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One other issue is how much faster each escape attempt is after you have done it once. Just having the piloting neuromod already cuts out a whole stage, for instance.
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# ? Jul 21, 2018 18:08 |
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# ? Jun 5, 2024 21:34 |
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double nine posted:I just finished the dlc (by having an "escape with all npcs" run), and I scratch my head at the people who say that crafting the time extension thingies makes things too easy. In my experience they're too ubiquitous even when you don't craft them. I can't even stand playing the game if the corruption is less than 3. It's too easy. I let it tick to 3 for my first character, then 4 for my second
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# ? Jul 21, 2018 21:14 |
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QuarkJets posted:It's barely a time limit at all, it's actually a really interesting difficulty slider I finished my 5-man escape run and I still think it's a poorly implemented mechanic, I rather have enemies respawn everytime you enter a new area or re-enter one, and they gradually get harder each time. Also I don't feel the ranged weapons need durability at all considering how OP the melee weapons and psi powers are.
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# ? Jul 22, 2018 08:12 |
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You would think beating cosmic horrors with a wrench would reduce its durability.
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# ? Jul 22, 2018 09:12 |
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WaltherFeng posted:You would think beating cosmic horrors with a wrench would reduce its durability. It's basically just a solid piece of steel though
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# ? Jul 22, 2018 10:26 |
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All the Typhon look pretty squishy too.
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# ? Jul 22, 2018 19:08 |
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Mooncrash question, does anyone know how to release the nightmare in Pytheas Labs? The other two containment cells are obvious but I can't find a control panel that releases the big monster.
double nine fucked around with this message at 20:22 on Jul 22, 2018 |
# ? Jul 22, 2018 20:17 |
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double nine posted:Mooncrash question, does anyone know how to release the nightmare in Pytheas Labs? The other two containment cells are obvious but I can't find a control panel that releases the big monster. You can't as far as I know but nightmares will spawn on corruption 4+ after you complete enough kasma objectives
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# ? Jul 22, 2018 20:23 |
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I think it automatically gets out at enough corruption.
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# ? Jul 22, 2018 20:28 |
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Oh I know that, as one of them surprised me while I was q-beaming a sandshark and oneshot me like a jerk. I was just wondering if and how to farm that particular one for exotic materials.
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# ? Jul 22, 2018 21:02 |
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Digirat posted:I think it automatically gets out at enough corruption. It does not, I've wandered through there at Corruption 5 and it'll still be hanging out in its cage. But you can still get 2 Nightmares stalking you in the same area simultaneously at Corruption 4+ which is a barrel of fun double nine posted:Oh I know that, as one of them surprised me while I was q-beaming a sandshark and oneshot me like a jerk. I was just wondering if and how to farm that particular one for exotic materials. At Corruption 4+ Nightmares will periodically respawn in every zone, so you can farm them, for materials and time loops. But I honestly don't think I ever had a shortage of exotic materials
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# ? Jul 22, 2018 21:40 |
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Can you max out all your powers in mooncrash?
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# ? Jul 22, 2018 22:13 |
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GRINDCORE MEGGIDO posted:Can you max out all your powers in mooncrash? Yeah, there's an achievement for it too. The way I did it was to ignore the Volunteer's story mission, and do 5-escape runs a few times to get enough sim points and recyclables for neuromods.
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# ? Jul 22, 2018 22:14 |
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This sounds good. I found out prey runs really well on a fury card (smooth and maxed at 75hz, 2560 X 1080), so I have to play mooncrash now.
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# ? Jul 22, 2018 22:20 |
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double nine posted:Oh I know that, as one of them surprised me while I was q-beaming a sandshark and oneshot me like a jerk. I was just wondering if and how to farm that particular one for exotic materials. Not sure how exotic materials are limiting you in mooncrash. It's like an inverse of the main game. I'd have 30 purple cubes but be scraping for the grey and orange cubes I needed to actually make neuromods with them. Eventually I was just ignoring the exotic material bits on dead enemies to leave room for wires or whatever. I really wish inventory size upgrades were available on every character instead of just one.
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# ? Jul 22, 2018 22:59 |
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Digirat posted:Not sure how exotic materials are limiting you in mooncrash. It's like an inverse of the main game. I'd have 30 purple cubes but be scraping for the grey and orange cubes I needed to actually make neuromods with them. Eventually I was just ignoring the exotic material bits on dead enemies to leave room for wires or whatever. exotic materials are only limiting me at the end of a run, when I turn everything in my inventory, including weapons, medkits and ammo stacks, into raw materials for neuromods. You're right that organic and metal matter is overall a lot more restraining.
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# ? Jul 23, 2018 08:41 |
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Exotics aren't the limiting materials by the end in the main game too. Palladium fucked around with this message at 04:06 on Jul 24, 2018 |
# ? Jul 24, 2018 03:25 |
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Any advice on how to start off in this game? Never played system shock and all the choice is a bit bewildering. Any builds or skills that are must haves?
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# ? Jul 24, 2018 11:02 |
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Vlex posted:Any advice on how to start off in this game? Never played system shock and all the choice is a bit bewildering. Any builds or skills that are must haves? My advice isnt really worth anything but I played most of the game on hard and just picked whatever. Health boosts are obviously useful, wrench is good if you upgrade it (I didnt). Movement/ jump stuff is useful while navigating and zipping around in combat. The real fun starts when you start learning alien powers.
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# ? Jul 24, 2018 12:57 |
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Vlex posted:Any advice on how to start off in this game? Never played system shock and all the choice is a bit bewildering. Any builds or skills that are must haves? There are not really any must-haves or trap options. In general, pick things as you need them. Its not worth increasing inventory space if you're not coming close to the carry limit, for instance. You will be able to do everything eventually, but until then, skills can really broadly be grouped into combat, exploration, or economy options, with a lot having overlap. Early on its probably worth being a bit more specific in terms of how you want to kill things, so spreading all of your options out might not be the best. I liked taking two points in Leverage because it gave me some exploration utility and ammo-free ranged combat options, but clever use of the GLOO gun will also do both and ammo for the GLOO is so cheap that it might as well be free. (I do highly recommend taking 1 point in Leverage because it lets you through explosive canisters so hard they explode on contact, letting you use them as active combat tools instead of traps). I also really regret not taking Combat Focus until later on in the game. After a lot of pointless words, don't stress about the choices because while there are a lot, they're all useful in different ways. The early game, in my opinion, is all about leveraging your advantages. That means stacking sneak attack bonuses, stuns, and disables. Enemies take more damage when GLOO'd, stunned, or sneak-attacked, so being able to open up with a charged wrench hit and then incapacitate them lets you be very ammo-efficient. The only must-have, in my opinion, is learning to love the disruptor (stun gun). It does everything: murders and stuns mechanical enemies and stuns non-mechanical enemies, saving you ammo and health.
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# ? Jul 24, 2018 13:19 |
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I would say to get the recycling mod early and stress that while turrets are effortlessly good at mimic cleanup, they suck against essentially everything else.
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# ? Jul 24, 2018 15:16 |
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I like to keep this handy *cocks boltcaster* for cystoid encounters.
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# ? Jul 24, 2018 15:18 |
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Vlex posted:Any advice on how to start off in this game? Never played system shock and all the choice is a bit bewildering. Any builds or skills that are must haves? The objectively best early skill order (tm): 1. Materials Expert, more resources = more skills. 2. Hacking 2, pays for itself in the first area, open safes that cannot be opened with keycodes. 3. Impact Calibration 2, makes your only non-ammo weapon a ton better for the rest of the game. 4. Mobility 1, +25% movespeed = makes you +25% better overall. The name of the game is to kill stuff while using the least amount of resources possible, the more resources you save the faster and more skills you can earn to become ever one step closer to a god of annihilation. People who play as CoD run and gun tend to run into a lot of problems in this game as guns are rather weak early on, ammo is always scarce and crafting new ammo to feed that habit is a massive waste from a resource management standpoint. Palladium fucked around with this message at 15:50 on Jul 24, 2018 |
# ? Jul 24, 2018 15:30 |
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I rush necropsy and recycle amount because the sooner you get them the sooner they pay for themselves.
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# ? Jul 24, 2018 15:37 |
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Hardest bit of the game is the start. Anything that makes it easier is worth it. To that end, more health, combat focus, and stealth are worth their weight in Typhon guts.
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# ? Jul 24, 2018 16:23 |
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also anything that doesnt look like your build can use it can be recycled in to something it can
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# ? Jul 24, 2018 16:25 |
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I'm like 3/4ths of the way through a typhon power only playthrough and wow do I miss so many of the human upgrades.
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# ? Jul 24, 2018 16:30 |
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I literally never used the boltcaster. Seemed like a waste of space. I never really had problems with cystoids either. Usually debris nearby to huck at them.
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# ? Jul 24, 2018 17:16 |
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1 point something gig update today; anyone know what it is?
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# ? Jul 24, 2018 17:24 |
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Are they adding prophunt?
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# ? Jul 24, 2018 18:04 |
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boar guy posted:1 point something gig update today; anyone know what it is? https://mobile.twitter.com/PreyGame/status/1021790381527064577
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# ? Jul 24, 2018 18:16 |
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meh
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# ? Jul 24, 2018 18:23 |
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boar guy posted:meh The price is nice.
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# ? Jul 24, 2018 18:25 |
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I’m really really champing at the bit for expanded challenge / NG+ stuff for Mooncrash
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# ? Jul 24, 2018 18:55 |
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Honestly, the mimic hats are gonna prevent a lot of momentary panic. Not to mention bruises for mimsy.
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# ? Jul 24, 2018 19:33 |
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Sometimes the pet mimic randomly makes a loud noise that sounds like like an evil mimic transforming. I don’t know if it’s just to make you jump or what, but it sure works
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# ? Jul 24, 2018 19:42 |
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Palladium posted:The objectively best early skill order (tm): If you treat the shotgun like a wrench then you'll have a lot more success while also never running out of ammo because it 1-shots most things once upgraded and used at point-blank range. Vlex posted:Any advice on how to start off in this game? Never played system shock and all the choice is a bit bewildering. Any builds or skills that are must haves? It really depends on what you want to do (e.g. combat, sneaking, exploration, etc) but it's hard to go wrong with Hacking; it easily pays for itself in loot and story snippets. If you like to explore then Repair is also good. If you anticipate killing things then the skills that let you upgrade weapons are super good; the disruptor stun gun is actually one of the best weapons in the game, especially once upgraded. I like the skills that let you jump higher and run faster. Also, Psychoshock and Combat Focus basically break the game, so only choose them if you're having trouble Leverage is a seriously misestimated skill; I assumed it was just meant to unlock alternate paths by moving heavy stuff out of the way, but it's rarely ever actually useful for that because you could have just thrown a recycler grenade for the same effect. But it's a really good/fun combat skill, if a bit gimmicky. There are really no true trap skills, they're all useful in different ways so take whatever sounds interesting. I think the one I would never take is necroscopy since typhon material is usually abundantly available anyway, but only if you're clearing rooms instead of sneaking QuarkJets fucked around with this message at 07:48 on Jul 26, 2018 |
# ? Jul 26, 2018 07:45 |
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They didn't mention it in the tweet since it's not part of the established content release schedule they originally listed for Mooncrash, but they added the Operator skin chosen via donation competition from the Summer Games Done Quick 2018. It was a choice between "Save the Typhon" and "Kill the Typhon" skins and the former won. So hey, don't want a videogame skin for your Mule? Got you covered. It's cute as heck too.
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# ? Jul 26, 2018 11:33 |
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QuarkJets posted:There are really no true trap skills, they're all useful in different ways so take whatever sounds interesting. I think the one I would never take is necroscopy since typhon material is usually abundantly available anyway, but only if you're clearing rooms instead of sneaking I think you've got that backwards. If you're going all Space Marine then you're presumably going to be spending mundane resources on ammo and thus Exotic materials will never be a bottleneck. But if you're a super-efficient assassin then the only thing you'll be producing are Neuromods en masse. Every bit of Exotic equates to more mods and Necroscopy becomes valuable.
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# ? Jul 26, 2018 17:19 |
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# ? Jun 5, 2024 21:34 |
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TheLastRoboKy posted:They didn't mention it in the tweet since it's not part of the established content release schedule they originally listed for Mooncrash, but they added the Operator skin chosen via donation competition from the Summer Games Done Quick 2018. It was a choice between "Save the Typhon" and "Kill the Typhon" skins and the former won. So hey, don't want a videogame skin for your Mule? Got you covered. It's cute as heck too. I donated for this, glad it made it in. Tbh the cosmetics are nice but coming too late unless they’ll usable in prophunt or something (maybe your playable mimic can wear the hats in that mode). Most people will have already finished mooncrash by now.
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# ? Jul 26, 2018 18:09 |