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  2. Having this exact issue as well. When I talk to Ruth, she doesn't have the dialogue about Auntie's Transmission, and despite Inez saying she'd be okay doing the quest, the reputation with Auntie's Choice immediately goes to Kill on Sight. Please fix this!
  3. Today
  4. Very Hard difficulty speaks for itself. I also got wrecked when bossfight in Vox. But after 10 attempts I managed to kill final boss. All you need is bunch of smoke grenades to revive your mates without beeing spoted. Also make sure that you killed all non-boss hostiles in that room before attacking him. Use weapon with corrosive damage and then switch to electric or plasma when armor will be destroyed
  5. I play on Very Hard difficulty without any point in mellee and only 1 point in range weapon. Yeah it's hard to play before you reach 15-20 lvl. But game allow you to abuse dummy NPC AI. So I free to spend points to max uncombat stats like engineering lockpicking etc. But ofc if you have skill issue then play without combat skills on Very Hard is not your way
  6. What the GOP needs to do is change there entire strategy around how ICE enforces migration laws And Im talking about the optics and reality around ICE arrests and these violent raids on buildings and apartments Its alienating large parts of the Hispanic community and they will lose votes Trump ran on deportations of illegals as a popular policy and large numbers of Hispanics voted for him But they never signed up for how ICE is conducting themselves. Im not sure how exactly they would change things but I would start with being less militant and working with state and city officials to enforce migration laws This idea of ICE bypassing or just ignoring local authorities is not working and its mostly Dem cities where you see this practice by ICE
  7. Have to wait for a patch. I have tried all dialogue options now including science 9 and observation 9. It's just broken. Recommend submitting a ticket like I did here: The Outer Worlds 2 | Issue Tracker
  8. I am having the exact same issue with Aza on Xbox. Nothing recommended seems to be working.
  9. it added additional slot to all my armors, but everything that I installed there disappeared after I saved and loaded my game there was one exception - armor that was on me when I installed something to its new slot but after I took off this armor and again do save-load - installed addon disappeared from its new slot too
  10. I just started playing the other day on PC and ran into a baffling issue where after a few minutes my mouse dies. I have to unplug and re-plug for it to work. I'm not the only one https://www.reddit.com/r/theouterworlds/comments/1ol1e9y/im_playing_on_pc_and_every_time_i_play_the_mouse/
  11. The Serial Killer perk is bugged for me in the same way. Having taken a total of -40% base health in anticipation of this perk, this bug breaks my character and I am going to wait for this bug to be fixed before continuing to play.
  12. The Serial Killer perk is bugged for me in the same way. Having taken a total of -40% base health in anticipation of this perk, this bug breaks my character and I am going to wait for this bug to be fixed before continuing to play.
  13. So after further testing I retract the bug report. It does seem to improve regen but by a small amount that it's not very noticable and is suceptible to heavy diminishing returns when paired with a helmet that adds energy regen as well. Also, combat energy regen reduction is EXTREMLY severe. I would not really consider the wording of "significantly increased" to be especially valid on this item. It seems to add roughly a 30-40% energy regen increase. When using a 160% regen helm, this bonus goes down to around a 10% increase when diminishing returns kick in. My Results measuring the time it took to regen 1 energy bar : 1 gadget bar = 50 energy Outside combat WITHOUT any armor equipped : ~6.25/second (8.4 seconds to fill 1 bar) WITH the Mathematician Mantle equipped : ~8.1/second (6.1 seconds to fill 1 bar) WITH a 160% energy regen helmet : 16.6/second (3 seconds to fill 1 bar) WITH a 160% energy regen helmet + Mathematician Mantle : 18.5/second (2.7 seconds to fill 1 bar) In combat WITHOUT any armor equipped : 1/second (50 seconds to fill 1 bar) WITH the Mathematician Mantle equipped : 1.42/second (35 seconds to fill 1 bar) WITH a 160% energy regen helmet : 2.63/sec (19 seconds to fill 1 bar) WITH a 160% energy regen helmet + Mathematician Mantle : 2.9/sec (17.3 seconds to fill 1 bar)
  14. 'Forbidden secrets of the undisputed claim' can softlock if you pickpocket the recipe after convincing(or bribing) Vallow Andrews for the quest item. Upon returning to Middle Manage Twombly there's no option to complete the first half of the quest and the only dialog option is to infer who the last target is.
  15. Who needs the Nobel Peace Prize when you can have the FIFA one
  16. Same problem as Altrozero and Initiates. Aza vanishes out of existence if you tel her to wait back at the ship.
  17. Don't suppose anyone has found a fix for the Man in The Moon Man Mask? Or are you screwed if you don't have Science 9? Because the Dumb options, The Convict Option, and the 1 Observation option just lead to dead ends and from then on he won't talk to you if you return.
  18. I've also run into this issue. Reloading different saves doesn't work, rebooting the ps5 etc. It's exactly as Khadijah said, can throw bombs, see the weapons when you go idle etc.
  19. Armor description states : Ignore a single incoming hit every 10 seconds. As long as you haven't taken damage in the last 10 seconds, your gadget energy recharge rate is increased significantly. However, there is absolutely no change in gadget regen rate with this armor equipped. The effect where you ignore a single hit every 10 seconds is working correctly but the energy regen does not. I tested this both in and out of combat by spending energy and watching it regen, even tested taking a hit then waiting over 20 seconds without taking a hit just to be sure, still zero change in regen rate.
  20. Suggestion: add Hardcore (Nightmare) game difficulty wich will include all conditions of "Very Hard" and also: 1. During open battle player will unable to swtich weapons and armor from their backpack, switch will be able only from weapon slots which are currently equipped. 2. Same thing for grenades and inhalers. 3. Food, drinks will cause side effects if use too often (for example alchohol intoxication, Auntie's food with abnormal sugar etc.). 4. Stamina during battle (no infinite sprinting). 5. Red Zones during sub-bosses fights which will block player to ran away too far from strong unique NPC (prevent run abuse). 6. More side effects when use Light, Meduim and Heavy Armor.
  21. In addtion to this suggestions: give +5-10% bonus XP for each enemy which was killed in stealth (both for mellee and range weapon), because difficulty will be harder.
  22. During play I noticed that stealth mechanic and NPC behavior are a bit hilarious and dummy in terms how NPC should react in dedicated cases. I'm OK with long response from "NPC notice moment" (White-Yellow-Red phases) to actual fight start and I agree that this is not Hitman or Assassin Creed with improved social behavior. In RPG there are more game conventions like shorter ranges when NPC can accually see and response to make level and game design more comfortable to construct. But in certain cases I wish too see more logical actions and active reactions from NPC when they see definetly hostile signs of enemy presence. Which will be corpses in first place which they will found during standard patrol actions. I know that game mechanic already have this but realization is lack of actual what you expect to see from NPC. They reaction is too lazy and they give up to found intruder very quickly. So in current state I do not see any necessity to use Auntie's Acidity Dematerializer because it's pointless when consequences of your dirty work will be forget after 30 seconds. So I suggest to change NPC behavior when they see a friendly corpse (which player do not dissolved in acid) from current 30 seconds patrol around the body and then return to ussual patrol (or what they doing before), to increased danger behavior (for infinite time) which will include 1. Wider FOV ( up to 180 degree in frontal, maybe 90 degree angle with repeatedly head rotaion from left to right) 2. Mellee armed NPC will start to run during response action for faster intruder search 3. Range Armed NPC will move with standard speed but will time to time will look around from time to time (orientaion rotate in addtion to head rotate to see their back) 3. Snipers will start to scan terrirory more thoroughly (increase range and LOS) 4. All NPC in this territory will gain bonus to awarness and detecion ability speed (5x to speed maybe and 2x to range) 6. If you raised the alarm (active battle start) and then ran away to end active fight phase, and then return back to this area, make it impossible to use your stealth capabilities when enemy looking towards you (they will clearly see you from huge distance and start attack) To avoid that "side effects" of your sloppy work player will need to "clean" like real assassin (hiding corpes in other games) , use Auntie's Acidity Dematerializer before corpes found. I know it will be easier for mellee players than for snipers. But sniper already have long distance advantage and safety, so it's ok if sniper will be detected and will have to fight in open battle. So Auntie's Acidity Dematerializer will be more logic and usefull if this mechanic will be added to game.
  23. Same, although I would much prefer if they tuned it differently than Very Hard, which honestly seems broken for any balanced or roleplay character, i.e character which aren't exclusively damage and armor. Being able to do supernova mode on Hard or an equivalent would be better, especially with mortal companions (no one would survive the final boss of the vox relay).
  24. This was my experience playing on Very Hard. Playing a non-combat character, this is where I got hardstuck and had to grudgingly move down to Hard difficulty. You can get through most of the relay without fighting, except for one room. You can get in there without being detected, but not back out. Short of investing most of your skill points into damage, I don't think there's actually a way to survive the fight with the guards outside either. The health (and armor?) of heavy protectorate soldiers is like fighting a raid boss. Doesn't matter what damage type you're using, they tank all of it with no sweat, and you can't get better weapons until you leave Eden.
  25. I’m in the Cloister Underlands and have reactivated the lifts and am told to return to Provost Coulter; however the mission never completes after telling him the lifts are active and then the dialogue options just repeat for ever. There is no way to finish the mission.
  26. When loading a save file, being able to select the character and see only their save files would be an incredibly helpful QoL feature, especially for those of us who have multiple concurrent playthroughs going.
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