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Gatling:

--- Quote from: Attero on January 20, 2010, 02:49:54 pm ---does deterioration deacrease dam done by weapons ?

what is the cooldown for crafting bigger things ? like lv2 weapons...

--- End quote ---

To my knowledge, Deterioration effects critical misses (they happen more often) though I have heard it effects dmg, though I have seen little evidence myself to support that part.  As for the cooldowns, Assault Rifles has 90 minute cooldown, combat shotty 125 minute, FAL is 135 minutes...



--- Quote from: Inkuba on January 27, 2010, 12:24:30 am ---Hi, i got a problem with this "sierra base setup" everybody just says "repair the generator" but actually i dont know how or if i have the right one ... i tried to use repair and science till now on the terminal and generator in the room with this mainfram. additionaly i tried it on the one 2 rooms ahead that has this circular shape and on the one left from it ... then i went down to floor lvl 4 and did this on the terminal infront of the window with all these "whatever" behind it. Do i need high repair skill to be able to repair the generator plus high science to use the terminal ?
im a little stuck ... would somebody please tell me how to do this ?

Oh... i forgot ... i want to create the 3rd lvl stuff from doctors ... hope im in the right place :/

PS: sorry for my bad englisch

--- End quote ---

The repairable Generator is in a small room on the... 4th floor, I think.  It is beside the elevator from lvl 3, with the door just to the right of you.  Using Repair on it will fix it.  After this, you go to the 3rd floor where Skynet formerly was, and use the terminal in that main Server room to pick which special terminal to turn on,  be it the Ammo or Medical.  The Medical Terminal is in the top left of the map on the 3rd floor, and is a Wall-Terminal.  The Ammo Workbench is on the 2nd floor in the bottom right room.  You should note that the power is temporary and if you take too long, will have to repair the Generator again.  Also beware the wandering PKs of such an area.

Inkuba:
Thank you very much =)

Attero:
digging it our of grave to put some questions in :

1) are grenades affected by perception ? i mean demolition expert needs 8 PER Oo  silly considering 16 range on them - my guees something around 4 per is good for grenades ..

2)slaves & mercs - you can give them weapon afaik - what about armor ? ...mercs are lost if you die righ ? 

3)are special melee attacks executable with equipment like power fists?

4) i noticed fast shot reduces AP on HTH attacks - its intended ?

5) are all HTH /melee perks working ?

mentant:
2) No, becouse there is no option to order "use best armor" ; "remove armor". Just like with drugs and stims, slaves will ignore those.

3) Good question. You have basic 3 AP punch as single attack with mega power fist so no palm and pearcing strikes and kicks. The question is does 15% critchance from haymaker goes into account with power unarmed weapons.

4) Was in F2 so .. yeah, it gives -1 AP too.

zubrowka:

--- Quote from: mentant on February 01, 2010, 09:16:01 pm ---
4) Was in F2 so .. yeah, it gives -1 AP too.



--- End quote ---
it worked only for guns and thrown weapons.

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