scenarios. In my case none of it happened. I guess it's bugged...
Here is the screenshot of the NPCs ( it's been a while, since I killed the other NPC ).

11
Bugs / No description Junk pile.
« on: August 09, 2021, 10:47:58 pm »
When pointing on this Junk pile or pressing TAB, there is no text appears.
Location: Core City sewers, the farthest drainage well, first ladder.

12
Bugs / Error in Wiki description.
« on: July 28, 2021, 12:27:35 am »
Low frequency shield modulator is described as "medium" one.

13
Bugs / No corpse description
« on: July 23, 2021, 12:28:29 am »
When I point cursor on corpse, it's supposed to show its' name, but it doesn't.

14
Bugs / Core sewer barrel.
« on: July 12, 2021, 01:47:01 am »
The barrel shows as FULL+EMPTY at the same time.

15
General / How to throw acid vials?
« on: April 06, 2021, 06:07:27 pm »
Hi,

From the last changelog, it says that we can throw acid vials, however I crafted/bought few, and I cannot put it in util slot or in the hand. And as item type it's: ammo. So the question, how one can throw it? Is it considered as weapon or it's just some quest related throwable item? Or may be it's the components vials with acid, which are throwable?

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