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Topics - Henry

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46
Suggestions / Tree Trunk Thighs +50 CW
« on: August 14, 2015, 05:23:16 am »
Tree Trunk Thighs is not a popular perk. I don't know of anyone who uses it. But give it a +50 to Carry Weight effect, and at least support characters would use it. Great for miners/crafters.

47
Survival Guides / Solo the Gunrunner Mutant Quest
« on: August 08, 2015, 02:01:43 am »
Okay this quest is well-known. It was an excellent addition to this game back in late 2238, and still popular today. It is a very good way for newer players to realize they suck get better.

And you can solo it! I mean, in Real-Time, with the right approach.

I imagine this post will generate some replies and more help so i will begin with just a pugilist. Yes, that's right, you can solo this quest without dying even just using a Mega Power Fist, but only if you strike just the right balance between caution, confidence, skill, aggression, persistence, and patience. (I guess that's a lot). Plus, there's something more satisfying about winning fights with your fists over bursting yet another few thousand bullets downrange.

(Devs please do not mess with this quest - it's in a perfect place as a learning curve stepping stone, and is one of the ways new guys gradually get closer to TC-ready.)

The Build
So first you need the right puncher's build. ST 7, EN 10, AG 10 are the key stats, plus Heavy Handed is a must. You'll use Buffout/Nuka to get to ST 9 and Psycho to get ST 10. Max ST combined with HH is how you fight all these enemies and win. Use beer too for extra DR.

I prefer getting both Action Boys but you do it however you want. Faster punching means you can knock down multiple targets almost simultaneously. Adrenaline Rush, Toughness, Even Tougher obviously. Action Boy, Action Boy, Lifegiver, Lifegiver, and Bonus HtH Attacks. But do it however you want because it's all the knockdowns you get from ST 10 + HH that makes this work.

Prepping
Bring an extra round of drugs (or two) mentioned above. Punching is slower so it takes longer to beat this quest this way. Have some Expanded Lockpicks. If you don't have much LP skill, bring a dynamite or plastique to blast open the upper gate where the quest case is. Now look, punching is bloody work, so bring some ding-dang super stims man! You're gonna need 25 maybe.

Starting the Fight
Enter the quest location, drug up, but do not take on those outside guys yet. Run straight right and enter the cave via the hidden entrance. Take on those two enemies there. They only use power fists and you can keep them both knocked down if you're fast.

Next!
Two down! Heal up, and pick open that gate that leads to the rest of the hideout. Recharge AP (rAP) and run right up to that laser rifle mutant, land in the hex behind him - make it quick, and start punching him down. His flamer buddy will move in to help, but every time he fires you up, he lights up his laser rifle buddy too haha! Done with laser rifle, now take down that flamer mutant before he burns you anymore.

Step by Step
Four down! Feels good huh? Heal up again (use FA every time over stims when FA is ready), and rAP. Now let's get those two outside. This is trickier. They both shoot high-dmg guns. The idea here is to exit the front of the cave, and run into that little building, stand in just the right hex, and that way you only have to fight one of them at a time. This works if you choose the right hex. You can punch the first one on the way, and even the next one, but be on your way to that hex just inside the building. Using the building as a shield is the key here. (Sorry i don't have screenshot now.)

Strategy
Up to now, you've been taking them on in pairs. But next, you'll be taking on the ones in the middle, so expect at least four at a time. Whenever fighting more than 2, it's best to string out your enemies rather than let them get all bunched up. So one strategy here is to open the two doors first, that lead into the middle. That way when they start to chase you, the lead target will not get delayed as he reaches the first door, which would otherwise mean his buddies right behind him get bunched up close to him. If you leave that door closed, you'll be taking on a mass of them as if its one conglomerate enemy with too many hit points. So open those doors first, then get ready...

Guerrilla Tactics
When you upset the ones in the middle of the cave, you get four enemies chasing you. Get them chasing you and duck back toward the entrance. Take some risks before you exit - you'll learn that way, but ultimately you have to exit the cave entrance, wait just the right amount of time for them to turn around and start walking back inside, then come back, wait for the right moment and hit the straggler! If some of them keep walking away, then stick around for this fight because you can win it. If all of them turn again to chase you, then try it again - exit, wait, time it right, then re-enter.

Depending on what weapons they use, you can take on more than two at a time. The power fists rarely knock you down due to your high ST/EN, and their flamers help you more than they hurt you if you brought good armor.

Up North
Once you clear the middle area *whew! congrats!* heal up, rAP and head north. Don't take long - go straight up and hit the closest one. That will upset his buddy farther north, but it also often gets more attention! One or more of the far-right mutants will come out too, so you could run south and drag them all toward the gate for a repeat of earlier. Use the corners in the south for cover when you need to heal and rAP.

Go Try It
If you get that far solo with a MPF, then you don't need anyone to tell you the rest!

Bring a Friend
Climbing this game's learning curve can take a while. If you're not winning this solo, bring a buddy. A sniper or any single-shot helper can make a big difference. If he's a burster, be careful not to get bursted by him - the enemies will already be doing enough of that! And if you need more than a few guys to help, and even then you all have trouble...well...then you had some fun, right? And you know you need to practice because...this can be done solo with almost any tier 2 weapon. If you're not there yet, just keep climbing.

(I have died repeatedly in the past in this quest with a group of guys, even in Turn-Based, so to now be able to solo it in Real-Time should tell you it is possible. It's just a matter of honing skills and striking that balance.)


48
Closed suggestions / Level Books
« on: July 31, 2015, 11:25:49 pm »
Idea is to add chance to find "Level Books" to random lockers. Each level book is a way to add 5-10 levels to any L30+ character. Totally stackable.

Requirements to Find a Level Book
* Need max Lockpick skill
* Character must be level 30 or higher
* Win some rare roll against LK or PE

Background
Many of us have leveled (and leveled) and leveled (and leveled) over and over for years and years now. Most of those characters are gone, wiped. I'm not so sick of it that i will vomit (or quit) yet, but do you really want us to ever get that sick of it? Give us a leveling booster! Happy Hours were awesome! Guess why - because we're so sick of all the insane amounts of slow leveling. To complete a perfect PvP sniper, i might need level 150 or more. I'm thankful we can get there now (no more leveling cap) but let's match that improvement with a scaled leveling solution: Level Books.

49
The Thunderdome / Unite!
« on: July 17, 2015, 12:42:17 am »
Men (and robots) died here. Look at their names, and look at the names of factions they represent:



Now tell me, who sees the wisdom in uniting efforts against this scourge called "Khans"?

Desert Wanderers
Jet Junkies
San Fran Foolers
MoD
Mad Horsemen
Claw Company Mercs
BSG!
Wasteland Uncles
Muhosransk City
and even UV...

This is a call to you! And to all other teams not [yet] represented in this grizzly image. Unite. Let us wipe this infection from the wasteland. Khans must die!

50
Bugs / [Labels]Tailor/Tine the Merchant(low)
« on: July 07, 2015, 01:49:51 am »
Go check the NPC Merchant inside the Boneyard Train Station. His name is Tine in the chat bar, but his name is Taylor over his head.

51
Bugs / [Dialogue]Lorraine in New Adytum(low)
« on: June 29, 2015, 05:57:52 pm »
For a very new player, talking with Lorraine is a good idea. The dialogue with her was designed to give some starting tips. What a great thing! I was over-looking this for a long time. I would like to add this to my startup guide, but first...

1. She refers to a gathering timer. That was old times (good riddance). This dialogue needs to be updated to exclude references to the old gathering timer.

2. The job she sends you out to do is gather 2 wood and 6 junk and you're supposed to craft 2 pistols (10mm pistols) from that. Well clearly this is no longer the formula, so this needs some updating. One easy way is to change the pistols from 10mm to 9mm and add a little mining to the job.

3. When you're done with the pistols job, ask her about NCR and at one point she says, "They've anexed just about every city from here to San Fransisco and don't plan to stop their."

That "their" should be "there". There might be other spelling errors in her dialogue (there's a lot of it) but i was in TS convo at the time i was doing this. Anyway, Lorraine is a helpful NPC that will make a worthy addition to any startup guide - just needs some slight work.

52
Bugs / [Quest Mechanic]The Gun Runner Delivery(low)
« on: June 28, 2015, 05:02:42 pm »
If you get Boneyard Guard before you get the The Gun Runner Delivery quest, then it all works fine, but if you get The Gun Runner Delivery quest first, then go get Boneyard Guard, well...i don't seem to get dialogue option from Marshall for the The Gun Runner Delivery quest. The quest is still in my Pip-Boy in an intermediate state but i don't see a way to finish it.

53
Toxic Caves / Faction Subforums
« on: June 24, 2015, 11:35:04 pm »
Is there a way to set up subforums here for factions? So that only members of that faction can access a certain forum? I guess...that would require a bunch of administration to handle changes...but has any though been put into this?

54
Closed suggestions / Motion Boy
« on: May 19, 2015, 03:18:29 am »
There is a Stealth Girl perk that doubles the life of your Stealth Boy. This is similar but for motion sensors.

A support perk (or maybe a quest reward plug-in item) that virtually doubles the battery life of your motion sensor. In daylight, it runs on sunlight so it works but doesn't consume SEC. Nightfall, runs on SEC as usual.

55
Bugs / Use Stimpak on Caravan Guard
« on: May 13, 2015, 02:13:39 am »
I used a normal stimpak on a caravan guard while en route on map to next enc, and nothing happened. The stim was used but no msg and no healing for him. So i tried again and same thing.

56
General Game Discussion / Opera? Anyone seen Opera?
« on: May 01, 2015, 02:41:35 am »
I sure hope Opera is here somewhere. He's the guy who built the online planner. I used that so much!

57
Survival Guides / Another NewP Guide...
« on: April 25, 2015, 09:35:17 pm »
This is far from done, but for whatever its worth, here is another new-player guide, designed only for truly new guys who need basic orientation, and would like to get started without wasting time on a blind build. Intended for PvE'ing and quest-taking. So if you know how to play this game already, or you intend to dive straight into PvP, then don't even bother reading it (unless you want to help in some way).

This guide will not be completed anytime soon, and maybe ever at all depending on how much time we have left in Season 1. This is because i expect it will be very outdated as soon as Season 3 begins, whenever that is. Yet...it should be helpful to some who are very new. Ideally, you find this guide on your first day here.

Background
I am so glad when i see a trickle of new players filtering through Hub, but so sad when i realize they think their old Fallout 2 build should work here, and also when they don't know about Boneyard Guard perk, or where to get xp for the first few levels, or anything about the mines or crafting, or Skill Books, or even where to get Awareness. Hence this guide. I believe Season 3 will have some new features that help a lot with this, but maybe this guide will help with whomever starts between now and then.

58
Toxic Caves / Another NewP Guide...
« on: April 25, 2015, 09:31:29 pm »
delete

59
Closed suggestions / Mapper Image Import
« on: February 09, 2015, 03:22:44 am »
Anyone who has messed at all with the Mapper tool knows how slow-going it is to make a new map from scratch. Tile by tile. This leads to using templates. Faster yes, but...

This idea is to add an "image import" feature to the mapper. That way we can capture an image from some map(s) in-game, import image(s) into the mapper, and get a HUGE head start compared to building a map one tile at a time. Then we jump straight to adding the features and border limiters etc.

I seriously doubt that the original devs who made Fallout and Fallout 2, the guys who made the first maps, made them the way we're trying to do. I say we're doing it backwards which is why its so slow. But give this community a way to put its creativity to use (in a timely manner) and we will.

60
Closed suggestions / Add Guides link to wiki
« on: February 01, 2015, 07:33:59 pm »
Back in 2238, there was a link on the wiki's left-side menu for Guides. This suggestion is to add that back to wiki, to link to this page:

http://www.fonline-reloaded.net/wiki/index.php?title=Guides

  • Game Rules
  • Getting Started
  • Character
  • The World
  • Crafting
  • Items
  • Factions
  • Quests
  • Guides

There are not many guides there yet but there could be. Most of us don't need to read them but all new players should. Not having this link is like hiding the Guides page, so adding this link will un-hide the Guides, which will benefit new players.


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