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Knifegrab posted:Is it a safe bet to rush necropsy so I can fabricate more neuromods? e: Or, I'll just have enough Neuromods to get Necropsy by the time I get to my office thanks to what I assume is a preorder bonus. Hrm. So far, the game atmosphere is fantastic and I'm nicely paranoid about everything. Very SS2-ish so far. Ravenfood fucked around with this message at 08:27 on May 5, 2017 |
# ¿ May 5, 2017 07:39 |
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# ¿ Apr 25, 2024 14:43 |
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Any weapons in particular stand out as worth upgrading? The shotgun seems like an obvious choice but its also pretty loving woefully bad against a Phantom and flaming Phantom I've run across in Trauma. Seems a shame to waste them if the weapons involved just end up being worthless and I don't have the inventory space for all of it. e: For that matter, both the stun and GLOO guns seem like they've got promise too. Ravenfood fucked around with this message at 09:06 on May 5, 2017 |
# ¿ May 5, 2017 09:02 |
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Digirat posted:Anyone try running this on an i5-2500k? How does it perform?
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# ¿ May 5, 2017 17:51 |
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Anyone know why my pistol says Firepower : 7 (Unmodified 8)? I haven't put any mods into it at all so you'd think the current and unmodified damage would be the same. Same goes for my shotgun.
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# ¿ May 5, 2017 20:02 |
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Pwnstar posted:Uh, System Shock 2 had like the greatest ending of all time.
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# ¿ May 6, 2017 09:56 |
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Knifegrab posted:Regarding nueromod plans: e: DLC Inc posted:I just got the looking glass thing up and running and finished the video. I'm anxious as to when I get alien powers? I feel I need them since the gloo gun does gently caress all versus phantoms and pistols just can't trade blows with them, I'm getting my rear end kicked. Also, some tips: The Gloo gun actually isn't too bad against Phantoms if you ambush them, but try using the environment. The Stun Gun gives you a decent window of time to take them out, but explosive barrels do a number on them. There's a shotgun available in the security office, which hits a lot harder than the pistol. Finally, Leverage lets you toss large objects at things and they loving hurt. A L3 object seems to take almost half of the Phantom's health off in one go. Guns are seeming largely superfluous at this point. And I haven't needed to use it, but the Q-Beam should be pretty decent against them, right? If you've gotten the Looking Glass repaired, you should have picked up the Beam. Ravenfood fucked around with this message at 22:51 on May 6, 2017 |
# ¿ May 6, 2017 22:46 |
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DreamShipWrecked posted:Am I missing stuff with the Q-beam or is it an end game thing? I swear I have piles of ammo for it but I haven't found the actual thing. hardware labs has it very early on. you'll need to do what seems like the EVA tutorial. And that's just following the main signposts.
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# ¿ May 6, 2017 23:52 |
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Ambaire posted:You have the stun gun, right? Upgrade that poo poo. At max stats, you can near oneshot them at ~15m with the stealth buff and have 15 shots per 100 charge.
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# ¿ May 7, 2017 07:18 |
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Ibram Gaunt posted:Is Leverage the most pointless skill path? I've come across like..Two unpowered doors that could be forced open with it, and for rooms and stuff blocked off by debris I just use a recycler charge to get in.
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# ¿ May 7, 2017 13:08 |
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Anyone have any idea where I can find fab plans for Stun Gun ammo? Or a decent stock of it?
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# ¿ May 7, 2017 15:35 |
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I disagree. I've easily gotten more neuromods from it than I spent on it. It's a really cheap investment for a good return if you plan on churning out more mods.
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# ¿ May 8, 2017 02:36 |
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Lakbay posted:"Who is December?" spoilers One of the operators during the game over screen of that says "start it up again" so yes save scumming is canon
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# ¿ May 8, 2017 22:03 |
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Reploys.
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# ¿ May 9, 2017 02:55 |
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Kontradaz posted:I need your help guys. Tell me if I'm being a huge loving dumbass - but I'm not buying any of the alien powerups because Alex Yu says they are great and then January is telling me that I shouldn't take too many because I'll become like them etc. I feel like the game isn't built around the way I'm doing it and it's kind of getting to be difficult in some parts because guns really suck in general, and I have a shiton of resources but not the primary one that is for ammo/resources I'm hoping there's some sort of payoff at the end for doing it this way, but if there isn't I'm gonna feel like a fool. I also throw large objects at things a lot, so that helps too.
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# ¿ May 9, 2017 03:10 |
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DLC Inc posted:Instead of doing the Artreum/GUTS mission I've been meandering for like 2 hours inside the water treatment plant, the air filtration place, and some fuckin lobby where I cleared out everything and got a fuckton of material, neuromods, and other poo poo. I think I've gone as far as I can in this side area because I assume I need to power up a lift or generator or something to go further, also I'm scared to go back into the zero G tunnel with those loving cysts and the goddamn technopath.
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# ¿ May 9, 2017 04:26 |
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Kilometers Davis posted:I've got a few questions about this game. I love horror games to death and horror sci-fi is always cool but I'm 150% sick of horror games that limit your ammo and have you constantly scrounging for it and conserving everything else you have. Does this game do that?
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# ¿ May 9, 2017 04:51 |
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First playthrough I'm doing pretty well with just going human-only mods. Any reason to pick up Typhon mods if I'm feeling pretty good as-is? Or any particular reason to avoid them for the first go-around? I plan on replaying this game a lot so I'm not worried about gimmick playthroughs.
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# ¿ May 10, 2017 02:24 |
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snoremac posted:Just curious: is Human Resources accessible from the start? I thought it was blocked by Leverage III crates when I first saw it but just noticed after doing the Hardware Labs that the crates were askew and able to be passed. I have Leverage III so it's possible I just moved a crate, walked away for some reason and forgot about it.
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# ¿ May 10, 2017 15:19 |
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Truecon420 posted:When do ya get the first recycler grenade? I've cleared the lobby and starting area
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# ¿ May 11, 2017 10:04 |
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Yeah, I found that chip before I had any way to equip it.
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# ¿ May 12, 2017 23:41 |
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DreamShipWrecked posted:We'll put that question up there with "Why is memory loss when you remove a mod an issue, why would you ever want to stop having one". Also, some emails talk about Alex/management using them for their amnesia effects as an employee control mechanism. As far as marketing them goes, I'm inclined to agree with the in-universe sales dept.
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# ¿ May 13, 2017 01:44 |
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Lakbay posted:Taking the elevator from the lobby to the arboretum for the first time
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# ¿ May 14, 2017 21:10 |
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CJacobs posted:No but you can always chuck a recycler grenade at the floor and kill yourself and that might make you feel better!
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# ¿ May 15, 2017 11:53 |
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Jack Trades posted:Question. What's the point of using GLOO in combat when you can sneak attack anything with a shotgun before it even gets the chance to react? e: Also I didn't have the shotgun ammo to sustain using it as a primary weapon at the time.
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# ¿ May 17, 2017 17:08 |
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Is there any reason to avoid stunning or mindjacking mindcontrolled people in favor of killing the telepath? Or any reason to favor one or the other?
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# ¿ May 17, 2017 23:23 |
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Gadzuko posted:Well, uhh... they both have anger management issues I guess? muscles like this! posted:It does feel like something was cut there seeing as in some areas there are a bunch of O2 bottles sitting around.
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# ¿ May 21, 2017 23:01 |
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Jack Trades posted:First half of the game you'll always be starved for Minerals.
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# ¿ May 24, 2017 21:06 |
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Dogen posted:Stealth+security weapon boost+sneak attack boost+shotgun for typhon, upgraded stun gun for robots, q beam for the bigger typhon.
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# ¿ May 27, 2017 04:27 |
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Jose posted:since i've used enough mods to get turrets to target me which of the damage ones are particularly good? i've got psychoshock and the telekinesis and the biological/machine controls that come from those. Are the suit upgrades randomised like the bone charms in dishonoured just i've got lower psi use for general use and telepathy. Do all the weapons have better versions from a quest or just the pistol and are there many more weapons after the Shotgun/q beam? GlyphGryph posted:Electroshock does tons of damage to machines and stuns machines and organics which lets you deal more damage with other weapons. Definitely pick that one up and upgrade it to max. That, psychoshock and the mind controls should make every encounter trivial Jose posted:the game is pretty stingy with the amoun of psi mods you can get before turrets target you
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# ¿ May 27, 2017 19:31 |
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Ghostlight posted:Since you have dismantle you can make Crossbows for two synthetic then tear them apart and recycle the spare parts for metal.
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# ¿ May 28, 2017 00:58 |
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NRVNQSR posted:I inferred that even in the original plan they were doing a fairly large number of experiments between re-briefings. Presumably the re-briefing and acclimation process takes Morgan a few days, whereas with the earth simulation they can potentially do dozens of additions and removals in a single day. As for why they stopped doing the rebriefings, I assumed that the personality drift meant that Alex felt he could no longer trust Morgan and he needed to get him/her out of the way. As for why this happens at the start of the game, I thought that the outbreak basically happened as it initially appeared to the player. So everything prior to what the player sees actually did happen, it just happened a long time ago and now it serves at the background for the sim. Once the game starts, you're playing the sim.
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# ¿ May 30, 2017 20:17 |
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Hey, dumb question, are the escape pods even set up for reentry? Because I blew up the shuttle on the bridge because mimics were 100% around well before the outbreak was noticed (there's a log that talks about an engineer plugging a part into something and having it melt into organic black goo and pretty much the entire supply room in one area is mimics) and then, without thinking, freed the escape pod. If they're capable of reentry on their own I kind of hosed that self-imposed quarantine up though I suppose the escape pod is small enough and the escapees know about the mimics so they could theoretically scour the whole place, but still. Quarantine procedures!
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# ¿ May 30, 2017 22:28 |
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NoEyedSquareGuy posted:Also you have to stab yourself in the eye with huge needles. That would be a big deciding factor for me.
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# ¿ May 31, 2017 19:15 |
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lambskin posted:Yeah lab tech really depends on if you like the Q-beam or gloo cannon a lot. I fully upgraded my q-beam in my first playthrough and didn't regret it. Also I'd argue that physician is quite important if you play on nightmare, as food just doesn't usually cut it during combat. Plus then you can recycle the food you find rather than eat it all. I agree in general with the skills to skip, though I'd take Leverage 2. The things you can throw with L2 are pretty small so don't get caught up on the environment, do some really nice damage to Phantoms and usually knock them down, giving you a solid weapon against them in the early stages of the game when you're fairly resource-starved.
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# ¿ Jun 3, 2017 06:14 |
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GRINDCORE MEGGIDO posted:Yes - but I'm not sure if any are fixed drops. At least the mimic detector gen 1 is, off the top of my head. Maybe one or two more. e: I'd randomly found the gen2 detector before I'd found a psychoscope, so that was a little screwy. Ravenfood fucked around with this message at 23:49 on Jun 4, 2017 |
# ¿ Jun 4, 2017 23:12 |
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BAILOUT MCQUACK! posted:I don't know if the wrench one is fixed because I also haven't seen it and I am about to hit the Arboretum.
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# ¿ Jun 4, 2017 23:50 |
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Wafflecopper posted:Where do you find the fake chef after he locks you in anyway? I thought I was gonna encounter him again as a part of the main quest what with all his monologues tying in with it but never found him before I finished the game. It was kinda funny during the end sequence when one of the operators praised me for letting him live. I was totally gonna kill him but he gave me the slip
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# ¿ Jun 6, 2017 17:25 |
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Digirat posted:Things are bad. Could the station get any worse?
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# ¿ Jun 9, 2017 23:14 |
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Rinkles posted:I actually liked that takedown difficulty was not symmetrical between lethal and nonlethal approaches. Compare DXHR, for instance, where the stun gun trivializes silent KOs and, unlike w/ sleep darts, can carry plenty of ammo.
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# ¿ Jun 10, 2017 02:00 |
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# ¿ Apr 25, 2024 14:43 |
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Jose posted:Well he's dead now. Just got the second thruster chipset upgrade and being able to boost up instead of falling slowly is real good
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# ¿ Jun 10, 2017 14:20 |