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SiKboy
Oct 28, 2007

Oh no!😱

Fray Joker posted:

Ahh, hoping you guys can help me out. I lost a bunch of bookmarks including the wiki for this thread. Can't seem to relocate the URL. Can anyone help me out here?

Its in the OP, http://wsik.centipeed.com/

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Jolo
Jun 4, 2007

ive been playing with magnuts tying to change the wold as we know it

Bloodcider posted:

- You have two chances to pick up the SOCOM pistol early on before the game automatically gives you one. You can get it in the truck in the heliport, or if you miss it there, the north-east room on the second floor of the tank hanger. Thermal Goggles will be here if you get the Socom outside.

I've played through MGS a million times, but I've never not grabbed the pistol from the truck or the goggles from the hangar. I had no idea that it was in other spots also. It's crazy to still be learning new stuff about that game this many years later.

I'm a few hours into Yakuza 3. It's pretty straightforward, but there's a few little things that I'm curious about.

I spent a bunch of time winning a stuffed animal in a crane machine, what can I do with this? It wouldn't let me give it to Haruka.

I've got some fish and snails that I caught from fishing, I can't eat them, will I be able to cook them or something later on?

There's so much to buy to eat and drink in the game. I realize that food restores health. Is there any in particular that is particularly useful? The ramen noodles I bought restored about half of my health. Also, when I drank something alcholic I had a little "drink icon" on the screen, but nothing about the game seemed different. What does drinking do?

How can one man be so wholesome while being so badass?

blackguy32
Oct 1, 2005

Say, do you know how to do the walk?

Jolo posted:

I've played through MGS a million times, but I've never not grabbed the pistol from the truck or the goggles from the hangar. I had no idea that it was in other spots also. It's crazy to still be learning new stuff about that game this many years later.


There is actually a different cinematic that happens when you meet Meryl if you don't have the Socom.

Aratoeldar
Mar 21, 2005
Arcanum

What is the level that you normally have at the end of the game? I know the game is capped at 100 and 127 with editing.

What is max the character and fate points in the game?

Astfgl
Aug 31, 2001

Level 50 with a total of 64 character points (which includes the ones you get at the start).

Tucked In The Cut
Nov 15, 2006

~~~~~~~~~~~~~~~
I'd rather brush my teeth
with a rusty razor
than front and bullshit
with all you fakers

~~~~~~~~~~~~~~~

Smirking_Serpent posted:

House of the Dead: Overkill?

Auto shotty = auto win, but you really shouldn't need that because the game is ridiculously easy.

Kruller
Feb 20, 2004

It's time to restore dignity to the Farnsworth name!

ArchRanger posted:

http://www.strategyplanet.com/evilgenius/TheGame/populationmod.asp

It's pretty simple. I recommend a maximum of 150 or 200, 500 is absolutely ridiculous.


I could only find indoor sentry guns as part of the unofficial patch, which does some nice stuff, but they seem to be glitched. They'll still shoot someone who I've tagged for interrogation, meaning they can't step more than a foot outside the cell before being knocked unconscious again. Is there another way to add them in that I just couldn't find?
I should have mentioned that that jail is only for Super Agents you are done screwing with. Make another jail for everyone else. Those guns don't give a gently caress who is in front of them. If it's hostile, shoot that poo poo! Those guns are awesome.

Aratoeldar
Mar 21, 2005

Astfgl posted:

Level 50 with a total of 64 character points (which includes the ones you get at the start).

Thank you. :)

ArchRanger
Mar 19, 2007
I'm tired of following my dreams, I'm just gonna ask where they're goin' and meet up with 'em there.

Kruller posted:

I should have mentioned that that jail is only for Super Agents you are done screwing with. Make another jail for everyone else. Those guns don't give a gently caress who is in front of them. If it's hostile, shoot that poo poo! Those guns are awesome.

This is what I've ended up doing. Three jail cells, across a wide room across from a heap of sentry guns. The only exit is a level three door, down a hallway filled with bees, and then a level four door. Jet Chan ain't killin' any more of my minions.

It'll be a pain once I want to do the missions to take the Super Agents out completely, but I've discovered that if you release them from the jail cell, the guns won't fire, then you just have to get them out of the room before locking the door and capturing them again to take them off to the normal jail.

C-Euro
Mar 20, 2010

:science:
Soiled Meat
I finally found the copy of Final Fantasy V Advance I've been trying to buy, and two hours in I'm loving it. Are there any sort of missables/hard-to-find things (especially Blue Magic) I should know about early? Skimming the LP here gives me a sense that a lot of areas randomly close/vanish and I'm a bit OCD about getting everything that might be missable.

ArchRanger
Mar 19, 2007
I'm tired of following my dreams, I'm just gonna ask where they're goin' and meet up with 'em there.

So this is the wierdest question I'll likely ever have to find an answer to, but I'm playing X-Com: UFO Defense for the first time, and upon going into my first land battle, I started clicking around and fiddling with stuff. I clicked on the big 'R' at the bottom of the screen, curious what it meant, and it's taken me to that soldier's stats. The issue I'm having is that there doesn't seem to be a way to exit this screen. There are no buttons to press, nothing to interact with, and not a single key on the keyboard does anything. Any X-Com veteran want to enlighten me as to whether I'm missing something or have hit a bug?

Edit: Found the answer, which I somehow missed the first two times I read the relevant section of the munual.

ArchRanger fucked around with this message at 11:40 on Jul 21, 2010

Mierenneuker
Apr 28, 2010


We're all going to experience changes in our life but only the best of us will qualify for front row seats.

C-Euro posted:

I finally found the copy of Final Fantasy V Advance I've been trying to buy, and two hours in I'm loving it. Are there any sort of missables/hard-to-find things (especially Blue Magic) I should know about early? Skimming the LP here gives me a sense that a lot of areas randomly close/vanish and I'm a bit OCD about getting everything that might be missable.

Save a "complete" run for a second playthrough OR play the game with a FAQ by your side at all times. Especially if you want a 100% bestiary, because some monsters only appear when Jupiter, the Big Dipper and Alpha Centauri are aligned.

Corridor
Oct 19, 2006

I got Divine Divinity on the advice of this forum. It's quite good but hard as balls and I am now kinda boned because I screwed up my character. There's a somewhat useful LP currently running but it's nigh-loving-unreadable since the dude decided to use it to write his lovely novel. Please give me advice, I like the game a lot but I suck at it an embarassing amount.

I'm going to restart with a new character, things I WISH I had known beforehand are:

Don't recruit the zombie even though he is ridiculously useful because he will steal all your exp and you will be hilariously underlevelled when you leave town. (I'm gonna just recruit him and then go upground to set him free because I'm nice.)

Offensive magic breaks the game, in that you will die constantly if you don't have it and will be a god if you do.

The character you pick is largely aesthetic since the only real difference is starting skills/stats and you can learn literally any other skill.


Anything else I will be glad to know later?


ninja e: I like how the male thief/assassin class is basically Garrett. I'm a big Thief nerd and like to see its influences where they don't exist, but come on listen to that guy give his character intro speech.

Kruller
Feb 20, 2004

It's time to restore dignity to the Farnsworth name!

Any tips for White Knight Chronicles? Other than "don't play this" obviously.

21stCentury
Jan 4, 2009

by angerbot

Kruller posted:

Any tips for White Knight Chronicles? Other than "don't play this" obviously.

when you make your avatar character, make sure to make one you like looking at, because it's the only character you can use in the multiplayer mode and it costs 5$ (as in, 5 real dolalrs) if you want to change his/her appearance.

SpazmasterX
Jul 13, 2006

Wrong about everything XIV related
~fartz~

Kruller posted:

Any tips for White Knight Chronicles? Other than "don't play this" obviously.

Wait for WKC2 to come out. It will contain the entirety of WKC1 with it, along with gameplay upgrades and fixes.

StoryTime
Feb 26, 2010

Now listen to me children and I'll tell you of the legend of the Ninja

Corridor posted:

I got Divine Divinity on the advice of this forum. It's quite good but hard as balls and I am now kinda boned because I screwed up my character. There's a somewhat useful LP currently running but it's nigh-loving-unreadable since the dude decided to use it to write his lovely novel. Please give me advice, I like the game a lot but I suck at it an embarassing amount.

I'm pretty much in the same boat, just having completed the first dungeon with a warrior. After hauling every piece of trash to the shopkeeper to afford some equipment, and putting all my points into strength and +damage skills, I did manage to reach a point where I usually kill things faster than they kill me. It's still pretty tough going, I hope things improve when I can equip the 60 strength requirement weapons.

One thing that helped a lot was figuring out that you can bind 'drop teleport stone and get the hell out of dodge' into a single function key. You do this by opening the Skills menu, hovering the mouse over the icon, and pressing a function key.

Corridor posted:

The character you pick is largely aesthetic since the only real difference is starting skills/stats and you can learn literally any other skill.

Each character gets an unique ability, which I assume cannot be received by other characters. The warrior gets a 360 swirling slash, which gets you killed because you're standing next to multiple enemies. The wizard can teleport to exchange places with an enemy, which gets you killed because you'll alert a dozen more enemies to your presence. The survivor can sneak, which I haven't tried, but might actually help you not get killed.

If someone can give advice about the skills, It'd be great. It's hard to decide where to put points, as the game gives next to no information about how the skills improve in higher levels.

Also, does anyone know why my character refuses to sleep every now and then? Is it a time of the day thing, or what's going on? Lay down, goddammit, your guts are hanging out.

Corridor
Oct 19, 2006

StoryTime posted:

I'm pretty much in the same boat, just having completed the first dungeon with a warrior. After hauling every piece of trash to the shopkeeper to afford some equipment, and putting all my points into strength and +damage skills, I did manage to reach a point where I usually kill things faster than they kill me. It's still pretty tough going, I hope things improve when I can equip the 60 strength requirement weapons.

I'm playing a Survivor with nice magic attacks. At the moment I can kill anything that doesn't have a loving ranged attack. Spamming the fire spell (forget its name) fucks poo poo up pretty quick since it's only 2 mana cost and you can rapidfire it. Although I haven't really been outside the catacombs yet, it's dark as the inside of a cow down there so everything has a really low sight range. There are a couple of ghouls down there with me but I have no idea where the hell they are because they ran off after I triggered their appearance.

quote:

The survivor can sneak, which I haven't tried, but might actually help you not get killed.

Oh yeah, that. She looks like a loving idiot but I guess it works okay, although only in the dark. It uses up fatigue though, and she automatically stops sneaking when it runs out.

quote:

Also, does anyone know why my character refuses to sleep every now and then? Is it a time of the day thing, or what's going on? Lay down, goddammit, your guts are hanging out.

I dunno, my chars sleep anytime. If the bed is owned by someone they won't use them but it'll tell you usually. The only time they've refused to sleep in unowned beds is when at full health.

Can someone tell me about alchemy? I've been finding tons of cooking recipes everywhere, are these actually relevant to item creation?

Mierenneuker
Apr 28, 2010


We're all going to experience changes in our life but only the best of us will qualify for front row seats.

At the start of Divine Divinity one guy gives you a room in his house, the cellar to be exact. That's a great place to drop your second teleportation pyramid, once you've recovered it. You can rest in the bed there and drop excessive loot on the floot. There is a teleporter outside of the fort, so it's easy to get to town and sell your loot to the local merchant/blacksmith.

As for spells, I mainly used the meteoroid/fireball spell since I found several pieces of equipment that were +1 to that skill. The lightning spell is useful for enemies that are protected against fire (ogres/trolls? can't remember). The freeze spell is handy for stopping the tougher enemies in their tracks.

Positronic Spleen
May 5, 2010
I remember playing Divine Divinity a long time ago, but I still remember a few important things. For one, poison attacks are really good. Scorpion "traps" are also strong, and nigh invincible for a long time. If you use a bow, you can fire, pause immediately as the projectile appears, move/dodge, pause & target, attack again, etc., and basically discover the medieval Matrix. I played as a "survivor" (thief), so I don't know if this applies to all classes, but I remember the only difference in classes being the starting stats, unique ability, and appearance.

Mixing health and mana potions makes re-something potions that restore a percentage instead of a flat number. You can also use empty flasks on barrels and stuff, so if you do use poison a lot, keep a bunch of empty flasks around to fill up when you find some green stuff.

Another tip, save your ability points if you don't immediately need them. You never know what you'll need them for until it's right in front of you. I don't remember the actual skills/abilities/whatever they're called too clearly, so I can't give specific advice.

Oh, one last thing, learn to abuse the drag n' drop. There's one bed you can drag, and you can put it in your inventory. Also, the game bugged (I think) when I was trying to deliver a letter past some, uh, "bouncers", so I had to drop it past them and pick it up. Things like that.

CaptainRat
Apr 18, 2003

It seems the secret to your success is a combination of boundless energy and enthusiastic insolence...

Positronic Spleen posted:

I remember playing Divine Divinity a long time ago, but I still remember a few important things. For one, poison attacks are really good.

This is what I came in here to say. Poison Weapon was was incredible on my survivor. I don't remember what I used for enemies immune to poison, but I'm sure it was something, since I took that character all the way to the (awful/tedious) final area before stopping. But yeah, make sure to get all the poison you can and coat your weapons with it liberally and everything will die constantly.

sexual rickshaw
Jul 17, 2001

I AM A SOCIALIST COMMUNIST MARXIST FASCIST FREEDOM-HATING NAZI LIBERAL CZAR!

Positronic Spleen posted:

I remember playing Divine Divinity a long time ago, but I still remember a few important things. For one, poison attacks are really good. Scorpion "traps" are also strong, and nigh invincible for a long time. If you use a bow, you can fire, pause immediately as the projectile appears, move/dodge, pause & target, attack again, etc., and basically discover the medieval Matrix. I played as a "survivor" (thief), so I don't know if this applies to all classes, but I remember the only difference in classes being the starting stats, unique ability, and appearance.

This guy is completely right about the Scorpion traps, they can take down endgame bosses if you deploy enough. Hell, I practically had to do that with one of them, so don't ever neglect the traps skill.

Also, get your charm skill up to 5 (no matter what class you play) so you can socket all your equipment, as silver/gold charms (which impart HUGE bonuses) start dropping like candy in the last quarter of the game.

Corridor
Oct 19, 2006

Oh yeah, to that other dude playing DD, I figured out that if it wasn't too long since I slept, the game won't let me do it again for a while. I guess it's to stop you abusing the teleportation. I've been warping back and forth between dungeon and bed so I can understand that.

Positronic Spleen posted:

I remember playing Divine Divinity a long time ago, but I still remember a few important things. For one, poison attacks are really good. Scorpion "traps" are also strong, and nigh invincible for a long time. If you use a bow, you can fire, pause immediately as the projectile appears, move/dodge, pause & target, attack again, etc., and basically discover the medieval Matrix.

Hell yes, I didn't realise I could do that. I just got my stats up enough to use my good bow too.

What the hell is a scorpion trap? I have two just sitting in my inventory but don't know how to use it. I have a couple of poison potions but don't know how to use them either. I guess I just do it the normal way? I assumed they'd poison me so I avoided doing so...

Hey I'm in the starting-ish catacombs and on the lower floor I found several skeletons who gave me free poo poo and say they'll give me more later if I come back. Do they ever actually do this? I'm just about to raise the main dude, who I assume I'll have to fight or something? I doubt they will stick around after.

Corridor fucked around with this message at 18:58 on Jul 22, 2010

Metroixer
Apr 25, 2009

maddecent
Started up Final Fantasy 4 DS yesterday, and up to where Rydia melts some big block of ice. I've played through the PSX version and got pretty far but never beat it, any drastic changes I should know about? Seems pretty much the same except for this augment thing I got and have no idea what to do with.

Nate RFB
Jan 17, 2005

Clapping Larry

Metroixer posted:

Started up Final Fantasy 4 DS yesterday, and up to where Rydia melts some big block of ice. I've played through the PSX version and got pretty far but never beat it, any drastic changes I should know about? Seems pretty much the same except for this augment thing I got and have no idea what to do with.
When you get augments, you can give them to characters and they'll permanently learn that ability. You can then customize their available battle options in one of the menu screens. However, this cannot be removed, so you have to choose your augments carefully.

Furthermore, giving your augments to characters who leave your party controls what augments they leave behind. Some of the best augments in the game are obtained this way. It's honestly kind of a lovely system so it's very unforgiving if you gently caress it up, and you have a limited number of New Game+ attempts (three) to get it right. It begs you to follow a guide.

That said, if you do happen to get some of the better augments like Dualcast, Omnicast, Counter, etc., they can give you an enormous advantage.

The only other piece of advice I have is: learn to love status spells. They are not only useful, but paramount in FFIV DS. Some enemies will kill you in one or two turns, and the only way to survive is to buff yourself and debuff them. For example, Berserk prevents enemies from casting spells. Other spells like Shell, Slow, and Haste also STACK a certain number of times. As the challenge increases, try to use them more frequently.

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten

Nate RFB posted:

Other spells like Shell, Slow, and Haste also STACK a certain number of times.

Wait. HOLY poo poo. I did not know that.

Metroixer
Apr 25, 2009

maddecent

Nate RFB posted:

When you get augments, you can give them to characters and they'll permanently learn that ability. You can then customize their available battle options in one of the menu screens. However, this cannot be removed, so you have to choose your augments carefully.

Furthermore, giving your augments to characters who leave your party controls what augments they leave behind. Some of the best augments in the game are obtained this way. It's honestly kind of a lovely system so it's very unforgiving if you gently caress it up, and you have a limited number of New Game+ attempts (three) to get it right. It begs you to follow a guide.

That said, if you do happen to get some of the better augments like Dualcast, Omnicast, Counter, etc., they can give you an enormous advantage.

The only other piece of advice I have is: learn to love status spells. They are not only useful, but paramount in FFIV DS. Some enemies will kill you in one or two turns, and the only way to survive is to buff yourself and debuff them. For example, Berserk prevents enemies from casting spells. Other spells like Shell, Slow, and Haste also STACK a certain number of times. As the challenge increases, try to use them more frequently.

Have I missed anything important by not giving Tellah the auto-potion augment since he already left? Is it possible to play the game without using augments at all?

Blind Rasputin
Nov 25, 2002

Farewell, good Hunter. May you find your worth in the waking world.

I am playing Red Faction: Guerrilla. I just started into the single player story and just unlocked Dust. I have a few questions that the game doesn't seem to answer or help with too well.

1) What exactly are the consequences for my character dying? I respawn at the safe house and I think guerrilla morale drops like -3 points but is that it? Can you effectively just die a lot in this game and it doesn't much matter, and the destruction I pulled just prior to dying sticks around?

2) What. The. Hell is with these radio tags. They are impossible to find unless you are standing on them. Is there some system in game that actually makes finding them easier? I heard if you get three radio tags you can pick up some massive car bomb. I really want to drive a bomb-rigged dumptruck covered in pulse detomators into the rock quarry in Dust and flatten everything in it at once.

3) What problems does accidentally leading to the death of guerrilla fighters actually cause? Sometimes they just walk in front of my truck when it's at ramming speed and I can't stop from turning them into part of that load-bearing beam I was aiming for.

4) I am working to get morale up first before embarking on any story missions in dust. Can I stop doing guerrilla missions and such as soon as morale is sufficiently high? Or in order to break enemy control of the area do I have do to every last guerrilla and destruction mission?

Nate RFB
Jan 17, 2005

Clapping Larry

Metroixer posted:

Have I missed anything important by not giving Tellah the auto-potion augment since he already left? Is it possible to play the game without using augments at all?
You have to give that character two augments in order to receive the Fast Talker augment. It makes you cast quicker, so its good points are easy to understand. However, you should get another chance to give them to that character. It's only when they leave the party permanently that it matters.

Palom & Porom (3 augments total) and Fusoya (2 augments) are the other characters you would want to give augments to before they leave for some of the best ones.

Keep in mind it's perfectly possible to go through the game and ignore all the augments. But they are there and can be helpful if you choose to get them.

Dr Snofeld
Apr 30, 2009
Elite

Yes I'm serious.

ArchRanger
Mar 19, 2007
I'm tired of following my dreams, I'm just gonna ask where they're goin' and meet up with 'em there.

Blind Rasputin posted:

I am playing Red Faction: Guerrilla. I just started into the single player story and just unlocked Dust. I have a few questions that the game doesn't seem to answer or help with too well.

1) What exactly are the consequences for my character dying? I respawn at the safe house and I think guerrilla morale drops like -3 points but is that it? Can you effectively just die a lot in this game and it doesn't much matter, and the destruction I pulled just prior to dying sticks around?

That's it, don't worry about it too much, and feel free to suicide a structure if you don't think you can take it down and live. I got tired of blowing them up by the end and just started driving vehicles through them.

quote:

2) What. The. Hell is with these radio tags. They are impossible to find unless you are standing on them. Is there some system in game that actually makes finding them easier? I heard if you get three radio tags you can pick up some massive car bomb. I really want to drive a bomb-rigged dumptruck covered in pulse detomators into the rock quarry in Dust and flatten everything in it at once.

The carbombs are really, really weak. You set them off by blowing the vehicle they're on up, and with that amount of effort you may as well just shoot the structure, especially since the M.O.A.B.s don't seem all that much stronger than a normal vehicle explosion.

quote:

3) What problems does accidentally leading to the death of guerrilla fighters actually cause? Sometimes they just walk in front of my truck when it's at ramming speed and I can't stop from turning them into part of that load-bearing beam I was aiming for.

All you have to worry about is lower morale, which isn't too terribly important, though it's nice to get it high before a mission so you'll get more salvage as a reward.

quote:

4) I am working to get morale up first before embarking on any story missions in dust. Can I stop doing guerrilla missions and such as soon as morale is sufficiently high? Or in order to break enemy control of the area do I have do to every last guerrilla and destruction mission?

You don't have to do any guerrilla missions at all if you don't want to. All you have to do is finish every mission and lower the EDF's control to zero, which is technically possible without guerrilla missions. You do get a couple useful unlocks from them if I remember right though, improved armor and such. The only reason to care about morale at all though is the zone's morale at the end of a mission is given to you as extra salvage.

Also, don't bother with the DLC. I should've known better after wasting my money on Saints Row 2's DLC, but RF:G's is even worse. It's ten bucks for three half-finished missions and a couple dozen guerrilla activities.

ArchRanger fucked around with this message at 19:58 on Jul 23, 2010

Chevy Slyme
May 2, 2004

We're Gonna Run.

We're Gonna Crawl.

Kick Down Every Wall.

Metroixer posted:

Started up Final Fantasy 4 DS yesterday, and up to where Rydia melts some big block of ice. I've played through the PSX version and got pretty far but never beat it, any drastic changes I should know about? Seems pretty much the same except for this augment thing I got and have no idea what to do with.

Give Cecil the Counter and Draw Attacks augments.

Nobody in your party will ever die to a melee attack unless Cecil does, ever again. Spam Blink on Cecil, and he'll almost never die either. This also makes the 'Berserk dangerous enemy spell casters' strategy incredibly effective as well.

Camel Pimp
May 17, 2008

This poster survived LPing Lunar: Dragon Song. Let's give her a hand.

Nate RFB posted:

Palom & Porom (3 augments total) [...] are the other characters you would want to give augments to before they leave for some of the best ones.

Don't feel bad if you don't get this one. Yes, it's insanely useful, but difficult to get unless you're following a guide.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Dr Snofeld posted:

Elite

Yes I'm serious.

Let's see. It's been a while, but...

A mining laser is useful as a weapon too, if less effective than other options. Consider mounting one on the rear.

Take notes about the prices at different ports; I believe they change slowly, if at all.

You have to pay for missiles; you don't have to pay for laser charges. Therefore, only use missiles if it means avoiding a worse loss of money.

If you use the option to jump to a new galaxy, save first; I believe it's possible to wind up in a system more than the maximum jump distance from its neighbors.

If the version you're playing allows you to save in space, save before you start a docking approach. Nothing is more annoying than being less than a meter out, having a shuttle launch from the station and suicide on your ship, and suddenly being a wanted criminal. Yes, it happened to me. Repeatedly.

What version are you playing? OOlite? A retro version? Or...?

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

Blind Rasputin posted:

I am playing Red Faction: Guerrilla. I just started into the single player story and just unlocked Dust. I have a few questions that the game doesn't seem to answer or help with too well.

1) What exactly are the consequences for my character dying? I respawn at the safe house and I think guerrilla morale drops like -3 points but is that it? Can you effectively just die a lot in this game and it doesn't much matter, and the destruction I pulled just prior to dying sticks around?

2) What. The. Hell is with these radio tags. They are impossible to find unless you are standing on them. Is there some system in game that actually makes finding them easier? I heard if you get three radio tags you can pick up some massive car bomb. I really want to drive a bomb-rigged dumptruck covered in pulse detomators into the rock quarry in Dust and flatten everything in it at once.

3) What problems does accidentally leading to the death of guerrilla fighters actually cause? Sometimes they just walk in front of my truck when it's at ramming speed and I can't stop from turning them into part of that load-bearing beam I was aiming for.

4) I am working to get morale up first before embarking on any story missions in dust. Can I stop doing guerrilla missions and such as soon as morale is sufficiently high? Or in order to break enemy control of the area do I have do to every last guerrilla and destruction mission?

I just beat this so I'll tell you about my experiences.

1) Yes, that is the only consequence for your character dying. I played on the Hard difficulty so I died fairly often. However it's pretty trivial to get the morale back up because of kill streaks. Even killing 3 dudes in a row gets you +1 morale, then 4 gives +2, pretty sure it keeps going up from there, maybe it staggers.

2) If you're actively going around searching for collectibles like mining things, then eventually you'll get a feel for the size of the gameworld. Really it isn't that big, especially once you get the jetpack. Pretty much if you just go where there isn't any stuff around, you're bound to find some. Also, if you didn't already know, you can zoom out the minimap by loving around with the D-pad. I can see how someone can miss this, makes seeing things much easier.

Honestly the car bombs didn't impress me. I used one and then never bothered with them again.

3) Honestly doesn't matter at all. Since morale is so easy to raise by using killstreaks, you can pretty much treat them like GTA pedestrians. Although them fighting with you is one of the highlights of the game, and something they very rarely do for some reason. Doing missions riding in an EDF truck with a guerrilla member manning the turret were always my favorite, they always had pretty good aim as long as you pointed them in the right direction.

4) All I did was go around doing every guerrilla mission because I found them all fun, except later on I skipped the transporter missions because they were all pretty much uniformly gay and easily the worst part of the game in my opinion. I also raided every target of opportunity, because that was always fun, every time, and destroying those bases by getting behind them in creative ways was probably the funnest part for me. Doing this I maxed out morale pretty early and tossed a mission in here or there to spice it up.

Kinda rambled there but you get the idea.

Dr Snofeld
Apr 30, 2009

FredMSloniker posted:

Let's see. It's been a while, but...

A mining laser is useful as a weapon too, if less effective than other options. Consider mounting one on the rear.

Take notes about the prices at different ports; I believe they change slowly, if at all.

You have to pay for missiles; you don't have to pay for laser charges. Therefore, only use missiles if it means avoiding a worse loss of money.

If you use the option to jump to a new galaxy, save first; I believe it's possible to wind up in a system more than the maximum jump distance from its neighbors.

If the version you're playing allows you to save in space, save before you start a docking approach. Nothing is more annoying than being less than a meter out, having a shuttle launch from the station and suicide on your ship, and suddenly being a wanted criminal. Yes, it happened to me. Repeatedly.

What version are you playing? OOlite? A retro version? Or...?

Oolite, yeah. No idea how to start off.

Aratoeldar
Mar 21, 2005
Arcanum

Will an NPC companion leave you if you go below their tech or magic requirements?

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Dr Snofeld posted:

Oolite, yeah. No idea how to start off.

In general, find something cheap at your starting location, buy it, and find somewhere one jump away where you can sell it at a profit. Ideally, you should be able to find something you can take back to Lave at a profit as well. Repeat this until you have enough money to spruce your ship up a bit. You'll probably have some combat along the way, which will give you a chance to decide if you prefer hunting pirates or being a trade tycoon, which will help you decide how to spend the money.

Also, I believe OOlite has forums of its own; maybe check and see if they can give you some 'how to get started' advice.

Corridor
Oct 19, 2006

Dr Snofeld posted:

Elite

Yes I'm serious.

Holy crap I played this when I was 7.

All I remember is that entering the space station hatch at the end was the hardest part by far.

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thrakkorzog
Nov 16, 2007

Aratoeldar posted:

Arcanum

Will an NPC companion leave you if you go below their tech or magic requirements?

Been a while since I've played Arcanum, IIRC, but they won't leave you if you go below their tech or magic requirements, just for being too good or evil, or if you do something that would obviously piss them off.

That said, you'll probably want to kick them anyways, if they're really too far aligned against you on the tech/magic scale, since they'll usually be pretty worthless.

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