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About stiven

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    (2) Evoker

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  1. I dunno, but on my current savegame the opposite happening. If i equip armor on my companions, the armor's stats is getting boosted. For example armor which has 49 AR in inventory, will have 59 AR when being equipped on companion. Also different armor getting different amount of boost. None of my companions has any +AR perks. So maybe we just have a case of some kind of auto-leveling mechanism tied to your char and npc char level, which scale armor/weapon to current level. In your case maybe you need to level up a bit.
  2. Huh? The only debuff which caused any problems for my char, was debuff from mines's explosion. Because they like hide them in tall grass on monarch and debuff gives something around -15 to all skills, very annoying. Especially since you can still get debuff when shooting the mine and standing too close. Easy mistake to make, to misjudge the arbitrary AoE range.
  3. td;dr. I don't like this game because of dialogues. Example, - imagine you char is speaking with a Race-supremacist (take your pick which one race, it doesn't matter) and your options: 1. Yeah lets kill all those people. 2. Lets kill all those people but spare the X-race. 3. Well, if we going to kill all those people, how can we do that? There is so many of them. And options 3 is considered by the author to be a "disagreement" option. In this example you can't falsely agree/lie to the NPC (to move past NPC), or you can't loudly disagree with the NPC opinion.. That is DE di
  4. I haven't played AoD much, but from what i saw, - you char, being "specialist", doesn't cut you from critical content. I mean, you can be a fat merchant with no combat skills, and still be able to dealt with "non-merchant-ish" situations, because every situation have multiple "angles" from which you can approach it. Also, in AoD, you usually know what are you doing and why. In DE, you have no idea, - would this skill check about glaring at empty wall open new route, new "perk" research, new "voices" dialogue, or new dialogue option with npc which can lead to something else, entirely. So in con
  5. Nice stat system and ok-ish dialogues (later about them), but this game plays and feels like fanmade "expansion" on new vegas. Some nice things mixed together with the bad ones (over 9999 skills checks to scratch ass or blow nose, and your char dies if he fails them), and some just really stupid thing. Like 97% chance-to-successes skill checks, could fail 2-3 times in a row, which with so much dialogues text makes existence of skills questionable. Because it seems the only ways to play without save-loading is to go full-on some skill or not invest in the skill at all. So the dev could just mad
  6. 1. Git gut. 2. The only thing which really should be changed is ability to save, because with autosave on leaving location (which is essentially your quicksave), "no-save" is just stupid gimmick. Designed to waste your time for sitting on loading screen every time you are "quicksaving" before difficult dialog or fight, by leaving/entering location. 3. Also not as important, but companions is actually immortal on all difficulties, you just need levelup end-game perks on companions for them to revive themselves once in 15 min if they "die". And also you char have perk to revive your ch
  7. Ha! Sorry if this is old news for someone, But i finally, tested this "Don't go dying on me" perk, and it is works on Supernova! You can revive your chaps in supernova with this perk. Which, in combination with same perk on your companions, - makes all those perma-death businesses is worthless gimmick just the same as "no quick save". You probably can even revive "long death" companions with this perk.
  8. What is considered to be a "drug" in OW? All consumables in the game is giving you some sorts of buffs. So, how can you tell which consumable is a "drug"?
  9. I dunno about other weapons, but in my current playthrough, science hammer (with 100 science and two perks, lvl 15), the very first "science" weapon you get, - is doing considerable more damage with it "charging up" attack than any other currently available weapon. And you also can keep on upgrading it, up to level 35. Because with 80 science price for upgrade is capped for "sicence" weapons. So it's not totally useless. Even so, if you consider time/money spend on modding and tinkering regular weapon, only to discard it later, when better version of the same weapon becomes available. On whi
  10. Seek therapy then. Because this sentence makes no sense. Both of the things you talking about, ins't mutually exclusive to each others.
  11. You can turn them off in config file. This is an unreal engine game, so you can pretty much change a lot of things just by editing ini files.
  12. Well, keep in mind, that this game is very MMO-ish in terms of combat. Meaning, - levels of your companions, comparing to the levels of enemies which they are fighting, is what is influencing outcome of the fight, most heavily. Not to mention the higher your level, the better the armor you can buy for companions. So if level of companions >= level of the enemy, add better armor, and better weapon (both of which, comes with leveling up), and suddenly the game becomes much easier. Which leads to optimal way of playing - stuff your pals far away for a time being, till at least level 15, then b
  13. What will happen if you install plasma mags on plasma weapon?
  14. I guess it depends on what weapon you using and how you play. The only hard part in my game on Supernova was first levels on Emerald Vale, when you have no armor or weapon, and first encounters on Monarch. And only because i was trying to keep companions alive. Once i ditch them away - game became manageable, and later - easy-peasy. To describe the "difficulty" of the game...well i beat entire Monarch with a Ultra Assault Rifle. with a plasma mod, and only THEN i read about plasma being weak against one of two types of enemies on the planet. I had NEVER, not ever once, had to buy healing items
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