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Devilangel58

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Everything posted by Devilangel58

  1. I don't think that the main problem is the companion system and how they fight - I have the same instance with Crimson where I started playing SuperNova and the learning curve was pretty rough initially to understand how to use companions and how to fight. It's not simple like having Fawks on your team in Fo3 and annihilate everything while you go make yourself a cup of tea. This is not that kind of companions to expect. Even SAM has its limitations and will die pretty quickly when used wrong. With current combat: It's bearable at best. To make it a short story as others may have mentioned: You can use TTD to control companions where to move and who to attack, using companion abilities while in TTD kicks you out of TTD but you don't lose any TTD so easily enough go back into it right away. Use TTD to observe the battle and make the right move. Don't use companion abilities just because or right away, you need to time them. Know who you will be fighting and the best companions to bring along, unless you are role-playing then play tactically. However, being able to use companions in Supernova and being able to melt everything doesn't mean the combat is okay - unlike Bethesda Game Studio's recent attempts at a video game, The Outer Worlds works. However, Obsidian is a story-focused company, from what I can tell. Combat is not their forte... I haven't played many of their games, but the turn-based games seems to have the best combat they are able to produce. They don't know how to implement a combat AI in this type of game as this AI is like early versions of combat AI, Charge forward and attack. It reminds me of Total Battle Simulator. Combat is not good but tolerable The issue I have is the fact that combat in The Outer Worlds may have been rushed, at least that is my thoughts. I don't know the damage calculation but it feels as though the armor rating barely has any meaning. Considering the highest attack stat I have is the melee ones and they are at 18 which was starting. So with a skill of Long Guns at 8, I can use a powerful upgraded rifle and start killing any creature quite quickly. If using a sniper then it can be a 1 shot on particularly weaker enemy types (but still higher level), this would mainly be marauders and their dogs. Even an Alpha Tanid is at most a 3 shot. If using a Heavy Weapons (18) and using the plasma cannon, fully charged does nearly 1,000 damage (more than gun detailed) which easily eliminated crowded enemies. I even started using scientific weapons, one in particular which weakens an enemy allowing my companions to literally shred it in a second. Okay, maybe 2 seconds, Supernova enemies have a lot of health. Nyoka's 1,000 dmg per second LMG is fun to watch. Vicar/Nyoka never made a team feel so utterly powerful and dominating when using their specials. While I may be able to manage in combat, I do agree with the majority in saying that something is wrong with the combat, but for different reasons. I don't think it is broken or too challenging or anything like that. I only think that the combat works as intended, but poorly. After all, any point spent in any offense/attack tree is a waste of a skill point in my experience.
  2. Autosave every time PRIOR to entering a new zone. So if you know the nearest zone to you, just go there even if it means running back a safe route to a load zone. As mentioned, fast travel enabled only to ship, you can manually save there. Problem is you need to run back (I did not see autosave prior to fast travel, so if that's true, then there you go, even better, though I prefer to run to the nearest load zone to be honest, safer and easier). Certain other special cases there is autosaves, but I don't know them all. I think one is right after you level up and save you skill/perk points. Something I noticed when I respec. Didn't test, so I am unsure. I think under some cases of talking with your companions. Note, I mean some as it may only activate when doing their quest and have quest related dialog be completed? Again, not sure I haven't tested or bothered paying attention to since the first two autosave options are easier.
  3. I think this is for the sake of tracking for game logic sense. In this case, you only complete those quests when tech would be handed to them (I presume). That two-batch quest sounds the most interesting though as you do 'technically' give him half, which was the batch he was expecting. Though, I still think this comes down to game logic. It's how the game will determine whether or not you will need to buy from Gladys or not - assuming they did some sort of "if this, then that, else this" kind of logic in the coding. This is event-based, at least I would think. I'm not well-versed in the programming world to know the different types of coding and all, so it beats me how they coded it. Best I can say is it is like a cooking recipe and checking what is crossed off the list and what is 'checked' on the list so you know what to do next. So while technically, you can increase the ingredients in your recipe to make something bigger, or shrink it accordingly, it's still a checklist. Yeah, it's weird but it works. Like it actually works!
  4. (Playthrough not done, trying to do as much as possible for a second character run. Also, sorry for mispellings or anything.) Also, MAJOR SPOILERS You have been warned. Difficulty: SuperNova Rudely awoken by a strange scientist, frantically getting his **** together with hardly an introduction. No moments time to pause to ask what's going on, only to be informed that I'm about to be shot onto a planet and meet some stranger, a captain Hawthorn? What seemed like minutes, the scientist waves goodbye - I hardly caught a word he was saying. The next thing I knew I landed on a planet... It is time to get out of this pod and... Oh god... A dead body... I crushed him. "What an idiot, I told him to place the beacon and move, not stand there holding it!" Exclaimed the scientist. His name was Welles. Apparently wanted by something known as "The Board". Wait, now it is all coming together. I volunteered to be on a colonist ship known as "The Hope". In fact, many volunteered and many were brilliant engineers, scientists, leaders, and more. But why have we been stuck in hibernation for over a decade now?! Against all odds, we survived. My name is Jade. Edgewater Nothing in this galaxy makes sense so far, ranging from wildlife trying to kill me every turn and a bunch of idiotic marauders trying to kill me like ruthless barbarians. According to Philleas Welles, the scientist, in order to get the rest of the colonists and bring them back to life I need to get some sort of ingredients for him. Some sort of mixture that get me alive - however I have these strange side-effects... I can... Slow down time? At-will? Interesting. This certainly is helping me survive against everything and everyone trying to kill me. Since I landed on captain Hawthorn, I may as well take his ship but I need to power it up - meaning I needed to get comfortable with the locals and help them out. It's a mess. A 'plague' has spread throughout the city of Edgewater and there are deserters among them in a nearby outpost. They had settled in the Botanical Gardens, which used to be part of the colony. At one point it seemed to have thrived, but now it seems to be all but close to abandoned. According to the locals, Edgewater can't support itself with its dying colonists and deserters with only very few strong believers in "The Board" and its ideologies. Despite all odds, it looks like "The Board" had left this colony to die and those few strong believers will die for nothing. The deserters have been faring much better. No disease, but no security. It's amazing how they had lasted as long as they did with a marauder encampment nearby. I've met a few interesting characters, Parvati has been the most keen on joining in my travels right away. She seems nice, but too softhearted and easily pushed over. She's weak. I could use the company though... Vicar Max is a strong believer in some "plan" that we are all predestined to follow. Well, if that is the case then I suppose being in hibernation for so long was meant to bring me to this moment. Though, I don't think that's the case. Not everything is as calculated as Vicar perceives, but he makes a lot of sense and logic in his decisions. Oh, I helped him get his book too - he doesn't know French! It was enjoyable to see his tantrum, but he wants to tag along with me on some sort of quest about this book - though something feels odd but I can never wrap my head around this... I could write a novel of all the things I have seen and done here but the hardest decision to make was shutting off the power to either Edgewater or Botanical Gardens. With all things considered, the power flowing into Edgewater is a more sensible choice, even Parvati agrees with this, moments before pulling the switch. The town has walls, easily secured, has a landing pad, and an already built infrastructure to expand from. This is the best protection against the wildlife and marauders, but the disease that spread through the town is awful... They believed it to be the plague but it was their diet of canned "fish" only. The mayor is quite incompetent, but it doesn't mean the deserter leader, Adelaide, is any better with her technique on reclaiming the land. In the long run, her secret technique on fertilizing the soil to grow fruit for the colony to survive then thrive won't last. Since the key ingredient is bones, supposedly from humans, the "resource" of dead bodies will soon diminish. I can't imagine how the colony would take onto knowing they'll be crushed up into fertilizer for the planet and inadvertently eating one another... This colony only sounds like it is doomed in the long run. Unless they use Marauders as a resource, but even they will run out eventually. It's hard to tell if I made the right decision here. On one part, I kicked out a corrupt incompetent mayor who failed to support his colony. On the other part I replaced him with a band-aid solution which won't last in the long run, only temporarily survive. Hopefully long enough to thrive. Then again, who cares. I got what I needed, a power modulator for the ship so I can finally take off. I may have helped these colonists solve their own problems too much, after all I have an entire ship full of intellectuals waiting to be revived. They'll be able to better build these cities up then a bunch of unorganized and rebellious colonists. The Grounbreaker Phew, finally off that planet and onto another ship, known as the Groundbreaker. Apparently, this is the first and last stop between "The Board" and the outer worlds. If that colony planet did not have enough problems, then let's not get started on this god forsaken ship. Through political warfare, "The Board" seems to be trying to do its best job to not support this ship and its needs for survival as the heat is being pumped to ludicrous temperatures. If I hadn't had something against The Board yet, I certainly do now. From what I hear from all these advertisements and stories, "The Board cares about your well-being" and all that nonsense. Bull****. I've seen abandonment and near war-crime activities from The Board. To expand off "The Board" I had learned it is a bunch of corporations formed together in some sort of coalition-style contract. They're more than happy to be at each other's throats of course, but they seemed to have figured a way to tolerate one another as they scheme against each other for monopolies. In their world, money talks. They are formed from Spacer's Choice, Auntie Cleo, Monarch Stellar Industries, and C&P Boarst Factory (I thought there were five?) CEOs and executives sitting alongside each other dictating how the colonies should be run at its most efficient rate. After all, if it isn't efficient, then replace it. Everybody is expendable to The Board. Back to talking about this ship, of course I decided to get myself involved in all of their petty sorry problems, but I couldn't stand the heat either to be honest, it was god-awful! After fixing a few things I recalled reading on the terminal about these scientific weapons dotted around the solar system and I decided to go exploring for them. Throughout my adventures, it seems like I will be getting quite a handful of these powerful weapons. After all, one of them is on this ship. I almost forgot why I bothered coming on board here, it was for a Nav Key for a safer landing on Monarch, Stellar Bay. The stories landing out in the wilderness aren't so pleasant. In order to get it, it seems that I need to purchase it from Gladys, a sweet older lady with quite a bite if you get on her bad side! Only thing is, I needed to scrummage up 10,000 bits (There are other solutions but I had this quest bugged, so this was my only solution). Since I had no other way of convincing her to give me the key, even after selling her top-notch secrets, I decided to take a little present from her safe, some sort of official seal - I can only hope this comes in handy later... To be fair, I did lie about one of the techs I sold to her, but I'm going to be long gone before they figure that one out. Plus, those secrets are best out of the hands of The Board. Oh and before I forget, it was a mighty interesting wanted sign for our lovely professor Welles, he pissed off The Board mighty fine. I even had a split second thought where I would turn him in. Monarch Well, I finally made it to Stellar Bay. When I thought things could not be any worse... Well of course this should not have come to a surprise to me. Some small time local problems, but a more unique as this seemed to be an illegal corporate run world. This world has been off the books and records and corporations had paid sublite for subcontracting. Funny enough, I technically am working for them as well securing some sort of secrets, though I wonder if I have other options. I've barely managed to get to Fallbrook through many other excursions and the more deadly wildlife laying around. I believe this may be the deadliest wildlife I'm going to encounter for quite a while. Luckily, I grabbed yet another scientific weapon. It's nice to have a powerful arsenal of 4 scientific weapons. I may have left out some of my other travels in this log, but boy are these weapons fun to play with. Alas, this is where the log will have to end - not only is it long, but because I have yet to meet the information broker. I should be seeing them shortly. I only got a few other excursions to go through. I've grown quite a lot since I was first woken up. I also feel as though I could stand up against almost anything, given the right circumstances. I also have no idea what the future holds. All the rebellious uproar against The Board had left so many of these colonies left to rot and struggle, not being able to band together and often fighting internal civil wars about what is 'more right'. While these colonists bicker among one another, The Board happily sits aside growing more powerful only to be thwarted by my intervention of their colony management and even 'lost' tech that they will not be able to recover. Though, they may be fighting each other on a larger corporation front so they must be pretty busy already. Through their greed for wealth they have left their colonies struggling and practically abandoning them, though some seem like a strategic withdrawal for something better... It's too bad the rebellious colonists are too near-sighted to see this. On top of all that, I don't even trust the scientist, the very one who woke me up from a decade spent hibernation to which I should be goo right about now. I mean, how can have things gone so terribly wrong? It's even harder to determine who would be best to help run these colonies as many of them won't have the structure and order The Board provides for them if they rebel, but The Board's inability to properly manage these colonies survival is laughable. I'm sure I had missed the story somewhere along the road, maybe another colonist from The Hope can piece together what I had missed. All I want to do is save The Hope. - Jade signing out
  5. I took the drug addict flaw. No problems or complaints here. Taking a simple immunization or healing serves the purpose. I am floating around 60 healing inhalants anyways. Another two that were offered were fear of certain creatures but I don't take those, not worth the stat loss for a single perk point that has variable benefits, however useful. It only serves a purpose to get a few extra perk points quicker to 'level' quicker. I find doing the normal route is just fine and if you get negligible flaws, like fear of heights or in my case drug addict, it's pretty well worth it. If you wanted to make the game more challenging, then accepting some of those precious vital flaws could do the trick.
  6. That sounds about right. You did 'botch' the quest if you don't give them the research. You sold it off to someone else, which ends up being another quest-line entirely. So in this case you failed the quest to support the scientists and gave back the research. If I understood correctly.
  7. If you don't want to reload a save then try sleeping for some time or going to another place and do some missions. I think overtime, don't know how long, a faction will not attack on sight. As per hint displayed during loading screen. I'm assuming your reputation isn't 'vilified' by them, so that should be fine.
  8. Final Update: Reinstalled the game and this didn't fix anything. This may be just my case and my game, hopefully others don't experience this bug! Only considering it a bug since other places have stated there are other ways to complete this quest such as stealing or turning in 3 secrets. Regardless, I turned in the secrets and stole the official seal. Gonna respec my character once more and work up to 10k bits to buy the nav key. I could work without it, but I want the nav key. Thought edit: actually, one last thing, I noticed I can get the FORCE gun after selling the schematics. Maybe there is a way to grab the gun too for this quest? Not sure.
  9. I wanted to update this: I respec my character to pickpocket Gladys and she has nothing in her inventory. In other words, no key to the safe. I can pick the safe but there is no NavKey either: I do get an Official Seal however. Would reinstalling the game be a potential fix? There is only one way for me to get the NavKey and that is to purchase it. Yes, I know bits are easy to come by but it looked like there should be multiple ways of completing this but there is only one solution. I'm not sure if I'm looking at the quest wrong and seeing how much effort Obsidian put into literally every aspect of the game, I wanted to be sure what I am experiencing is a bug. Maybe there is a certain quest order to do things in and I reached the boundary where the NavKey disappears expecting to be turned in? Even though when I do I have to pay for the NavKey. I can also now load up the save prior to 40 sneak considering I don't really need to grab this anymore. Plus 40 sneak seems to give me no sneak damage so it's a waste of points to spec into for my character. Actually, I'm gonna cheese the game, steal the official seal then respec my character for 1000 bits while intimidating off the spacers. Win-Win. Perhaps I should first reinstall then try again and if it results the same I'll do what I can.
  10. I never made an account (will in a moment to report a potential bug) BUT: As for companions dying too quickly on Supernova - yeah, mine get slaughtered in 4-6 hits. Upgraded armor all the way almost all the time and stuff them inside heavy armor all the time. Not like they benefit from any other armor anyways. Leadership/Determination is a must on using companions though. I'm 50 inspiration and 30 (or 40, just leveled) in determination. So mine have a higher health than probably most. Here is a very valuable lesson I learned, positioning and knowing when the right time to fight is. This is NOT like the hand-holding Bethesda Studio Games produces where you get Fawks to utterly annihilate everything while you go make a cup of tea. I've learned there are certain moments where I should pick a fight and other moments where it is best to turn your head and walk away. For when you HAVE to fight though: Positioning, Take an advantageous point - this means DISTANCE. From what I can tell, there is virtually no cover system, but telling your companions to hold a spot (far) and behind /some/ cover is valuable. Know your enemy - If you are fighting automechanicals for instance, don't use Felix/Ellie combination. Ellie's ability is great, but doesn't work on bots. Felix heads in for suicide with his ability. However, Vicar Max (Love him) ability creates a good moments grace as it knocks back enemies as a stun mechanic. Using Parvati's ability is even more useful on bots since it forces a long stun on them. In fact, long enough to focus fire and eliminate the robot. I also learned that Vicar's intimidate is especially useful against creatures, while Parvati/Felix persuade helps combat humans. Ellie would then logically work on robots. In hindsight, I think doing Ellie/Vicar on those robots would have worked much better, but my Parvati/Vicar mix did beautifully. Time the abilities - Starting off the fight with the ability spam sounds like it would work as it means you can use the ability again sooner. This may not be the case especially you consider which enemy you use it on. I have a high dialog skills, in one battle against 2 bots (bots are so strong when you actually meet them, or are lower level) I forced one of the robots to fight on my side. I focused fire on the enemy one instead to take him out then focused on the 'friendly' bot. When this comes 1 vs. 1 and it happens, It's essentially a free kill. Abuse the autosave feature - This is every single time you load in a new zone, going through those doors. Abuse it. Even if you die on the other side, you have a save. It will always load the time prior to going through those doors. It's a good way to save your progress when you can't go to your ship and back. Take it one step at a time, you want to see what will happen, take 30 seconds to run back through a door to get that precious save. Afterwards, feel free to experiment combat options and dialog choices. It beats going through a fight for the 10th time because you did ONE thing you didn't think would happen. Lastly, know when to fight the enemy. There were certain points where I knew I could beat the enemies, but the positioning to get it and the time to do it was not worth the results, or potential results as I never bothered going through with them. One fight was completely not needed while another one was actually resolved through the dialog choices I made throughout the quest and didn't need to fight an overwhelming amount of outlaws. You don't have to fight them all. I'm also playing a vastly inferior and under-powered character. No combat skills whatsoever, well only a few levels in it as the highest skills I have are the melee abilities at 35 each. Yet, going through every combat scenario is feasible. The game is challenging, yes. Then again, I just went and slaughtered the entirety of the Groundbreaker with little resistance. Even the corporate guards died within 2-3 hits of my pulsing hammer. Those creatures, forgot their name but they are being experimented on, most powerful creature dies within seconds when I blast it with a heavy machine gun. I can melt through enemies as fast as they can melt through me. Supernova difficulty means using tactics and determining what is the best course of action. If you think you it's too difficult, lower it down to hard and play through the game that way since when your companions die, they just revive anyways. Get a better feel for the game first before trying Supernova since it looks like the difficulty spike is too high to follow through. I've already gotten my research with my companions dying (when I was not messing around) about 2 times through my carelessness. Don't fight on open ground and poison is not a joke. Though, one major improvement for combat would be a better cover system for SURE. AI doesn't use it because it only knows to run forward and attack. This includes companions. This is a huge fault on Supernova as it means they walk directly in the line of fire over open ground to get melted. I guess that's why we have a move command for them? Even then, they stand there and get killed if flanked. The combat system itself could use quite a bit of work, yes. At least it is manageable. Thinking back to Fallout 4 would probably do better and how it works with cover. Implementing something similar to that (I would think) improve the game's combat more as it could mean companions, and in general AI, won't run over open ground to get melted away.
  11. Yep! Got them all, after I sell them to her it says "removed from inventory" and then the quest log shows that I sold it to her. Even checked inventory and I assume it is the three respective research/schematics that you find.
  12. I am unsure if anyone else experienced this as I didn't find it. First, I 'completed' The Distress Signal quest. Quotations because I tried to attempt this in different combinations and got the same result no matter what. I could lie about a tech turn in with LIE and SCIENCE, turn in the other 2 secrets to finish the quest. But wait, that's 3 secrets given to Gladys - I don't get the NavKey and I prefer NOT to spend 10k bits... Reload. Try again, this time DON'T lie. All 3 secrets turned in. Still no NavKey... Well I already slaughtered everybody in one universe, may as well kill her to get frustrations out. Reload. Tried again, selecting different dialog options to help out on selling one tech (where you don't lie), then the other 2 secrets. Still no Navkey... Reload. Writing up a bug report because it seems like I have no choice but to spend the 10k bits for the key, despite doing her quest for her... I'm starting to think to turn it in to the corporation since I am getting nothing but her reputation and money.. Why do that when I can get corporate reputation and money instead? Better deal with them than her (Well, I don't know money-wise, something I can look up though). Maybe through some cheesing I can steal the NavKey, that may be the only choice I may have - perhaps buying a respec just to get past this then buying another respec to undo it. Waste of bits but most likely less than 10k. Luckily the game doesn't make money hard to get. Also: I did restart the game but it didn't fix it. Forgot to mention that as I reloaded several times.
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