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Kylerussell85 joined the community
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Alex Morrie joined the community
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Infantino makes me miss Blatter.
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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
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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
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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
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SASkievua started following Master armorer perk bugged?
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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
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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)
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'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.
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The All Things Political Topic - SNAFU edition
ShadySands replied to BruceVC's topic in Way Off-Topic
Who needs the Nobel Peace Prize when you can have the FIFA one -
Aza Recruitment Bugged.
Mayonnez replied to misterwolf's topic in The Outer Worlds 2: Technical Support (Spoiler Warning!)
Same problem as Altrozero and Initiates. Aza vanishes out of existence if you tel her to wait back at the ship. -
I can’t use my guns!
jordank replied to Khadijah's topic in The Outer Worlds 2: Technical Support (Spoiler Warning!)
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. -
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.
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Dmitriy_Doc started following Suggestions for improving stealth gameplay and Hardcore (Nightmare) Difficulty
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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.
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- the outer worlds 2
- hardcore
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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.
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- stealth
- stealth gameplay
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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.
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- stealth
- stealth gameplay
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Supernova difficulty needed. Please.
Strogg replied to Kaiborg's topic in The Outer Worlds 2 General Discussion (NO SPOILERS)
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). -
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.
