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Other => FOnline:2238 Forum => Archives => General Game Discussion => Topic started by: МорфиусМК2 on September 12, 2010, 07:45:52 am

Title: Topic about mercs. Super mutants and t.e.
Post by: МорфиусМК2 on September 12, 2010, 07:45:52 am
In this topic i offer to discuss mercs in general. Many people own mercs and use them for different purpouse; some induviduals use them for farming, and some to kill players in hot spots.

I happend to have a question on some characteristics of mele super mutant and minigun super mutant and rocket launcher one that cost 39k at current moment.  Like from my exp mele super mutants can be very usefull in mining caves bc they can carry BG weapons and shot for about 20 gex. It would be nice to know the difference between mini gunner and rocket launcher one.

Most exp of energy merc can use rocket launcher.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: avv on September 12, 2010, 08:29:00 am
Mercs are a risky investment provided how easily you can die, especially in random encounters.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Badger on September 12, 2010, 05:12:48 pm
Mercs are a good feature executed badly. I don't see anyone running around with an average small gun merc. Or even, crazily enough, two or three.

Too expensive, too easily lost. For exceptionally wealthy level 21s only. Too much of a gamble for anyone else.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Michaelh139 on September 12, 2010, 05:14:28 pm
Mercs are a good feature executed badly. I don't see anyone running around with an average small gun merc. Or even, crazily enough, two or three.

Too expensive, too easily lost. For exceptionally wealthy level 21s only. Too much of a gamble for anyone else.
Well if you see me you'll see a little bit o everythin running around with me  ;D.

*im not lvl 21 and Im certainly not rich. (caps wise anyways)*

Slaving is a good alternative to s.g. mercs.
Everything else requires caps.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Cultist on September 12, 2010, 07:18:52 pm
Slaving is great if you want to die in random encounters and lose everything all the time. Can't go near BOS or Unity without getting murdered and the trade off is bad followers that take about as much time to get as the time it takes to make caps to buy a merc.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Michaelh139 on September 12, 2010, 09:46:15 pm
Slaving is great if you want to die in random encounters and lose everything all the time. Can't go near BOS or Unity without getting murdered and the trade off is bad followers that take about as much time to get as the time it takes to make caps to buy a merc.
Ah your just starting off mate, don't worry, once your about level 9 and have at least 100% outdoorsman you'll be a much happier slaver  ;).
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: zato1 on September 12, 2010, 11:48:43 pm
hum if you go npc faction with bad standings you need a car or heavy od as a tag.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: МорфиусМК2 on September 14, 2010, 02:59:23 am
Mercs are fun to play with if you have little money on the side.

http://img137.imageshack.us/img137/5796/screen13092010001216.jpg    (screenshot)


I was wondering if mini gunner super mutant have two bonus ranged damage perks, and would rocket launcher merc have BRD perks too?
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Cultist on September 14, 2010, 04:44:53 pm
Ah your just starting off mate, don't worry, once your about level 9 and have at least 100% outdoorsman you'll be a much happier slaver  ;).

even with 150% outdoor you can still get into encounters and pretty much all the good towns are in deadly areas. NCR rangers, unity and BOS covers pretty much everything but the north and sf.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: МорфиусМК2 on September 17, 2010, 07:43:55 am
Quote
even with 150% outdoor you can still get into encounters and pretty much all the good towns are in deadly areas. NCR rangers, unity and BOS covers pretty much everything but the north and sf.

I have 249 and that is not enough for me.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Ganado on September 17, 2010, 12:07:02 pm
I have 249 and that is not enough for me.

180 is all you should need for highest effect. For me, I avoid almost every encounter with 181. It doesn't mean you will ever be able to avoid every encounter.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Cultist on September 17, 2010, 06:09:26 pm
I heard last wipe that at 150% the encounter rate caps out and anything past that is just movement speed.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Ganado on September 18, 2010, 12:01:16 am
I heard last wipe that at 150% the encounter rate caps out and anything past that is just movement speed.

Solar said it is 180% to be able to get best chance to get past Extra-hard encounter tiles. In my experience, 150% will work fine for most places, though, but I can feel a difference in some harsher areas.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: МорфиусМК2 on September 25, 2010, 09:21:55 am
This is what i do with my super mutants  8)
(http://img844.imageshack.us/img844/9702/screen24092010202028.jpg)
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: TheGreenHand on September 25, 2010, 09:29:42 pm
Slaving is great if you want to die in random encounters and lose everything all the time. Can't go near BOS or Unity without getting murdered and the trade off is bad followers that take about as much time to get as the time it takes to make caps to buy a merc.

You being serious here?  Your rep goes back to neutral.  They won't attack you for all that long, maybe a couple weeks.  And getting a slave is really easy, if you dont care who you enslave.  I can go out of base, and generally in the first or second encounter there's an enslavable npc.  Bag em and tag em.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Cultist on September 25, 2010, 10:42:20 pm
You being serious here?  Your rep goes back to neutral.  They won't attack you for all that long, maybe a couple weeks.  And getting a slave is really easy, if you dont care who you enslave.  I can go out of base, and generally in the first or second encounter there's an enslavable npc.  Bag em and tag em.
Being a slaver tags you as hostile regardless of rep, same with all npc factions.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Michaelh139 on September 25, 2010, 11:08:08 pm
Being a slaver tags you as hostile regardless of rep, same with all npc factions.
That is False.  Unity and Rangers don't insta attack me anymore since rep went back to neutral.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: TheGreenHand on September 25, 2010, 11:37:43 pm
That is False.  Unity and Rangers don't insta attack me anymore since rep went back to neutral.

I've got to agree with this.  Any character I have with 5 CH or higher i make a slaver, and I don't have any problems after my rep is neutral again.  Klamath traders don't trade with me, but that's ok.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Cultist on September 26, 2010, 01:31:44 am
That is False.  Unity and Rangers don't insta attack me anymore since rep went back to neutral.

They changed this since the wipe then I guess.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Solar on September 26, 2010, 11:45:13 am
Changed quite a while before the wipe.
Title: Re: Topic about mercs. Super mutants and t.e.
Post by: Cultist on September 26, 2010, 10:46:12 pm
Good to know