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Messages - player1

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211
General / Re: Selling 10k crossbows
« on: January 17, 2016, 04:10:25 pm »
Wait until the merchants restock, they'll have more cash then.

The things is, even after restocking, not many mechants get high supply of stigs.
Only one of the merchants lists in original post (that buy crossbows), gets 250 stigs (7.5k value) on restock, and others even less.

212
To add a few:

-any weapon with more than 1 mod installed

I think weapons with two mods are possible. Like extended magazine, plus laser sight.

213
Anyone compiled list of items that can be only obtained by crafting?

Essentially, the items that will never be available as a loot.

214
General / Selling 10k crossbows
« on: January 17, 2016, 09:35:26 am »
I just got to uneasy situation that my character is owner of 3 crossbows, each worth 10,000 (or 333 stygs), and there is no merchant where I could pawn them to.

Following merchants will accept crossbows:
Lucas
Jack Quicksilver
Deacon
Dirty Tom

But all of them are very low on Stygian coins. Also, they rarely sell anything else my character would need.

Any suggestion?

Or should I just drop them to nearest junk pile, as useless items?  ;D

215
done...

216
They are activated from the action bar, not the quick bar (the red buttons) and you can drag them to the action bar at no cost. You'll have to have them equipped though, of course.

But I can not drag anything to the action bar, when in combat, not even already equipped goggles.

That is the issue I was reporting.

217
General / Re: Another question about Foundry
« on: January 16, 2016, 08:02:08 am »
Sure you can. Just take the train after finishing the quest regarding the Drill.

218
General / Re: [Mild spoiler] How to shoot .44 pistol twice?
« on: January 15, 2016, 07:09:18 pm »
For SMGs, the least expensive option is to take STR7/DEX7, take full auto and spec ops, and have two bursts per round, 7 bullets each, with H&K SMG, and later some high quality 7.56 SMG.

Add googles that give bonus for special attacks, which include bursts and you are good to go.

219
Bugs / Re: 1.0.0.7 Cannot ally with Faceless
« on: January 14, 2016, 10:13:24 pm »
I think we found the problem. If anyone has a save after persuading the mindreader to spare Buzzer's life (and before arriving to DC), please post it here so that we can test it properly. The fix should be retroactive, btw.

Here is the save:
https://www.dropbox.com/s/1i1g4yoc3chw6qi/ur-save.zip?dl=0

Saved Buzzer with persuasion (plasma walkers disabled), completed main quest in Core City. Never entered Foundry area, nor antagonized any Faceless.

220
Discussions / Re: How did you find out about this game?
« on: January 14, 2016, 06:29:02 pm »
Heard about it when alpha demo was posted, including Styg note about game on one Serbian forum.

Then I've followed its dev log, until I forgot all about it for couple of years.
Then I bough it a few weeks before release and still keep it playing.

221
General / Re: A question about foundry
« on: January 14, 2016, 03:34:39 am »
The only quest I'm aware of the leads to Foundry is given by Jack Quicksilver in the Core City.

222
What bugs me regarding main quest and Foundry is that if you haven't done or botched Abram tasks in Junkyard, that there is no quest in the game that would give motive to the player character to visit the Foundry.

Doing all tasks for SGS leads player to Junkyard, Camp Hathor, and then Rail Crossing. Then, next clue is to go in Core City and after that to Tchort Institute, which leads to the end game section.

During this period, player will also get quests regarding Protectorate/Free Drones conflict, and if player does not botch Abram quest in Junkyard, he will meet Jack Quicksilver again in Core City.

Now, Jack gives the only quests in the game that could be the motive to visit the Foundry.

So, lets say that player did not resolve Abrams quest. Tracking main quest will lead him to the Institute, the end game content, without any quests motive to visit Foundry.

It is kinda weird that such major game section has no quest hooks exempt the optional one, that can be easily botched.

223
General / Re: Coretech research facility
« on: January 13, 2016, 08:20:05 am »
Really, how to find this place?!?

Only clue is that is needs to be accessed from the lower drop zone.
But no idea how to find it.

If I go to under passages in core city, only "secret" place to find is some lurker base.

It is getting really frustrating and wiki does not help either.


EDIT:
Found it! There is door in drop zone, that is can not be lock-picked. I dismissed it earlier, but forgot that door has also electronic lock near it. Use the lock, and it will unlock the door.

224
General / Re: Curious about my builds viability
« on: January 12, 2016, 07:57:09 am »
Pack rathound with str 6  = useless

Well, that is really relative.
For example my STR8 character has around 130 weight of inventory with just basics (this includes couple of armors for different resistances). With total inventory limit of 180, it was painful to play, but with limit of 230 it really improved quality of play.

Sure, pack rathound will never help in "power level", but quality of play is important too.

Same for doctor feat. Power level increase is minimal with 25% better syringes, but being able to always use bandages is really useful and made me possible to save a lot healing items.

225
General / Re: Stupid question of the day
« on: January 10, 2016, 04:03:18 pm »
When changing my gear I pretty much always need to initiate combat, just to be able to see new AP and MP values, which is kinda annoying.

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