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Duskmare

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  1. Oh, actually just put a similar post in the spoiler discussion section. I've found them pretty useless too. Best one I could find was the mind control gun, but even that had issues. Like it had to be fired continuously to keep control of an enemy so you'd usually end up killing them before they could fight their allies or their allies would be free to attack you while you held it on one particular enemy.
  2. Seems like every single one is much weaker than most other weapons. Even with the damage perks giving it 120% extra damage. The effects weren't particularly amazing either. Probably the best one in my opinion was the mind control gun. Except you had to continuously fire it at an enemy to keep them mind controlled. More often than not this meant that you'd usually kill the enemy before they could begin fighting their allies or that their allies would just run past them and maul you while you were defenceless. Most weren't even that special. Like the gloop gun was just an elemental grenade launcher... Did anyone have any really fun moments with science weapons? Did anyone find them better than normal weapons? If so then share below please!
  3. I took most of the flaws on my first run, which was also on supernova. Honestly, they make very little difference to the actual combat and you basically get free skill points. I skipped one or two of the more horrible ones like permanent crippling, where you have your movement speed reduced by 30% or something and can't dodge any more. The phobia ones and the resistance ones are a sure bet though. 25% extra damage from some sources isn't particularly noticeable. Especially when in supernova your best tactic is to kill the enemies before they can shoot at you. The phobias are even less noticeable and I don't think they weaken shots from stealth or anything either.
  4. I think there's also a door that leads outside on the second floor. It might need you to lockpick it though. Remember to use your TTD to inflict things like cripples and knockdowns so that you can retreat and heal without them following you too quickly, or to get some free damage. You can blind them so they miss more often too. I would suggest using a rapid fire gun when you do it though because they take less of your meter per shot, so you can inflict more statuses to more enemies that way. You can also load up your inhaler with all sorts of buffs, eat food, drink drinks and then have a whole lot of bonuses going into the fight. If you've got companions with you then remember to use their abilities too. All else fails you can try running past them and getting out the door before they can kill you. Though if you are on hard or supernova difficulty then that might not be possible. Maybe TTD blind them all (it has a small stagger effect too) then leave?
  5. I was more thinking long term. I mean, the guy's done official broadcasts as the representative of the board. When news gets out that he messed up so badly that the entire colony is likely doomed and that his solution was to freeze everyone but the higher ups so that he can enjoy the rest of his life before humanity is doomed... There's no chance of him surviving. Either he gets hunted down by a keen vigilante, swarmed by a mob or escapes to the wilderness where, lets be honest, he's not going to stand a chance. Plus, just in principle, being punished for passing a skill check should never happen in a game like this. In the end I reset back to before the final mission, kicked Felix off my crew and took Parvati instead. Sadly have to miss out on a stealth bonus but otherwise she has the same skills, and she's not liable to make the worst possible decision. Long story short, Felix got lost and died somewhere as an inconsequential moron because he wasn't willing to trust the literal saviour of the human race. Though I have to admit, I do wonder if his ending would have been different if I had gone through that part, had him leave then gone back to my ship for Parvati instead of reloading. I could also have just left him on the ship and he probably wouldn't be able to leave my crew if he wasn't there in person, but knowing that he's willing to show me a big middle finger despite everything I'd done for him made me decide to throw him out.
  6. Honestly pretty angry about this. Hands down my best crew mate since my build is all about minimal casualties. So stealth, persuasion and lockpicking are perfect for talking my way out of situations or unlocking alternate routes to bypass guards. EXCEPT, during the final mission he just decided to leave my squad because I wanted to change Phineas's rebel status so that he could work more freely and better help Halcyon. That skill check was absolute bull****. 100 for both determination and inspiration? Determination is such a **** skill too! If you're going to have a double barrelled check like that then at least lower the individual values. I could easily have made the check if it were 50/50. Or even more like 75/75. Just throw on some gear and take a drink or two to boost my stats. How about some ****ing options? God forbid I use my actual ****ing 'persuasion' skill to PERSUADE someone of something! How about 'lying' to him and whispering that we're just taking advantage of the chairman and that he'll get what's coming to him? 'Intimidating' him by telling him to stop being so brash and childish all the time? How about an option for if you've finished his loyalty mission, asking him to trust you? (Yeah, I'm calling them loyalty missions because they feel very much like the Mass Effect loyalty missions.) Nah. You'll just take away one of my companions mid-final-mission. Great plan. I get that he's anti-authority and working with the board is something he'd hate, but come on. Controlling the board from the shadows for the betterment of Halcyon is entirely different and you could far more easily convince him of that. A persuasive speech about how there always has to be some kind of government and it would be better to take advantage of the system that's already in place rather than trying to create a whole new one, while waging a war on the old one, with very limited time before everyone starves! Especially after his loyalty mission where you could point out how the guy that taught him his anti-establishment mentality turned out to be a manipulative scumbag working for the people he pretended to hate! Something like: "You know, maybe you should ****ing question what he taught you, you stupid asshat." Honestly, I wish a different crew member had his skills cause he's just such a whiny, dense, difficult character. What a bull**** move. I can't have my game-long companion without a 100/100 skill check for skills that rarely ever come up as skill checks, with one of them being almost entirely useless otherwise.
  7. Not that I've found. I started another thread with the specific issue I had and asked for a console command. If it's anything like the fallout games it seems to be like then it should be possible to set a quest back to a specific objective with the right command. I'm not great at doing code stuff though so I'm hoping someone else that knows how to do that sort of thing figures it out and then I can copy them, haha.
  8. Playing on Supernova difficulty. Glitch occurred some few hours ago when I went to Groundbreaker with Nyoka in the party. She spawned downed, repeatedly. Revived her with the inhaler perk, played 5 more hours then realised her quest was botched because it thought she was dead (it says that she's currently occupying her own grave). Suggestions: Fix the spawning bug on Groundbreaker Fix the quest being flagged as botched for her going down, rather than her actual death. Have a quest notification to let you know when quests are botched. Additional request: Console command to reset the quest so that I can complete it without losing 5 hours of progress. (Would also be helpful for others with this issue.)
  9. Had a similar thing on Star Crossed Troopers, Nyoka's quest. I think it can happen to certain companions if they go down, even if you revive them afterward. Maybe only on Supernova difficulty.
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