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Messages - Faeren

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16
Suggestions / Re: Spear Throw: Action Points Change
« on: August 12, 2019, 08:30:35 am »
You can still do this, but it requires using a TiChrome spear with Tabis, giving you an AP cost per attack of 17, leaving 16 for a throw after two attacks, or vice versa. While I guess this is a tad restrictive, it's a similar niche to TiChrome sledgehammers, which can hit thrice when used alongside Tabis and the Lifting Belt.

17
Bugs / Jet Ski related bugs.
« on: August 11, 2019, 03:00:13 am »
- Killing a Jet Skier (the random ones that appear around the lower caves) and taking their Jet Ski results in all other random Jet Skiers becoming hostile as long as you are using the stolen Jet Ski. Similarly, even if you aren't seen stealing it, you will be attacked on sight by Core City guards and the Aegis Sec staff at the docks if you are on a generic Jet Ski stolen from Ray's.

- Going to the Black Sea without Aegis Sec and talking to Razor results in the player acting as if they are currently employed by Aegis Sec when asked why they want to join the Pirates unless they first state "I'm not who you think I am.", maybe this is intended, but it seems a bit out of place, as shown below:

18
Bugs / Re: Handful of bugs.
« on: August 10, 2019, 11:58:01 pm »
It's this map, got here without joining Aegis so I don't have the coords.

19
General / Re: Mutant Area
« on: August 06, 2019, 12:54:34 am »
My general advice for Depot A is:
- The map north of the only above ground map with muties (muties not mutants) is the hardest one. Do not attempt to clear it via the southern entrance, i.e. the one that connects to the map with muties. Unlock the second underground map, then enter the hard map via the ladder that leads to the building in the northwest of that map, this is the easiest approach, as some enemies may not be drawn to the fight, and it will take them longer to reach you if they are, though you can also skip this map entirely by taking this route too.

- If you have the chemistry and tailoring to craft mutant dog leather armor then do so, failing that explore the Under Passages and those sections of Lower Underrail and the Upper Caves that you have access to, I have found at least one mutant dog leather armor without fail any time I do this, as well as other useful loot you can potentially use directly or in crafting. Quite a large area can be accessed before returning the Armadillo Drill parts, so if you take the time to explore it you can can gain another level or so to help you out with Depot A.

- If you're using guns then use HP rounds, both mutant dogs and mutants have no mechanical resistance so this is a straight 40% increase in your damage output.

- If you're engaged in melee allow dogs to live sometimes to delay a mutant reaching you, dogs are far less dangerous in melee as they deal less damage and part of it is Acid damage, which is reduced significantly by Mutant Dog Leather Armor, mutant's melee damage is all physical and significantly heavier than that of the mutant dogs.

20
Yeah, I was pretty disappointed that there was no way to use the pesticide to clear the place, I searched exhaustively for the pesticide/fertilizer tanks hoping I could load either up to wipe out the locusts, but as we know they don't exist. Another thing I take issue with is Ray's shop being closed until you join Aegis to go to the Black Sea, I'd like to be able to explore the lower caves on a cheap jetski before going, and I'd also like to be able to join the Grim Jetters without joining Aegis first, switching allegiances out of the blue is a bit of a dick move.

21
General / Accessing Fort Ceto/Progressing after expedition have left?
« on: August 02, 2019, 09:08:41 am »
Seemingly there's another questline in the Black Sea, and I'm also hoping I can somehow talk to the pirates again and enter Fort Ceto, but can't find any means of doing so. Who should I talk to to continue on from this point?

22
General / Re: (Spoilers) Acorn opening code?
« on: August 02, 2019, 07:47:01 am »
I'm guessing it probably isn't, also you can take the Acorn to Tanner in SGS who apparently knows a lot about it too, I suspect the head guy at the institute of Tchort might be interested in it too but I've not unlocked that place yet.

23
General / (Spoilers) Abyssal Station Zero surprise?
« on: August 02, 2019, 05:10:02 am »
So I've just gotten the Acorn, what am I supposed to do about the creatures that appear? They're seemingly invulnerable and can block my path, am I really supposed to run all the way to the exit in combat mode while trying to avoid getting blocked in?

24
General / Re: Specialization and initiative questions
« on: August 01, 2019, 09:04:49 pm »
Aww, that's a shame, the Armor Sloping specialization got nerfed, it used to be another 5% per point, so you could reach 0% with non-reinforced SuperSteel armor. Considering how many feats it eats up to accomplish this, and the fact it's only viable for a few builds it should really be possible.

25
General / Re: Need help with the new Dude quest (Spoilers)
« on: August 01, 2019, 08:50:05 pm »
Not as far as I know, one benefit is the place won't be full of acid from gunning down mutants, so you can walk around in there after the cryogas is gone without losing your toes, or waiting ages, Acid takes longer to disperse than the gas goes I think.

26
General / Re: (Spoilers) Reef Rider?
« on: August 01, 2019, 08:44:19 pm »
Is it possible to repair the battery and engine, or find non-broken versions? The engine at least seems to be really good for a Size 1/Light part, that and I want to cruise around on authentic Lemurian  hardware  8).

27
Bugs / Handful of bugs.
« on: August 01, 2019, 10:55:26 am »
First is Electrokinetic Imprint going on cooldown when it is cast on an invalid location but not placed. I attempted to place one in front of a Strongman, but the position was apparently occupied, after this it was placed on cooldown.

Second is land locusts spawning out of Hives onto a body of water:


Third is serpent bodies clipping over land when they should instead be partially obscured:

28
General / (Spoilers) Reef Rider?
« on: August 01, 2019, 10:18:24 am »
Is there any particular importance attached to the Reef Rider, just a Yes/No would suffice, its engine and battery are apparently plot items despite being described as junk (I guess I'll try taking them to Ray's), though the main problem is I can't see any way to retrieve it without leaving another Jetski behind. I guess the best approach is to "swap" it for the Junk Jet?

29
General / Re: Need help with the new Dude quest (Spoilers)
« on: August 01, 2019, 07:00:33 am »
If you really just want the answer to the puzzle, say so. However the solution is to read the numbers on the power panel, the chemicals, and the piece of paper in the bucket. Each of these are notes that were used to remember how to access the panel, however they do not directly tell you the answer, they skip a step so to speak, write down each of the numbers from the 3 sources and then look at the options you can select in the console, compare the two and see if you notice anything.

30
General / Musical Cipher + NoT Naga Help
« on: July 31, 2019, 09:49:49 pm »
EDIT: Nevermind, I see what I did wrong, I had Perfect Unison as my second interval but had a brainfart and read it as perfect octave, solved the puzzle.

I don't want spoiled, but I'm currently in the Nexus of Technology and have cleared everywhere I can except the door locked by the Musical Cipher. I'm pretty sure i'm working through it correctly, but the decoded text I'm producing is gibberish, whereas it states in the terminal text that it was the names of musical pieces. Does this mean I'm likely making a mistake somewhere?

Additionally, when reversing the transpositions, if a note ends up on an octave not given by the octave numbers (e.g. after de-transposing it ends on octave 4 but I have octaves 3, 5, and 8 ), do I just treat it as being in the octave below the one I was transposing from (e.g. it was transposed from 5, ended up in 4, so I treat the end product as being in 3, which is before 5 in my octave numbers), or do I ignore it?

Finally, I've seen people mentioning a "Sonic Gun" as a reward for the cipher puzzle, I take it this is the intended method for dealing with the Naga at the entrance to the facility after power is on? Deactivating security and improving my security clearance with the severed hand doesn't seem to accomplish anything and the Naga is nigh impervious to damage.

For reference, I get F*AECFHHE0 for the first line, I stopped at the 0 as I assume this is the number hidden in the line I'm looking for, here's my notes and key:


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