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I love (LOVE) the DC Supermutants now!

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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Hrm. If real men hit things,

Post by JaxFirehart » Mon Oct 06, 2014 3:40 am

Hrm. If real men hit things, does it count if all you are doing is holding the thing that is hitting things?



paragonskeep
Posts: 738
Joined: Thu Oct 25, 2012 6:19 pm

JaxFirehart wrote:

Post by paragonskeep » Mon Oct 06, 2014 4:07 am

[quote=JaxFirehart]


 


Hrm. If real men hit things, does it count if all you are doing is holding the thing that is hitting things?


[/quote]


So Rise is handling "a real man"?!?!?


If life is but a test, where's the damn answer key?!?!?

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Risewild
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Joined: Mon Oct 01, 2012 9:14 am

Hey I hit things with the

Post by Risewild » Mon Oct 06, 2014 7:29 am

Hey I hit things with the auto-axe cheeky after all, I have to hit the enemies with it since it can't throw itself against the enemies without me pushing it against those enemies.


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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

how do i get ammo?  the only

Post by Puppettron » Mon Oct 06, 2014 7:54 am

how do i get ammo?  the only problem i have is casings, actually.  .44 uses large primers like 10mm, so basically i pull out the revolver when the fit's about to hit the shan.  i think the only actual reason i don't make a ton of slug ammo is because my repair's so high that i'm making the 0 buck stuff instead


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

cosmicdataworld
Posts: 75
Joined: Mon Jan 27, 2014 12:47 pm

Not to Brag or nothing but i

Post by cosmicdataworld » Tue Oct 07, 2014 12:41 pm

Not to Brag or nothing but i once took down a Super Muant with a Baseball Bat. i was bored one day so i thought why not. i agree the Mutants are tougher and i love it


Sam: "The Prison Showers, Gee if these walls could talk!"
Max: "I think it's best if they keep their mouth's shut"

Ein
Posts: 35
Joined: Tue Sep 18, 2012 7:23 am

It's interesting to hear the

Post by Ein » Tue Oct 07, 2014 3:02 pm

It's interesting to hear the other side of this, because for me I just find it obnoxious. I got used to it, but I never liked it. Like having to constantly beat Enclave to death because they spawn in some locations as soon as you leave the vault. Kind of that feels of sitting on someone's chest punching them in the face with spiked knuckles going "WHY! WON'T! YOU! DIEEEEE!" for 10 minutes.



JaxFirehart
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Joined: Wed Sep 12, 2012 12:33 am

That's why I released the

Post by JaxFirehart » Tue Oct 07, 2014 3:22 pm

That's why I released the optional Super Mutant rebalance patch. It knocks them down to a level comparable to how they were in FO3.


The enclave I agree with. I usually lure them to an explodable car and hope for the best.



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Puppettron
Gary
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oh, enclave are a lot easier

Post by Puppettron » Tue Oct 07, 2014 5:39 pm

oh, enclave are a lot easier to snipe.  they almost never sprint in to melee me while chucking frags.


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

charwo
Posts: 241
Joined: Sat Jan 19, 2013 1:14 pm

This is actually one of the

Post by charwo » Tue Oct 14, 2014 7:20 pm

This is actually one of the better changes to the gameplay. See even a badass like Lucas Simms sys to stay out of DC cause it's a warzone, which is what the LW will have to fight through to get into GNR Radio. While there's no good reason they couldn't have gotten a CB radio transmission to GNR to request the info, just barreling into Chevy Chase two days after leaving the Vault is absurd in regular Fallout 3. But it's more than possible


Not in TTW! And Project Nevada. While a little bit of gameplay and story segregation, it wasn't much togive my LW had good reason to travel with caravans (playing with road warden), joined up with the Regulators and in that capacity actually completed The Pitt (Regulator undercover action to paralyze Paradise Falls). Mind you, I'm playing with Brisa, Amy Wong and Jericho with Rl-3.



With my set-up (TTW, PN and Very Hard) Supermutants aren't all that tough compared to damage outputs, but they hit like Mac Tucks. My LW crew spent weeks and subquests all over the outlands, just to stay the hell awy from large concentrations of super mutants. Only after finding and completing Anchorage would the Regulator Crew I'd assembled even think of going into DC.



In this setup, given how easily you can die with EVE and explosives, is get a LMG and make about 2,000 rounds of 5.56 AP or console command the ammo and such into merchants and load up. Overlords are the Devil. If you don't have AP you don't have a prayer.



Or better yet, upload Fallout Classic Weapons, find or buy a Browning M2 and buy as many explosive rounds as you can carry. Things will get better. But always wear power armor, because beyond immersion, the explosions will kill you otherwise.



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