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Messages - BlackGyver

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16
Bugs / The fishing rods of eternal wealth
« on: December 10, 2012, 12:49:09 am »
No, it's not a D&D magical item, it's an exploit.

A lot of hobos around the Junkyard have some fishing rods set up near the bodies of water next to them. Some of those fishing rods can be taken by the player (without even stealing them). Now, not only do these fishing rods sell for a hefty price (600), but the hobos seem to have enough on them to replace them every time you change zones and back.

That's right. Infinite fishing rods for infinite money.

Those hobos sure are generous.

17
Discussions / Re: How did you find out about this game?
« on: December 09, 2012, 11:12:11 pm »
Desura for me. ;)

18
General / Where's Eddy ? (Depot B) [MINOR SPOILERS]
« on: December 09, 2012, 11:09:13 pm »
I'm supposed to give a keycard to some guy named Eddy, in Depot B (somewhere in Junkyard), this is part of the quest to get a replacement part for the Armadillo by asking to the Scrappers leader. Thing is, I don't know where the Depot B is, and I can't find Eddy.

Any tips ?

Thanks in advance.




Edit: added a warning for spoilers in the topic subject, even if minimal.

19
Bugs / Re: Guards and telepathic communication
« on: December 09, 2012, 09:08:07 pm »
I should really point out that the guy I killed was stunned all along, and that it was in an uncontrolled zone.

But I'm glad you're looking into it !

20
Bugs / Re: Guards and telepathic communication
« on: December 09, 2012, 09:02:53 pm »
Killed the last camera, and went for the power switch; not long after switching the power off, a guard comes to put it back on. I tried to kill this one the same way; nobody could see me where I was, and I stealthily killed him before he could even act. I tried doing it without the crossbow (melee only), same thing; all his fellow faction members knew I killed him somehow.

This is really annoying. :(

21
Bugs / Re: Guards and telepathic communication
« on: December 09, 2012, 08:44:03 pm »
That's wierd, I shot him in the small corridors between the halls, without anyone noticing, which I initially didn't think would work but to my surprise it did.

I'm not too sure but maybe it has something to do with the power switch in the southern part of the gambling club. I did turn the power off before the act, maybe that prevented things from getting ugly.

I'm talking about the guard in the surveillance room, not the gambler you need to kill/PP to get a pass for a sidequest (I killed this one without a problem). The guard I'm talking about doesn't move, and just stands in front of his screens and a footlocker.

I'll try the power thing, and also try to kill the last camera, to see if it has any effect (even though the camera doesn't see me killing the guy; no cameras in the surveillance room, only screens).

22
Bugs / Re: Cave Hoppers not fleeing through the cracks
« on: December 09, 2012, 08:39:38 pm »
Yeah, a shame cages are so expensive to begin with, profits aren't what they could be. But it's a nice, easy way to change your SGS currency to Stygian coins on your way to the Junkyard.

23
Bugs / Re: Skynet's plans foiled by a door
« on: December 09, 2012, 08:37:17 pm »
I believe it is intentional since robots don't have arms. Another tip is to use the Omni tool to access the ventilation shafts, the area becomes 10 times easier to get around that way.

That I did, but I really wanted to search every container; it gets pretty hard. Especially since they had detection levels so high I couldn't sneak past them.

24
Bugs / Re: Cave Hoppers not fleeing through the cracks
« on: December 09, 2012, 08:33:19 pm »
Specifically it's the most western hole, just before the gates to the precaves to junkyard. All other cracks work fine for me.

That's the spot. I haven't seen many Cave Hoppers anywhere else yet, so it might be just this one.

that too funny, i never saw that though, maybe its because 2 different hoppers were colliding and the game wouldnt let them both through the crack at the same time....?

No, it works even with a single Cave Hopper.

25
Bugs / Guards and telepathic communication
« on: December 09, 2012, 07:19:40 pm »
Here's the scene: the gambling club in the Junkyard (an uncontrolled zone), me hidden behind the guard in the surveillance room, nobody to watch the crime, and a guard soon dead by loss of blood (cut-throat and a few melee blows). "Easy peasy", I tell myself. Surely nobody would be able to trace this back to me, there wasn't even a gunshot !

Wrong. Before dying without even acting, the guard sent a mental distress call to the whole Junkyard, and soon - as if by magic - everybody seems to know I killed the guy. Leaving me with no other option than to go back in time and let him live. Damn.

Can someone explain this to me ? Is this an intended behavior ?


26
Bugs / Skynet's plans foiled by a door
« on: December 09, 2012, 07:10:37 pm »
In the GMS compound mission, where you need to unlock a room, you go through a level infested with robots (alright, there's only three of them, but those guys are a pain in the ass). I couldn't get past them, and a few rage-inducing moments later, I found the solution; doors.

Robots can't open doors, and you can. Making very viable a tactic consisting of:

-Opening the door
-Aimed shot
-Closing the door
-Wait 3 turns (Aimed shot CD)
-Repeat

Is this an intended behavior ? Is this worth fixing ? I don't know, but it certainly made fighting them a whole lot easier.


Edit: spelling

27
Bugs / Cave Hoppers not fleeing through the cracks
« on: December 09, 2012, 07:04:20 pm »
A couple screens south of the Junkyard, there's an area with some Cave Hoppers jumping around, eating shrooms, nothing unusual so far.

The thing is, once they see me, they rush for a crack in the wall and ... get stuck in front of it. They just stand there, not being able to pass through, making Cave Hopper collection a very easy task. Have they become morbidly obese from eating too many mushrooms, or is this a bug ?


Edit: spelling

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