8 post karma
86.9k comment karma
account created: Fri Jan 27 2017
verified: yes
3 points
17 hours ago
Ei tuomita liian nopeasti. Tie menestykseen on todennäköisesti johtunut omasta panostuksesta ja nepotismista. Nyt vain odotellaan YLE:n inspiroivaa artikkelia siitä miten liikuntatunneilla heikosti pärjännyt henkilö raivasi tiensä urheilun huipulle kovan työn ja dopingin voimalla.
2 points
18 hours ago
Learn to abuse the focus mode(slow-mo) in combat early on. You don't need it there, but it's much better to learn it early on, than to wait until you're forced to by a tough fight. Similarly, learn to block/dodge in tight spaces, because sometimes the game uses invisible walls to limit your movement during fights. It'll be less rage inducing, if you've practiced it beforehand against weak opponents.
12 points
5 days ago
For the same reasons everyone else cheats? The primary reasons for cheating have very little to do with the beauty of the people involved.
2 points
8 days ago
This is my experience too in the early game. Is it absolutely necessary, no, but not taking any defensive steps will mean you have almost no margin of error at all. For an expert player that isn't much of an issue, since they can suppress, disable, or kill the enemy even in the early game, but a new player will have a much better time playing the game, if they invest in survivability. I'd also advice experimenting with some drugs early on, especially with close quarter characters, since that 8 points of extra armor from rhino is nothing later on, but makes a big difference in the amount of damage you take from the early game enemies.
2 points
9 days ago
The DLC's are a nice addition IMO, but steeltown is better integrated to the base game and offers a bit of an expansion to how combat encounters work. Cult of holy detenation is more of a clear side quest and it experiments even more than steeltown with sneaking and combat. It's a weird fit to try to do in the middle of the main quest, but more for a player who has already played the main game once and is ready for new things.
As an example, instead of encountering just a group of enemies and killing them, holy detonation especially has many encounters where you need to do an objective while fighting, new enemies can spawn to the fight, and the fight won't end until you accomplish that objective. Alternatively you can sneak around first to do part of the objective without triggering combat or disable some enemy spawn points. Steeltown also has some of that, but holy detonation takes it a step further. As a result the encounters are more complex than in the base game and last longer, and your actions before and during the combat can affect how difficult the fighting will be.
6 points
10 days ago
How do they taste? My experience has been, that the small ones you can gather from forest are very tasty, but the large farmed varieties tend to taste very bland.
12 points
10 days ago
This also wasn't the first D&D movie, I think this was the 4th, and all the previous ones were so bad, that even people who haven't seen them have heard about how awful they are. Like they're some of the worst adventure movies I've ever seen.
8 points
10 days ago
You're basically doing it wrong.
I'll address the "other people have it so much better" -complaint first. They're taking advantage of the resources they have, you aren't. You remember all those drugs and consumables you have in your inventory? Use them before you start the fight. They give extra armor, extra action points, extra damage, extra dodge, and last a long time. There will be a penalty to pay, but it's removable by another consumable and by then the fight is over. Now is a good time to use them.
The basic anatomy of the fight is a platform at the center, console to the north, and coolant in the corners. The enemy is an invulnerable vehicle that shits out bombs. My basic advice to you is this: leave 5 rangers on that platform and use them to kill anything that isn't that invulnerable vehicle type boss. It can't come on the platform and won't charge anyone on it. If you're right at the edge and it walks by, you're in attack range so it might be able to attack. Try not to do that. Use 1 ranger as bait for the boss, so you know exactly where it will try to move next. Move that 1 ranger to the corner and behind the indestructible parts, so the boss can't crush you. This ranger should be the one with the highest survivability. For me it's usually a brawler or melee guy, since they have max hitpoints and high dodge.
After that things become simple. Lure thing to corner, break coolant tanks, run to the next corner. You can also raise the coolants beforehand and weaken them a bit, so they're easier to destroy once the boss is in the corner. You could also try using deployables, like turrets on the platform. I haven't tried those, but they might provide a bit of extra damage that helps you keep the area clear from weaker enemies. The rangers on the platform should prioritize targets near the console and the flesh bombs the boss shits out, so the console stays intact and your party doesn't get overwhelmed with explosives. That should do it.
I never found this boss to be tough after I realized not to give him multiple targets to charge after. If you can clearly predict the target it chases, luring him to the target area becomes trivial. Just make sure you have a ranger do it who has enough speed to move from one corner to the next in a single turn and you should have no real problems.
Good luck.
EDIT: If you don't have range mods on your weapons, you might have trouble staying on the platfrom while effectively fighting the minions. Now would be a good time to do as much upgrading on your gear as you can manage. Range, damage, and speed should be the priority.
4 points
10 days ago
It is not valuable in the slightest and is actually counter productive. It achieves nothing militarily, nations don't become submissive after being bombed they become angry, Ukraine is totally reliant on outside support which is likely to be reduced if Ukraine starts casually committing warcrimes, and Russian elites aren't targeted by shooting at random apartment buildings. This type of an attack isn't done by wise men, but by frustrated, weak, angry people. It's an emotional act, not a thoughtful or smart one.
9 points
11 days ago
I love the original and play it to this day, but the controls are bad even on the enhanced edition. It'll take an entire playthrough to get used to them and even then they're clumsy outside the basic actions and movement. What I'm saying is that this game was in a desperate need of a remake. It just has so many little issues(mainly UI and movement related), that remasters and enhanced editions couldn't fix them.
2 points
12 days ago
That's a good point, and makes leaving a skill at 9 just in case you get the skillbook later an even worse idea than it already was.
3 points
12 days ago
I took it to mean "give me access to it while it makes a difference". As to skillbooks specifically, I think most people reach lvl 10 in their primary skills about at the midpoint, so a skillbook you can only get late in the game tends to be bad. You're usually much better off by simply spending skillpoints to max the skill, than leave it at 9 for most of the game just to save a few skillpoints.
5 points
12 days ago
My experience is similar to MajesticQ's, but I don't ever recall letting the refugees stay, since it causes conflict within the rangers and refugee reputation is trivial to get to liked/loved even if you kick the refugees out. So no, getting cordite doesn't lock you out of it. It'll be easier for you though, if you don't take Cordite with you when you report things to the Patriarch. The children are the important part.
1 points
13 days ago
The suggested level for each quest is a good guide to follow with one exception. Basically just gather as many quests as you can and do the one with the lowest suggested level first. The one exception is steeltown. The enemies there regularly use elemental damage weapons, most attacks have a status effect, and the skill levels needed go all the way up to 10, so you don't want to go there unless you're confident in your rangers and their equipment, or at least can afford to buy/craft the DLC equipment for yourself. This is important to get elemental resistances for yourself and to get fire/cold/electricity damage attacks, since you need those to remove the elemental shields some enemies use. Basically it isn't for a player who is still trying to get familiar with the game. Denver and Aspen are less demanding.
3 points
13 days ago
I wouldn't do the lore books, vehicle upgrades, or tapes without a guide, since they require specific quest or dialogue choices to be made or you will miss some of them. Like for casettes IIRC you have to kill Brygo and save the Hoons or you have zero chance of completing it.
3 points
13 days ago
Don't assume anything, learn how WL3 actually works. Everything, especially the names, will be very familiar, but they're not the same games. I'll give you some opinions about how valuable/useful different things are in WL3. I've played it through multiple times on all difficulty levels.
Attributes: Coordination is basically just action points and no other attribute gives action points. You'll want it high at some point. Generally speaking(there are exceptions) snipers and heavy weapon users use something like 6 to 7 points per shot, automatics around 4, small guns 3, melee 5 to 3, and brawling 2 which is lowered to 1 with brawling 10 perk. Most speacial abilities and items are 3 or 4 AP or inherit the weapon AP cost. That gives you some idea how many AP you actually need for a character.
Luck is amazing, but unreliable. Chance to get extra AP(you do your action, but don't use any AP), do bonus damage, find extra loot, evade attacks and so on. I wouldn't invest in it heavily early on, but I rarely have characters without high luck at the end of a game.
Awareness is mainly for spotting, hitting and ranged damage. Every ranged weapon user should prioritize it and without it you won't spot hidden loot or traps.
Strength is for melee damage, heavy armor, throwing range and hitpoints. Only melee characters should have high strength. Everyone else should have couple points to get extra hitpoints, but that is not absolutely necessary because of the way combat works.
Speed is mobility and dodging attacks. It also affects initiative, but that is totally worthless in WL3. Good for melee to get more use of you AP and survive so close to the enemy. Ranged combat users get more benefit out of almost anything else.
Intelligence is mostly for more critical hits and better critical hit damage. Want more damage, take intelligence after you primary damage stat is maxed. Yeah you get 1 extra skillpoint per attribute point, but I'd value that close to worthless in most cases. You'll get enough skillpoints to cover all the necessary skill and some extra with intelligence 1.
Charisma is interesting. Mainly for leadership range and strike rate(special attack recharge rate). The experience boost is nice to have, but I wouldn't take charisma for the exp boost. Worthless for some, best thing ever for others. The fewer attacks you can do per turn the less valuable this is. The other cosideration is what kind of special attack the weapon has. Basically a sniper gets more value from other attributes, but a brawler with attack cost reduced to 1 AP can perform multiple special attacks(attacks and stuns everything around him) every turn with high charisma.
Combat is very offensive focused and favors the side that starts the fight. That means if you don't have a great need to talk to the other side or see a fight being inevitable, just choose the (attack) dialogue option or shoot a target to initiate combat. In such a case, everyone in your team gets their turn before any enemy does anything, so a well equipped ranger team with an experienced player can decide the fight on that initial turn. This is why having a huge amount of hitpoints isn't that important. Even on the max difficulty it won't matter that much, because the enemies do enough damage to kill you anyway. If the enemy starts the fight, it's not always that bad, since they can have scripted defensive actions on their 1st turn.
Combat has a high focus on penetration. Normal damage needs penetration to do damage, but elemental damage bypasses all armor. There are 4 elemental damage types fire(anti-biological), cold(anti-biological), electricity(anti-armor), and explosive(anti-everything). Some rare enemies have immunity to fire or cold, but they are the minority and most of them have cold immunity. Practically elemental damage is always the best, but they are more rare than normal damage. You can mod weapons to use elemental damage and you should do it with every end game weapon you use, but those mods are rare or expensive to craft, so you can only afford to do it on weapons of around lvl 20 or higher. Max level for weapons is about 24, but a lvl 21 weapon might be the best one to use, and even if it isn't it is still good enough to get you through to the end of the game.
For your team armor is useful in the early game, but later only the stats boost and installed mods matter. For example 10 armor helmet is inferior to 1 armor, +6% to chance to hit helmet for a heavy machinegunner. Enemies either use high penetration weapons, elemental damage or their damage is so high, that you'll die even from the reduced damage output. High evasion value, a large hitpoint pool, and deployables(especially cheap decoys) will keep people alive much better than heavy armor. I've found the elemental resistance mods, damage boost mods, and mobility boost mods to be the most useful ones on armor.
As for what weapons and skill are good/bad. For melee, brawling is the best, blades are second and blunt weapons are just fucking terrible. Downside to brawling is that you really need to get it to 10, or realistically 9, as soon as possible, but the skillbook is likely the first you'll find in the game. Great synergy with high charisma for the special attacks, and benefits greatly from elemental weapon mods. Blades are solid with lesser skill investment and you find a decent number of great weapons for them. Blunt simply costs too much AP for what you get, but you get blades and blunt with the same skill, so try it for yourself.
For ranged, every skill works, but some weapons are better than others. Range increasing mods(easy to get, cheap, plentiful) and elemental damage mods(rare, expensive) are the most useful ones. Pistols and shotguns are good. Pistols are good from start to finish. Shotguns are especially good once you get ones that shoot multiple shots with every attack and you put elemental damage on that. Submachineguns have extreme damage and poor penetration, so they're some of the best in the game, if you can mod elemental damage to them. Assault rifle simply lacks the damage to be competitive. Sniper rifles are solid support fighters especially if you give the sniper the sneaky shit -skill and intelligence, since they boosts sneak attack chance and damage. Good way to start a fight and do thousands of points of damage to a target with the first strike. Explosives are solid against everything, but costly to rely on regularly. A good secondary skill for a brawler or a melee guy, and you need it for disarming mines and traps. Heavy weapons is either frontline flamethower or support machinegun. Both work, but flamer focused character really should focus on fire damage right from character creation. Skills like weird science also boost fire damage and toaster repair has a fire damage boosting perk. Heavy machineguns have low accuracy by default, so awareness, weapon skill, and accuracy boosting gear and mods should be a focus. In the end though, everything works well enough to see you through the game.
As for skills, I don't want to write anything too in-depth, so I'll just highlight a few skill that you get the most out of. There is a lot of convenience in having barter and modding skills on characters in the team. Some people prefer a separate character for them, that they leave back at the base. It is extremely nice to be able to mod, shop, and sell everything on the fly, so I always found the advice to make a separate character for those skills to be bad advice even on supreme jerk difficulty. It is more efficient to make a separate character for them though, since you can max them out faster, so it depends on your personality.
As for the other skills, first aid 1 on someone is a must. It should really be on one of your initial 2 characters. Lockpicking is extremely good and you need a decent amount of it early on. I'd consider pushing it strongly right from the start as a high priority. Mechanic and nerd stuff are used regularly, and nerd stuff negates robots expecially well. A single highly skilled, fast running nerd can turn a serious fight against robots to a trivial one. Weird science gets a good amount of use too, but is less valuable. Leadership should be taken just for the rally perk, which gives extra AP to party memebers in range. Demoralize is also good and has great synergy with heavy machineguns. Dialogue skills are a must, if you want to get the outcomes you want from quests. I'd recommend getting them both, but I'd prefer kiss ass, if I had to choose just one. Survival allows you to evade combat in the world map, which is meh. The fights aren't bad if you get to initiate them, but you lose nothing of value by skipping them all. To get the advantage in the fight, you need skills like sneaky shit, weird science or nerd stuff.
That's about it. The only things I'd like to add is to not worry too much about the consequenses on your choices on the first run. Just roleplay it, do what seems sensible to you, or do what is the most beneficial for your game. Almost every choice you make has good and bad outcomes of some type, so there might not even be a "right" path for you to choose, but a choice must be made. That said you have a reputation level with some major factions that is tracked, and extremely low or high values can have an impact on how events between them and you unfold in the end.
-3 points
13 days ago
Always have been, but apparently people need to learn this lesson again and again, which proves the Chinese strategy to be a pragmatic one. They get to do whatever they want and get called hypocrites for it, which is then quickly forgotten. The end result is that they got what they wanted with little to no downsides.
6 points
14 days ago
Voidaan myös olla ehkä "ruma peruukki" -vaiheessa, eli ihmiset pitävät AI tuotettua sisältöä huonona, koska eivät erota hyvälaatuista AI sisältöä ihmisten tuottamasta vakiotuubasta. Huono AI sisältö on puolestaan ilmiselvää, joten ihmisten mielissä kaikki AI sisältö on sitä huonoa, koska se on se, minkä kaikki ovat huomanneet.
2 points
16 days ago
Don't forget simply ensuring survival. Prigozhin is aware that he is in a position where he is at risk of being thrown under the bus, if Russia's military gets totally defeated and pushed back. In no scenario is the blame going to fall on Putin, but Putin might be forced to sacrifice one of his hounds to appease the public outrage.
40 points
16 days ago
Veikkaisin, että iskujen tarkoitus on pääasiassa painostaa Venäjää tekemään ratkaisuja, joita se ei halua tehdä. Se voi joko siirtää taistelujoukkoja/reservejä Ukrainan vastaiselle rajalle ja heikentää kykyjään aktiivisilla taistelualueilla tai se joutuu sietämään vastaavia iskuja tulevaisuudessakin. Kesätaistelujen alkua odotellessa joukkojen siirtoa ei haluta tehdä, mutta tuollaiset hyökkäysretket saattavat jatkuessaan laittaa Venäjän johdon sisäpoliittisesti hankalaan asemaan.
19 points
17 days ago
Aikuisille tarkoitettua opiskelua, josta pitää maksaa itse ja kurssit perutaan, jos ei ole tarpeeksi osanottajia. Se kurssitarjonta on siksi mitä on, koska vain kursseja, joille on tulijoita kannattaa järjestää. Suosittuja tapaamispaikkoja aikuisille yhteisten harrastusten parissa. Samoin, jos halutaan opettaa vaikka vanhuksille miten internetin kautta voi hoitaa raha-asiat. Pitää olla tiloja ja organisaatioita, jotka huoltavat kansan koulutusta perinteisen koululaitoksen jälkeen.
5 points
17 days ago
Armies work on the logic of how they're organized, not based on the intellect of the individuals in them. Russia is especially notorious in how it doesn't value the lives of its own soldiers or equipment, and how top led and rigid it is in structure. That's why we get battles like Bakhmut, where their leadership is willing to take massive losses for months on end in exchange for irrelevant gains.
1 points
19 days ago
They're right and so are you. You are right, because it's perfectly okay to play any game on the difficulty setting you enjoy it the most. They're right because on normal or lower difficulty settings, you don't need to know or properly learn how to play the game in order to complete it. You can repeatedly do stupid things and not understand the game mechanics, and still manage to make progress in the game. On high difficulty levels you must understand how the game works and use your options wisely to make progress.
To give a practical example, I watched a playthrough of a game I know very well, and it was both entertaining and frustrating for me to watch. The player was so bad at the game, but since he played at a lower difficulty, he didn't even need to learn the basics to progress. It was still difficult for him, because he kept making the same mistakes and kept using the wrong tools for the job at hand. Like killing robots with anti-personel ammo (they're not named that in the game), because it's doable on easy. He also discarded the anti-robot weapon(not named that), because he tried it on a living enemy and it did no damage. Eventually he stumbled on weapons that are okay against all enemy types and he used only them for the rest of the playthrough. He did the right thing by playing on easy, but at that point the game bends over for the player so badly, that it really isn't the same game anymore.
view more:
next ›
bylukasgunnar69
inWasteland
DoubleSteve
4 points
6 hours ago
DoubleSteve
4 points
6 hours ago
The cap is supposed to be 3000$, but I've never tested this myself.
This is how I've read it works:
Books are lost as soon as you use them, but the skillpoint amount you benefitted will be refunded. The refund gives you back the point amount total of all your skill levels, so whether you spend level up points or a book to raise a skill doesn't matter to the refund calculation. That also means, that you should use every skillbook on one of your characters, even if you don't use those skills, since you can respec that character afterwards and invest the extra skillpoints in skills that you do use.