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I love (LOVE) the DC Supermutants now!

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UnimportantHero
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Joined: Thu Aug 21, 2014 8:10 am

I love (LOVE) the DC Supermutants now!

Post by UnimportantHero » Sun Oct 05, 2014 4:37 am

So.



Gush post.



I love the power on the DC supermutants now, like so much. Firstly, the New Vegas music on the Capital Wasteland somehow makes everything much more pensive and threatening when wandering around at night without the radio on. It is an incredible new experience on an old game. But the supermutants. Oh man.



Long story short, I am running the 'Ties That Bind' mod for the first and a halfth time. Anyone who played it knows that it wants you to go to Paradise Falls almost as soon as you leave Vault 101 but it provides no in-story reason for why your character should know where that is. So I figured I would get my character there (RP!) by 'signing on' for guard duty with Lucky Harith outside Megaton. I have been escorting him along his path with the expectation that he will eventually get me to Paradise Falls. We are STILL on the road to Rivet City because... well...



Every time we came across animals or raiders? Bam. Harith and his guard just pulled out their guns and took care of it, often long before I could. But the supermutants? As soon as Harith even suspects there are mutants, he begins to cower and cry for help and is basically so afraid he is paralyzed. Given the vanilla difficulty of the supermutants, this would have seemed startling or absurd. But now...?



Yeah. Actually, two TTW DC supermutants are pretty damn intimidating, especially for someone who is still LEVEL TWO! I am sure we all know the two who are on that overpass bridge after crossing the long highway. Well in order to even have a chance at taking them out, I had to sell Harith half my inventory to afford the missile launcher and two missiles he was carrying. In order to take out some in a ruined building on the street? Had to carefully chuck three grenades in through the open windows and then book it up some stairs across the street for a quick hiding place. All before they notice Harith (who has ONE notch left on his health bar still) and his guard. I actually feel like the supermutants are a credible threat to the wasteland now.



His guard, incidentally, is one blonde badass bitch. Like. For crying out loud. She is hard. So damn hard. If only the man she was guarding would hang back. My character has a lot to learn from that woman.



Anway, it has completely changed the way that I play the game and I just wanted to put out a little shout saying how much fun it has made the game.


Em.
http://www.youtube.com/unimportanthero

TrickyVein
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Joined: Fri Mar 29, 2013 3:04 pm

UnimportantHero wrote:

Post by TrickyVein » Sun Oct 05, 2014 2:00 pm

[quote=UnimportantHero]


His guard, incidentally, is one blonde badass bitch. Like. For crying out loud. She is hard. So damn hard. If only the man she was guarding would hang back. My character has a lot to learn from that woman.


[/quote]


So true. 


Thanks for sharing. I, and I'm sure many others can relate. It's what's kept me hanging back from completing Riley's Rangers's quest. 



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Puppettron
Gary
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i always make sure i have a

Post by Puppettron » Sun Oct 05, 2014 5:12 pm

i always make sure i have a SM-killing-quality gun before i go to DC.  i can kill virtually anyone with a 9mm and a varmint rifle, but an SM just laughs and laughs at me when i do that


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JaxFirehart
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Slugs for the win. Especially

Post by JaxFirehart » Sun Oct 05, 2014 5:53 pm

Slugs for the win. Especially with a shotgun with a mag (whether tube or clip).



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Puppettron
Gary
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a .44 works well, jin-wei's

Post by Puppettron » Sun Oct 05, 2014 6:20 pm

a .44 works well, jin-wei's shock sword does better.


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.

JaxFirehart
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Oh yeah, for sure, but 44s

Post by JaxFirehart » Sun Oct 05, 2014 6:46 pm

Oh yeah, for sure, but 44s and the shocksword aren't exactly common early on whereas a variety of shotguns are available from the beginning. 



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Puppettron
Gary
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i only need one of each

Post by Puppettron » Sun Oct 05, 2014 7:36 pm

i only need one of each though.  slugs are kind of a pita to get a hold of without an ammo crafting mod.


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.

JaxFirehart
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Really? I've never had

Post by JaxFirehart » Mon Oct 06, 2014 12:47 am

Really? I've never had trouble breaking down shells I find and rebuilding them into slugs. One useful tool is the sniper rifle in the hollow log too. Ammo isn't easy to come by but if you are sparing you can make it work until better things are available. How do you keep the .44 loaded in the early levels?



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

Maybe this is just how it

Post by paragonskeep » Mon Oct 06, 2014 2:21 am

Maybe this is just how it "seems" to me. But I've always played the game with a 44 as early as possible and never had any issues with getting ammo. (The seems aspect) That whichever gun I was using the most the vendors would have that ammo type. I had also found a 44 in a playthrough in the Springvale safe with a tag skill of small guns with a 7 agility and 9 luck. I'm not sure of the behind the screen dice rolls but I did that a few times on vanilla to see if it stayed consistent. 


And in staying with the spirit of this thread the DC SMs are very cool. I'm with you Puppetron I do OA very early to get the stealth armor, gauss, and shocksword. It's hard to beat that combo, especially less than level 5. (I go right after Megaton)


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

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Risewild
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I use: The Mauler, drops SM

Post by Risewild » Mon Oct 06, 2014 2:45 am

I use: The Mauler, drops SM like a charm cheeky specially after getting the Auto Axepert perk (and having like 80 unarmed weapon skill).


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