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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


After a busy evening of fusing and empowering artefacts, working towards my Volat Emerald I turn in for the night and wake up in the morning to some VERY RUDE house guests...



Thank goodness I heard the Exo-frame servos coming as I was rummaging through my junk bins.

I was originally backed against those shelves, but when I gunned the second one who turned the corner down he didn't die (it was a short burst as the mag emptied) but fell over injured and gave that tell-tale "Monolit..." line of a wounded Monolith using a suicide grenade, so I ended up having to leap OVER him and try to rush around the corner. Right as I did the third guy was rounding the corner and ate the suicide grenade in my place, lol.

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Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Having fixed up that Chimera Hunter and taken it with me on a sweep of the anomalies of Jupiter and Zaton, I must say I am extremely unimpressed and its getting dumped back into the gunbox. Those shells may have twice the power of 12ga on paper, but boy it sure didn't feel like it. Probably the spread. The slugs seemed horribly inaccurate too during an engagement with Sin where I purposefully stuck to using it.

OwlFancier
Aug 22, 2013

It should be pinpoint accurate especially with the slugs, though I think it has a fairly low muzzle velocity so leading might be difficult. Barricade rounds should absolutely deck anyone you hit with them though, it's basically as close as you're getting to a .50 cal.

I don't know how it interacts with the sin forcefields but it works pretty drat well on anybody else. I used to to assault the agroprom military base and it downed everyone in a chest shot.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I dunno, but I didn't even see SINners flinch when I shot them center of mass at mid-range.

Either way the anti-mutant performance was also disappointing. Shooting a dog midrange and seeing it survive was just disappointing when my Carabiner would've put it down with a single 12ga shell that costs half as much to craft as the 23mm. Maybe that shrapnel hits like a truck at point blank, but I want my shotgun to be valid at mid-range too.

For example, I caught a chimera walking on the road here and put it down in 5 shells before it could get in lunging range, I find myself doubtful the chimera hunter I tried could've done that in 2 shrapnel rounds. It started out on the road just about where the tip of my barrel is when I started blasting.



Add in the fact the 23mm ammo is much heavier (and shotgun ammo is already hefty) and I feel the need to carry a .45 pistol to use on "small fry" mutants like dogs, and I'd rather just stick with my trusty Carabiner.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
You know what shotgun I never hear people using in GAMMA/Anomaly? The SPAS-12.

OwlFancier
Aug 22, 2013

I think you must have something very wrong because you do not need two shots to kill a dog, it should annihilate most mutants in one shot, boars can sometimes take one to the face but they're boars so w/e. It doesn't actually kill chimeras that quickly but it's very good for most things smaller than that and works pretty dang well on stalkers too. It's a stunt weapon but it's fun to use.

Arrath
Apr 14, 2011


Cream-of-Plenty posted:

You know what shotgun I never hear people using in GAMMA/Anomaly? The SPAS-12.

Haven't even seen one lol. Would use it for nostalgia sake tho

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


OwlFancier posted:

I think you must have something very wrong because you do not need two shots to kill a dog, it should annihilate most mutants in one shot, boars can sometimes take one to the face but they're boars so w/e. It doesn't actually kill chimeras that quickly but it's very good for most things smaller than that and works pretty dang well on stalkers too. It's a stunt weapon but it's fun to use.

At this kinda range?



I tried it a few times. The Chimera Hunter's 23mm couldn't reliably kill dogs or cats (cat in this instance) at that range. My Carabineer has a very high one-shot success rate.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Oh hey, thats cool, the game just decided to tank the 97% Bubble Artefact I had empowered in storage down to a fresh picked up one when I transferred it to my inventory like I was picking it up for the first time.


Cool. Coooool. :mad: Console time....

OwlFancier
Aug 22, 2013

Probably yeah? I can't even see the target but if it were in the open then yeah it should take out dogs reliably, I was under the impression it was very accurate for a shotgun even with shot, although as I said it does present difficulty with leading.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Cream-of-Plenty posted:

You know what shotgun I never hear people using in GAMMA/Anomaly? The SPAS-12.

I want to like it more because it has a lot of things going for it. 1) it can be repaired with the lower tier historic repair kit whereas similar semi-auto shotguns require an army rifle kit. 2) its reload animation is pretty fast compared to many other tube fed shotguns.

Its main downside for me is the atrocious sights. Like the Thompsons, it has a blocky rear aperture that blocks a lot of sight vision. I'd rather just have a simple bead sight that lets me skeet shoot lunging snorks in midair. YMMV if you use crosshairs of course.

Galaga Galaxian posted:

Oh hey, thats cool, the game just decided to tank the 97% Bubble Artefact I had empowered in storage down to a fresh picked up one when I transferred it to my inventory like I was picking it up for the first time.


Cool. Coooool. :mad: Console time....

I've run into this bug too. Apparently storing an artifact outside of a lead lined container or a belt container can bug out the condition when you place it and remove it from a stash. I also ran into a bug where save/loading would just drop my Volat Emerald's condition on my belt but it went away after some finagling.

moot the hopple fucked around with this message at 04:38 on May 16, 2023

Gobblecoque
Sep 6, 2011

Galaga Galaxian posted:

Oh hey, thats cool, the game just decided to tank the 97% Bubble Artefact I had empowered in storage down to a fresh picked up one when I transferred it to my inventory like I was picking it up for the first time.


Cool. Coooool. :mad: Console time....

What console stuff did you do for it? I just had a similar bug occur. Only solution I came up with was enabling debug mode, spawning several instances of the affected artifact and a artifact melter, and empowering it until its about the same condition as before.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Is it just me or is steady work a lot harder to come by north of The Barrier? Down south there were always jobs; packages to run, bandits/mercs to kill, mutants to skin, missing stalkers to investigate/rescue, etc. Up here I'm usually just getting a handful of mutant killing missions, egghead scan/escorts, and wiping out the occasional monolith squad. Maybe its more that there is less friendly bases/NPCs to pick up work from.

Also I found an AK-Alfaa and wtf is this thing? Its like someone took an XM-8 prototype, gutted it, and used the skin to dress up an AKM. Wrapping an AK in that much plastic just doesn't feel right. Still, its a nice 7.62x39 rifle, so I'm using it for now, weird though. I also desire to have words with whoever decided the canted RMR sight should be angled to the left



Twisting it this way just looks far less comfortable.

Gobblecoque posted:

What console stuff did you do for it? I just had a similar bug occur. Only solution I came up with was enabling debug mode, spawning several instances of the affected artifact and a artifact melter, and empowering it until its about the same condition as before.

sadly it was pretty much that.

Galaga Galaxian fucked around with this message at 03:04 on May 17, 2023

Namnesor
Jun 29, 2005

Dante's allowance - $100

Galaga Galaxian posted:

Is it just me or is steady work a lot harder to come by north of The Barrier? Down south there were always jobs; packages to run, bandits/mercs to kill, mutants to skin, missing stalkers to investigate/rescue, etc. Up here I'm usually just getting a handful of mutant killing missions, egghead scan/escorts, and wiping out the occasional monolith squad. Maybe its more that there is less friendly bases/NPCs to pick up work from.

Also I found an AK-Alfaa and wtf is this thing? Its like someone took an XM-8 prototype, gutted it, and used the skin to dress up an AKM. Wrapping an AK in that much plastic just doesn't feel right. Still, its a nice 7.62x39 rifle, so I'm using it for now, weird though. I also desire to have words with whoever decided the canted RMR sight should be angled to the left

It's not just you, it's been acknowledged by Grok and is being worked on for the next update.

The AK Alfa is an AK made by Kalashnikov Isreal and USA and is actually an offshoot of the Saiga platform! That left-canted sight is nightmarish, though, I agree

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."
I guess a left-mounted canted sight would be okay if you fired left handed? I haven't really thought about that since
https://getyarn.io/yarn-clip/5f3b1738-ba3a-4f58-a8bf-65fac2950948

Arrath
Apr 14, 2011


I mean, less chance to reach out and rip off your canted red dot in a heated moment if it isn't in the vicinity of the charging handle?

Methylethylaldehyde
Oct 23, 2004

BAKA BAKA

Galaga Galaxian posted:

Having fixed up that Chimera Hunter and taken it with me on a sweep of the anomalies of Jupiter and Zaton, I must say I am extremely unimpressed and its getting dumped back into the gunbox. Those shells may have twice the power of 12ga on paper, but boy it sure didn't feel like it. Probably the spread. The slugs seemed horribly inaccurate too during an engagement with Sin where I purposefully stuck to using it.

I found a Toz-34 Chimera Hunter on a bandit I just murdered, and was wondering about it. Guess it'll go in the 'maybe eventually just for funsies' gun stash.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Methylethylaldehyde posted:

I found a Toz-34 Chimera Hunter on a bandit I just murdered, and was wondering about it. Guess it'll go in the 'maybe eventually just for funsies' gun stash.

Hey give it a try, like Owlfancier says, maybe I just had some really bad luck with it? :shobon:

That said, if you ever find an MP-153 "Carabiner" it gets my "best shotgun in the zone" seal of approval.

The Lone Badger
Sep 24, 2007

Galaga Galaxian posted:

That said, if you ever find an MP-153 "Carabiner" it gets my "best shotgun in the zone" seal of approval.

Is a regular MP-153 decent, or does it need to be the Carabiner variant?

Bohemian Nights
Jul 14, 2006

When I wake up,
I look into the mirror
I can see a clearer, vision
I should start living today
Clapping Larry

The Lone Badger posted:

Is a regular MP-153 decent, or does it need to be the Carabiner variant?

I ran with an MP-153 for a long time until I got a saiga, it's very decent for mutant hunting, I think

Roobanguy
May 31, 2011

I've just been using a aps converted to 9x19 for mutant killing. Hp bullets are cheap and easy to make and 20 shots is enough for most groups if your accurate.

I never really use shotguns though, prefer to only have a pistol and assault rifle so I cam carry more junk.

Mercrom
Jul 17, 2009
Shotguns do so much damage to mutants so cheaply they feel mandatory. I never tried the Carabiner but I think the Remington 870 is really hard to beat. The high handling stat means you can hip fire while moving and still have a tight spread.

Roobanguy
May 31, 2011

lmao i just found a stash with 2 advanced kits in it in the army warehouse. i think at this point i've found like 6 of these fuckers south of the radar.

Gobblecoque
Sep 6, 2011

The Lone Badger posted:

Is a regular MP-153 decent, or does it need to be the Carabiner variant?

I don't remember all the differences but the carabiner can get stuff like a suppressor and red dot sight. Looks cooler too I think.

Methylethylaldehyde
Oct 23, 2004

BAKA BAKA

Mercrom posted:

Shotguns do so much damage to mutants so cheaply they feel mandatory. I never tried the Carabiner but I think the Remington 870 is really hard to beat. The high handling stat means you can hip fire while moving and still have a tight spread.

I have an 870 right now, and it's pretty dank, I'm using it indoors to kill bandits in Dark Territory. One slug center mass kills everyone but the army deserters in the mid tier suit. Swap to buck and make most mutants disappear well before they get into range. Or bait the lunge on snorks/chimera and shoot them in the rear end twice.

Got two Saiga 12s so now I'm slowly working on getting it repaired up enough to use reliably.

Cream-of-Plenty
Apr 21, 2010

"The world is a hellish place, and bad writing is destroying the quality of our suffering."

Roobanguy posted:

I've just been using a aps converted to 9x19 for mutant killing. Hp bullets are cheap and easy to make and 20 shots is enough for most groups if your accurate.

I never really use shotguns though, prefer to only have a pistol and assault rifle so I cam carry more junk.

I've been a BIG fan of the APS, even on the highest difficulty/survival settings. Ammo is cheap and plentiful, its FMJ/AP/HP rounds work well for a variety of targets in the early game, it can fire both semi-automatic and fully automatic, it can be modified to have better night sights, to accept a suppressor, and to use 9x19 ammunition, it's easy to repair, and its 20-round magazines are a nice compromise between lower-cap pistols and higher-cap rifles. Oh and of course it can fit in the melee/vision slots.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Speaking of conversions, I've been checking out the Ace 52 assault rifle that's normally in 7.62x51 NATO but can be rechambered into 7.62x54R which makes it into a really interesting weapon if you were looking for a full-auto capable weapon in that caliber. It shoots as tight as an SVD for instance, but it has way better fire rate and recoil control. It also has a 25 round mag and is still pretty controllable even on full auto. On one hand, it's not going to outrun a PKM in full auto, but on the other hand, it can be topped with a scope unlike the PKM and firing it in bursts seems pretty reasonable. The only issue so far is that adjustable scopes are currently bugged and can't be zoomed in and out when using it, but it can accept other fixed power scopes and red dots.

I had a huge a stockpile of 7.62x54R due to going Mosin start for this playthrough but unfortunately cannibalized most of it already for reloading components to craft .338 Lapua Magnum and 12.7mm. I'm honestly kicking myself a little because the Ace seems like a nice platform for this caliber, I like it better than the SVU or SVD at least. Standard 7.62x54R did get a nerf with this patch, but the 7N14 and AP variant is still as punchy as ever.

bees everywhere
Nov 19, 2002

Here is where I'm at post-Brain Scorcher:


1 - Rex for bloodsuckers and smaller mutants
2 - Vektor for bigger mutants and moments of desperation (blindly panic fire your roubles away!)
3 - ACE 52 for mid/long range against stalkers and certain mutants
4 - SR-2M for CQB against stalkers

I'm still loving the AK 5c but I burned through most of my stash of 5.56 AP in the Brain Scorcher, and lately it's been taking several headshots of FMJ to get the job done around Jupiter. But it's been a great all-rounder with the Leopold RMR kit.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


moot the hopple posted:

Speaking of conversions, I've been checking out the Ace 52 assault rifle that's normally in 7.62x51 NATO but can be rechambered into 7.62x54R which makes it into a really interesting weapon if you were looking for a full-auto capable weapon in that caliber. It shoots as tight as an SVD for instance, but it has way better fire rate and recoil control. It also has a 25 round mag and is still pretty controllable even on full auto. On one hand, it's not going to outrun a PKM in full auto, but on the other hand, it can be topped with a scope unlike the PKM and firing it in bursts seems pretty reasonable. The only issue so far is that adjustable scopes are currently bugged and can't be zoomed in and out when using it, but it can accept other fixed power scopes and red dots.

I had a huge a stockpile of 7.62x54R due to going Mosin start for this playthrough but unfortunately cannibalized most of it already for reloading components to craft .338 Lapua Magnum and 12.7mm. I'm honestly kicking myself a little because the Ace seems like a nice platform for this caliber, I like it better than the SVU or SVD at least. Standard 7.62x54R did get a nerf with this patch, but the 7N14 and AP variant is still as punchy as ever.

I might have to check this out. I've been using an SVU lately and quite liking it. OTOH the ACE 52 doesn't have WP aesthetic. :v:

moot the hopple
Apr 26, 2008

dyslexic Bowie clone
Believe me, I prefer the Soviet bloc weapons too but there's no other option for a 7.62x54R assault rifle. To be honest, the full-auto functionality is just a cherry on top, I like the converted ACE 52 mainly for its combination of good handling, fire rate, mag size, and controllability whereas the comparable battle rifles or sniper rifles in 7.62x54R such as the SVT, SVD's, or converted SKS don't have the same features or performance, even when doing an apples to apples comparison in semi-auto.

In its original NATO configuration, the ACE 52 probably isn't much to write home about compared to other 7.62x51 options like the SR-25 or SCAR, but I think it finds a decent niche when converted to 7.62x54R since the ammo is sold at WP traders and is available right off the bat (though I forget if 7N14 and AP requires higher supply level/reputation). 7.62x54R AP is also particularly strong compared to its NATO equivalent loading and has the BR to punch exo armor.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Pretty lame that ACE 52 will take the Leupold+RMR Combo, but not the ACOG+RMR combo... It can take the SUSAT though, which isn't a bad scope and has a backup close range sight.

I guess I'll give it a try. I don't have a huge amount of ammo though. Do you purchase most of it? And you use 7n14 instead of 7n1? And yeah the ability for the AP ammo to punch through an Exo/Nosrog like its a leather jacket is one of the reasons I was using the SVU.

The Lone Badger
Sep 24, 2007

Is it possible to convert powder between types? Recorn it or something?

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I do not believe so. If you need pistol/shotgun or small rifle powder, a decent source is buying cheap HP ammo from Butcher in The Garbage (he sells anti-mutant ammo below the prices of most other traders) and breaking it down.

moot the hopple
Apr 26, 2008

dyslexic Bowie clone

Galaga Galaxian posted:

Pretty lame that ACE 52 will take the Leupold+RMR Combo, but not the ACOG+RMR combo... It can take the SUSAT though, which isn't a bad scope and has a backup close range sight.

I guess I'll give it a try. I don't have a huge amount of ammo though. Do you purchase most of it? And you use 7n14 instead of 7n1? And yeah the ability for the AP ammo to punch through an Exo/Nosrog like its a leather jacket is one of the reasons I was using the SVU.

I do buy it mostly, yeah. I'm at the point that I have no running expenses other than ammo though since I currently have a large stockpile of meds and crafted all the high tier artifacts and equipment. I also started with a Mosin so I got used to the sticker shock of buying heavy rifle ammo early on :v:

If I wasn't running .338 and 12.7mm guns and using up my heavy rifle components for those calibers, I think reloading 7.62x54R would be reasonable since you can use standard tips for 7n14 (it's a mite more expensive to craft than standard FMJ but worth it for the performance I think) and AP tips for AP ammo. Honestly, 7.62x54R, especially AP, is probably the most cost effective to reload and even buy since even .338 Lapua oftentimes takes two shots to kill SIN (one to bypass forcefield and another to drop them), at which point you're just throwing roubles at them :homebrew:. I think you're still going to be stuck with buying ammo no matter what if you start going heavy rifle since it's just a rarer drop off enemies and hard to find in quantity if you're trying to breakdown other heavy rifle components. At least with 7.62x54R, you can buy it from more frequent WP traders and without having to grind reputation to get access to it, unlike 7.62 NATO.

The Lone Badger posted:

Is it possible to convert powder between types? Recorn it or something?

Unfortunately no, but you can buy up and then break down certain types of ammo that unexpectedly yield different powder types for their caliber. .357 gives you small rifle powder instead of pistol powder and the 23mm shells breakdown into heavy rifle powder. Butcher just happens to carry these calibers and sells them extra cheap compared to other vendors (20 gauge shotgun from Butcher is also a dirt cheap source of pistol powder). Breaking down ammo is never a 1-to-1 conversion so buying it up to convert to another caliber is likely not going to be cost efficient in most cases, but these examples may help you if you're hard up for powder. I find that bullet tips and cases are more often my bottlenecks rather than powder, though.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


Yeah, I'm mostly broke right now thanks to the aforementioned scarcity of jobs up north and the fact I've been doing a lot of (less than well prepared) anomaly diving working towards making a Volat Emerald, which is costing me a decent chunk in medical supplies (even just buying the basics for crafting) and repair materials.

[edit] gently caress, I just got wrecked by an ISG group, one of them had a bolt-action something that could send my view spinning like I got meleed. [edit2: It was a Deer Hunter, lol]

I hate that melee effect btw. When I melee an enemy they barely notice and push my poo poo in. When they melee me, its like I just got whalloped by a shovel and my view swims all over the place.

Galaga Galaxian fucked around with this message at 07:20 on May 19, 2023

alex314
Nov 22, 2007

The Lone Badger posted:

Is that in Settings or MCM?

Thanks for the info on headbob and DOF.

It's "YACS Better Campfire Saves". Either remove it in MO or play around in settings.

Galaga Galaxian
Apr 23, 2009

What a childish tactic!
Don't you think you should put more thought into your battleplan?!


I find the Daddy/Mommy save thing quite useful. It basically gives you a free anywhere save every 5 minutes after your last save.

[edit] Do blowouts/psy storms sometimes move radiation fields? I thought those were fixed (but semi randomized) per game? There is suddenly a very strong radiation pocket just outside my hideout. Strong enough to get through my pretty respectable radiation protection,.

Galaga Galaxian fucked around with this message at 09:12 on May 19, 2023

The Lone Badger
Sep 24, 2007

Radiation is listed as being an Anomaly in the PDA guide stuff, so it is quite possible that they do.

Mischievous Mink
May 29, 2012

Galaga Galaxian posted:

[edit] Do blowouts/psy storms sometimes move radiation fields? I thought those were fixed (but semi randomized) per game? There is suddenly a very strong radiation pocket just outside my hideout. Strong enough to get through my pretty respectable radiation protection,.

Yeah they change location completely with, I think, every single emission. Gotta be careful.

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Methylethylaldehyde
Oct 23, 2004

BAKA BAKA
Miracle Machine trip report: Brought 3 mags for the Saiga, 140 buck, 30 slugs, 2 grenades, 12 matches. Talked to rear end in a top hat in the science bunker afterward with 12 slugs, no grenades, 7 matches. Also dragged out two artifacts, like 20 Snork parts, a Burer foreskin and hand, and all the parts of the Pseudogiant.

That giant is a bastard, took me a dozen or more resets to eventually learn I needed to YOLO past him and use the setpiece barrels to blow his rear end up.

I also learned, after more than 5 hours of gameplay with it, that the "Nerd" Saiga has the Ecologists logo on the dustcover.

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