Would anyone happen to have a list of comparative Console difficulties? My current character has computers at level 6 but has failed to access 3 different bionics storages in a lab 3 times in a row, and I’m getting annoyed by the secubots. I’ve hacked banks, doctors offices, and all the other types of Lab terminals I’ve come across with less skill in computers, but these seem to be more difficult than the rest.
I think those need level 8 for a guaranteed shot
'e’xamine the tile the turret is mounted on; it should bring up a menu with options to unload the turret, reload the turret, or examine the vehicle.
Thanks a bunch mlangsdorf, seems obvious now you say it
6 is usually sufficient for those (with a decent INT) - if you’re hacking that other stuff, you just had a run of bad luck.
In my experience, the hardest ones are the useless options for the analyzer and the unlock for the rooms with the brute/migo in them - you know, the ones that don’t actually do anything even when you succeed? Yeah, those are the hardest. I find bionics vaults to be about a 50/50 chance with 3 computer (and high INT), but even at 8 computer, I still fail those useless options sometimes.
Is there a way to clear the blocked staircase in the cavern under the necropolis?
Not last I knew, the stairs were ‘blocked’ because there was nothing under there (not finished).
You could mine out your own stairs and find out…
Well I have a lot of questions.
- Do NPC followers heal by sleeping? Will they heal by themselves at all?
1.5. How do I know if an NPC does not have arms? I tried to heal my NPC’s arms and all it showed was: ----->-----
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What is a good torso encumbrance to be at, my encumbrance hovers between 20 and 30, but i have enough armor to get it in the 50 - 60 range.
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Are traps worth my time?
4.How do I start building my super-cargo truck so I don’t have to lug everything around in a shopping cart.
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Are craters important? i have about 15 within walking distance.
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Does a mall have good loot? I think i could loot it since it seems to be occupied by only normal zeds in copious amounts.
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How do I add a comment at the end of my posts?
Context
Shopping cart: food for days, some tools. No explosives. 6 first aid kits.
Me - Items: 2 pronged spear (upgrade of the knife spear.) good helmet, BMR vest (empty),no leg armor, no arm armor.
Me - skills: Combat skills are around 2 and 3. Fab is 3, survival is 2, Tailoring is 2.
NPC follower -Items: knife spear, good armor in general.
NPC follower - skills: dont know exactly, any way I can find out? I know the guy have a skill of at least 2 in everything.
I am currently recovering from wounds in a motel. (a NPC unloaded a GLOCK into my skull and got me down to just the “:”)
Thank you!
[quote=“bananaedmonkey, post:16649, topic:42”]Well I have a lot of questions.
- Do NPC followers heal by sleeping? Will they heal by themselves at all?
1.5. How do I know if an NPC does not have arms? I tried to heal my NPC’s arms and all it showed was: ----->-----
-
What is a good torso encumbrance to be at, my encumbrance hovers between 20 and 30, but i have enough armor to get it in the 50 - 60 range.
-
Are traps worth my time?
4.How do I start building my super-cargo truck so I don’t have to lug everything around in a shopping cart.
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Are craters important? i have about 15 within walking distance.
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Does a mall have good loot? I think i could loot it since it seems to be occupied by only normal zeds in copious amounts.
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How do I add a comment at the end of my posts?
Context
Shopping cart: food for days, some tools. No explosives. 6 first aid kits.
Me - Items: 2 pronged spear (upgrade of the knife spear.) good helmet, BMR vest (empty),no leg armor, no arm armor.
Me - skills: Combat skills are around 2 and 3. Fab is 3, survival is 2, Tailoring is 2.
NPC follower -Items: knife spear, good armor in general.
NPC follower - skills: dont know exactly, any way I can find out? I know the guy have a skill of at least 2 in everything.
I am currently recovering from wounds in a motel. (a NPC unloaded a GLOCK into my skull and got me down to just the “:”)
Thank you![/quote]
- NPC Followers will sleep if you sleep, too. They do heal by sleeping.
1.5 ---->---- Should mean that it’s broken.
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I’d advise staying at a lower torso encumbrance until your melee combat skills get higher. Getting thrown off balance due to torso encumbrance is annoying.
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Some of them are radioactive. Have you launched any missiles from the Missile Silo location recently?
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One thing I know a mall contains for sure is food. I remember most of it being junk food, though.
The higher the torso encumbrance is, the lower your chances to hit an enemy with a melee weapon are. That means you want to keep it as low as possible. In the early-game, presumably when your bashing/cutting/melee/unarmed skills aren’t high, keeping your encumbrance between 0 to 20 should be your goal. 30+ and you can forget about hitting insects, dogs, children etc, at least reliably. By the mid/end-game it probably matters less, although do try to keep it below 30 if possible.
Short answer: no.
Long answer: only concern yourself with traps if you’re going to stay immobile. There’s no reason to build traps if you intend to build a mobile home and lead a nomadic type of life. Furthermore, the only static traps you should consider building are spiked pits; they filter the weaker zombies out by killing them, and slow/damage stronger ones for your convenience. They’re also fairly durable. Not only that, spending a while building them also levels your construction skill up so you can build other stuff too.
The process of building them goes like that:
- Find/craft shovel (60 min. if crafting)
- Dig shallow pits (30 min. per pit)
- Dig deep pits (90 min. per pit)
- Craft x4 pointy sticks (~5 min. per pit)
- Modify deep pits into spiky pits (30 min. per pit)
As for mobile traps, bear traps are pretty good but they aren’t very common. Trapping is a useless skill for the most part, but if you do manage to level it up and craft some you should be good to go.
Edit the signature field and save the changes.
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Craters are a great source of rocks (if you have a shovel), a poor source for frames, steel chains, and scrap copper, and pretty much useless for anything else. Occasionally, for bonus points, they are radioactive.
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My experience with malls is that, by the time you have any chance of surviving to loot one, you don’t need any of the low-level crap you get there.
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Raise your mechanics skill to at least one (two for most stuff), make sure you have a hacksaw, and start disassembling every useless husk of a vehicle you come across until your skill level is high enough to do useful things. For construction, you’ll need copious amounts of duct tape or a welder/makeshift welder, a pair of welding goggles, and lots of batteries (also, a wrench and a screwdriver are needed for a good many things). A jack is a good idea, but at the beginning, just start with something with all 4 wheels on it and drive carefully until you have the stuff necessary to replace/install wheels.
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Traps. If you aren’t going to settle down anywhere, only “portable” traps are worth your time (permanent ones are VERY time-consuming), and of those, bear traps are good but very rare, and spike board traps are super easy, super low skill level, and decently useful. If you have the storage to carry a few, it can be nice, but you can often make a few whereever you are to help you with a problem. Put them in a diagonal grid-like pattern, then lure the zombies through - they’ll all take some damage and be much easier to put down. Even better is to put some out on the street, then get directly underneath in the sewers and make a lot of noise.
I like using portable traps to fortify quasi-permanent locations. Such as wear I am sleeping tonight. Spiked boards remain good permanently, and are cheap/quick to make. They don’t do much damage, but if you find yourself a good hallway/ narrow choke-point near where you expect more trouble you can currently manage you can checkerboard them so you can dodge zombies until they have more manageable health and then fight them. call it randomly effective against most zombies since they stumble a lot. Either diagonally onto another board, or another free space.
After another long ass hiatus and a huge update, I pick up the game again. If someone could update me on any major changes (even one is just fine), that would be extremely helpful. Also, what is the point of missile silos?
to launch nuclear missiles at undesirable coordinates, and as a way to get rare radioactive stuff I believe.
Note that bear traps are easy to make: a wrench or pliers for a tool, 3 scrap metal, 1 spring, Mechanics 3, Traps 2. You get scrap metal everywhere and springs come from 'b’utchering car seats after you’ve removed them. Go find a bus, start removing seats and then butchering the seats. Then make yourself as many bear traps as you ever want.
I tested out the first part, and I attempted to break open the missiles to no avail. Is there some special tool, or does it solely rely on brute force? I remember people talking about plutonium cells inside the missiles some time ago.
I figured out why my NPCs wont heal, gonna make a thread on this and spread the word.
I tested out the first part, and I attempted to break open the missiles to no avail. Is there some special tool, or does it solely rely on brute force? I remember people talking about plutonium cells inside the missiles some time ago.[/quote]
Never had nay luck with that - anything strong enough to break open the missile causes an explosion that THOROUGHLY kills me, even from max distance on that floor. Granted, I didn’t try too many times, though…
I’ve been able to craft an Atlatl for quite some time now and it uses Javelins as ammo but I can’t craft those.
My survival is at 3 and fabrication at 2.
How do I learn the javelin recipe?
Also I think those should come paired but that’s just my opinion.[quote=“COS_Cecillian, post:16654, topic:42”]After another long ass hiatus and a huge update, I pick up the game again. If someone could update me on any major changes (even one is just fine), that would be extremely helpful. Also, what is the point of missile silos?[/quote]
I’m in a similar situation, haven’t played in a long time.
I got the latest experimental a few days ago:
Encumbrance appears to be reworked (Higher numbers, seems fine tuned)
There’s an aming system with guns now where you can increase your steadiness by aiming longer
Crafting recieved many quality of life additions like “craft as many as resources allow” or crafing with materials that lie aorud in a 3 tile radius so you don’t have to carry everything in your inventory all the time.
There’s now a vitamin system added to food so eating junk food all day might cause some undesirable side effects.
The inventory has a new layout, your worn items are now just a sub category in the list of your other items (I liked it better when they were all stuffed to the right side of the screen, is there a way to go back?)
The “examining a vehicle and its parts” screen is more detailed.
That’s all I noticed in the 3-4 hours I played after a long time.
^ that sounds about right