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Old 22-12-2013, 11:19 PM   #81
twillight
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Fallout Tactics:

The final mission before moving to Bunker Epsilon (the last bunker).
Here it turned out a couple of things:
- Flash Granades do squat to robots. Too bad I not used them up earlier.
- the low-AP granades are BAD. They do almost no damage, and have additional flow. Eg. Flash Granades' stun ability is not 100% and last only deci-seconds. Acid granades have no area-splash. And so on.
- Scurryx Bots (the crab-like ones coming from underground) just ruin your sneaking-experiment. Meh.

There was 100% no chance to fight barehanded, and Better Critical doesn't work if you don't do a critical, what don't happen always even with 10 LK. Have to wait for becoming the Slayer.

At least I have tons of exp now. Unfortunately Advanced Power Armour also only gives 3 STR, so no Browning for Babs still. A little more exp, and she'll get Gain Strenght, so it'll work out.

I used the tank too as always, especially as I start to run low on granades. I just put in Babs with that Pancor Jackhammer (a kind of combat shotgun) with all the purple bullets, and killed all the scurry bots, and even some humanoid bots. The vehicle sure have a think panzer!

Still had some though spots where the only chance was to outsnipe the enemy, but at least Rocket Launcher still gives some mighty use. The most tricky situation was a hangar with sleeping bots, where I just HAD TO use browning.
Oh, and the three sleeping hover-bots got killed by plasma granades. Plasma granades are good stuff.
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Old 23-12-2013, 07:43 AM   #82
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Quote:
Originally Posted by twillight View Post
Fallout Tactics:

The final mission before moving to Bunker Epsilon (the last bunker).
Here it turned out a couple of things:
- Flash Granades do squat to robots. Too bad I not used them up earlier.
- the low-AP granades are BAD. They do almost no damage, and have additional flow. Eg. Flash Granades' stun ability is not 100% and last only deci-seconds. Acid granades have no area-splash. And so on.
- Scurryx Bots (the crab-like ones coming from underground) just ruin your sneaking-experiment. Meh.

There was 100% no chance to fight barehanded, and Better Critical doesn't work if you don't do a critical, what don't happen always even with 10 LK. Have to wait for becoming the Slayer.

At least I have tons of exp now. Unfortunately Advanced Power Armour also only gives 3 STR, so no Browning for Babs still. A little more exp, and she'll get Gain Strenght, so it'll work out.

I used the tank too as always, especially as I start to run low on granades. I just put in Babs with that Pancor Jackhammer (a kind of combat shotgun) with all the purple bullets, and killed all the scurry bots, and even some humanoid bots. The vehicle sure have a think panzer!

Still had some though spots where the only chance was to outsnipe the enemy, but at least Rocket Launcher still gives some mighty use. The most tricky situation was a hangar with sleeping bots, where I just HAD TO use browning.
Oh, and the three sleeping hover-bots got killed by plasma granades. Plasma granades are good stuff.
Yes, they are for sure.
Maybe You are the best specialist of all Fallouts!
Since You are able to win with simple stone in the hand, respect!
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Old 24-12-2013, 10:02 AM   #83
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If you want a mindless shooter what allows you to kill-kill-kill until your brain leaks out your ear, allows you to use the equipment YOU like, and finaly tops this all with a hard-but-managable boss, try this:
http://armorgames.com/play/15739/madville
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Old 24-12-2013, 10:29 PM   #84
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Fallout tactics: Canyon City

This mission was surprisingly well-fit to a granadier. Nearly every moment offered a "behind the fence" solution, what made it oh-so-more easier then my usual "snipe them out" approach.

Some tips:
- Flash Granades can be used to move single targets a few step away, what can make them get close enough to another target, saving you some supplies. As granades run RLY low here, you should go for that.
- Plasma granades have a very large radius

The other weapon to be used here is the Rocket Launcher for its single-shot, single-aim, splash damage chance. No need to go big, use the regular explosion rockets.

Also: the towers here remain "hostile/enemy" when turned out. Mleeing them even with a deathclaw (turned off they're harmless) take immense amount of time, but with Power Fist they die soon (regular damage is 1-9, criticals go 20-30).

At two places you need firepower: underground against the melee-bot, and the pacification-bot at the #6 compound.

I was left after this mission like 10 granades (5 napalm which r probably useless, 5 flash, 1 emp, 4 plasma gr), but it absolutely worthed it, AND some extra can be bought in the general store. I also suggest to buy power armor for everyone at this point if you did not started that earlier, and buy the electric rockets. In the next mission you'll need ambush-firepower FOR GROUP, so it'll be useful, unlike in the last mission.
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Old 25-12-2013, 10:45 AM   #85
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Fallout Tactics: Buena Vista

Man, I hate this mission.
First: I always forget to pack extra dose of ammo unfortunatelly. Luckily this time at least I did put in like 30 extra rockets for my launchers, and it was good.

Meleeing again only used to spare ammo when destroying Power Nods. That lvl 24 is very far away... I start to wonder if I'll ever gain that Slayer perk.

My deathclaw outside only did some exploring, and I hated to rely on browning-ambush (steping out from the corner with 2-3 member holding Brownings), but there was simply no other option, as the robots had sand-bags between us and them, what even prevents rockets hitting them

Entering the complex was ugly, BUT sneaking helped. First i sent everyone behind the barricade on the platform, switching them to rockets and such. This is to eliminate the sole tower there. Using Brownings would be a waste, as it is single target and further away.
Then sent my DClaw ahead stealthing (125%). This activated the ambush of the robots, but I had enough time to run into cover, while the robots and the rest of my crew went into shooting each others.
Activating the Behemoth relied on D'Claw too, lacking armour and firepower. And I wouldn't go against a Behemoth even with my 270 HP.

For things remaining in cover Rockets are good way, as here they tend to be out of reach for the granadier.

Granades were mostly used to dispose some very-key targets. Hold an emp-granade for the robot at the alarm-console inside, where extra robots are behind a laser-fence. Bringing plasma-granades from the store added to the ones you find in the area makes you able to kill some towers - to mention something on the good side.


On Babs:
I investigated her case, and Advanced Power armor DO give +4 STR, problem is the ghouls' racial maximum being 8. On this not even Way of the Fruit helps (what IS strange, as with Buffout or Mutats - this later for sure - the stats CAN go beyond the racial maximum).
But there's always Weapon Handling and Bracing. I gives a scary thought thata guy with 1 STR can use Brownings with these perks and Power Armor...

On the sidenote: seems (Core)PipBoy seems not to have racial maximum for any stas. The little bugger runs around now with 11 STR thx to Advanced Power Armour.
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Old 25-12-2013, 11:23 PM   #86
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Fallout tactics: Scott City

The mission has 3 parts:
- the junkyard / internate camp
- the outer buildings
- the central building

I LUV the first part, but dispise the second, lastly find the third mediocre.

For the first part your best bet is to carry all the electric shotgun bullets in a pancor jackhammer, and clean the junkyard with that. For the pacification bot & co you can use granades on the leftmost tower. Against any tower granades are a good way to reach them as soon as possible, and they are voulnerable to any kind of garandes (I used up my incinerate ones).

Unfortunately most part of stage 2 is blasting the heck out of them, meaning with the majority of your people you run in with full power, and just try to blast them to pieces. Interestingly Rockets work. Explosive ones. They can do insane damage.
At some places rockets do NOT work - there you'll need brownings.

The alarm consoles are ridiculously hard challenges.

After Stage 1 there are practically no chance to throw things, stealth, not to mention melee. And even though I ended up as General (and Defender for Wastes-karma), I'm still only lvl 22, and I won't grind on the map.

Ok, in Stage 3 there are 2 places you will want to throw granades: on the stairs in the central building other then which brings you to the body of General Barnaky an emp-granade is the most easiest solution.
And on the very top to kill the robot with the gauss minigun (it likes to kill your troops by wasting YOUR precious ammo).

Meleeing is restricted to destroy the jamming towers and the disabled turrets.

Coming soon: final mission!
Until then: cybersex!

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Old 26-12-2013, 02:32 PM   #87
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Shadow Man:
Reached the Prophecy Chamber.

Cadeaux: 23

Movies:
- intro
- talking with Nettie (NPC 1)
- talk with NPC 1 after entering Deadside, but before tlaking with Jauntie (NPC 2)
- talk with NPC 2
- talk with NPC 1&2 after talking with NPC 2
- talk with NPC 1&2 after entering Prophecy Chamber
- talk with NPC 1&2 after consuming first dark spirit
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Old 27-12-2013, 11:48 AM   #88
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Fallout Tactics: Final Mission

Phase 1:
Granades? Melee? You must be jokin'.
Here the best tactic is, was and will be to put 3 people into the carrier (no more room), give each of 'em Brownings (and rocket launcher for the Behemoth at the end), plus a ton of repair-kit, then just powder the robots.

Phase 2:
Here you'll mostly need 2 weapons:
- Gauss Minigun, because some things hit hard, is far away, AND stand in a group. But this beauty cuts like knife to butter.
- Emp Granades, because they instakills the robots, and there are covers to throw them occasionally.
Of course terminals are handled by the protagonist (ye, it is wise to teach Deathclaws to science. I mean all those aliens in history with their claws, paws and such were able to build and handle high-tech's tiny buttons, so why ot Deathclaws?).

Still, at a point I had to feed a Psycho to one of my personals, so many was the resistance.

Phase 3:
Even though I reached lvl 24, and with it became The Slayer, this phase is so against anything but "open door, kill monster, loot", that it ment nothing.
Granades could be used in the special-brain rooms, at least for the first two. The third room is simply not shaped to make it avaiable.

Well, this is the end of the Calculator. I ended up with positive karma, thus brought peace to the Wasteland.
What will come next? Who knows.
There are still:
- 1 movie to watch
- 2 tv-series to watch
- 4 books to read
- 10 games to played
for the new year.
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Old 31-12-2013, 06:52 PM   #89
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Rage of Mages 2
12.31
pike: 43 shooting: 61
exp: 400K

The stupid git who came up with the stats for this task. Some game requires persistance, but this is over the limit!


Terrafire:
last two missions
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Old 03-01-2014, 05:56 PM   #90
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Quest for Glory

One of my 10 remaining games, I started this. I mean the whole of the series.
I just started Day 3, and some things are unfortunatelly UNTOLD in walkthroughs, like:
- if you break into a house, you can't re-enter it another night if you left some thing unsolved (typically the sheriff's safe, what requires high lockpick skill)
- the conversation-time for fairies is limited. Yu only have a certain amount of time before they go, and you'll never have another chance with them
- the conversation with the meeps seems also limited by an undetermined factor. I managed once to left without any of the two items from them AND no chance talking to them again. The second time I got only the spell, and I had to re-talk them to get the fur
This means I had to restart the game once...

Naturally I started as a Thief to go for maximum skills. Seems thief don't get points for fighting the Weapon Master, neither for killing monsters, neither for learning spells. Oh well. At least they get all the quests.

The first (half) day I managed to buy licence, tools, rob the Little Old Lady (aka LOL), conversate everyone in town, carry away the aples and free the fox, even get the ring of the Healer. Hint: do NOT buy food in the inn for Abdulla! Use your provisions, as there's no need for them!
Second day I upped my lockpick to 100, my sneak almost to 100, raked in the Castle, solved Baba Yaga's task, bought the spells in the town, got the Dryad's recipe, robbed the Sheriff's house, got Fairy Dust. Hint: Fairy Dust goes into the Undead Unguent's potion!
From this point there are no timed quest (neither by counter, nor attached to nighttime), so it'll be about me walking around training until my brain falls out.
Note: I have no idea what's the criteria of sleeping in the Stables. I could neither sleep there going there at night (midnight), going there the same way but raking there previously that day. Not that this'd matter, but still.
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