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Post by Alex Fury on Aug 8, 2012 11:37:21 GMT -5
Actually, I can take out most Yakashima ones now with ath 4. Average of 9-10 AP every turn. move is 4 max right now. Weapons are Mt Taser and MK251 Bounty. Armor.. I want to say is the infiltration suit. 3/4 ball/def with 4 dodge. Hard armor. Just did 2 captures for the Finnian v-chip connector in Yakashima without too much trouble. the only enemies that give me any real trouble are the sentry bots.. 4health 20 mental, 12+ AP, shoot like mad. Even the bounty just isn't great for shooting with a firearms of 5 or 6. brawl of 4 or 5 hits far more often, at less AP cost. With luck about to get the Jaguar NAN armor, 9/6 Nano and Hard. almost there for money. Then I figure work on a really good 'deck' for jobs and all.
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Post by Alex Fury on Aug 8, 2012 8:44:18 GMT -5
I thought evading gave 1xp if it works. Never done the bribe. I don't often get the option. Confront varies. In the lower-level/gang ones, I usually confront. But the Yakashima/Mars/Aztek territories, I can't always handle the patrol. And almost invariably I get 'respawned' on the opposite side of the zone from where I need to finish the job. And I have Athletics 4 on the char.
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Post by Alex Fury on Aug 8, 2012 7:49:40 GMT -5
Is there any kind of listing for places to get contacts v-chips perhaps, as well as overall list of contacts/taxis/etc?
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Post by Alex Fury on Aug 8, 2012 7:44:45 GMT -5
A question. If you have the razors... And two weapons. when in combat, can you swap between all three? ie: Gun, Taser-glove, razors... (Some you might want to stun rather than dice.. or two guns for different ranges)
Also, for cyber-weapons. Are you ever going to do cyber-guns or the like? Perhaps cyber-spur like from ShadowRun or Slice-n-Dice from Cyberpunk?
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Post by Alex Fury on Aug 8, 2012 6:48:17 GMT -5
How high is 'high enough' to escape when they're right next to you? My char's stealth is 5, and half the time I cannot even evade Los V or Street patrols. Though once in combat I can move enough to escape if I choose by getting enough space between my char and them. But it does make sense to 'let' yourself get in to combat so you can run away in order to get the xp
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Post by Alex Fury on Aug 8, 2012 6:08:58 GMT -5
The dogs are easy for me, at least with the MT Taser unit (blue glove) and a decent brawling skill. Despite Firearms being higher than brawl, I hit a LOT easier with brawl on the whole. The mechanical ones with 20 mental health are nasty as they shoot a LOT. But the newer armor has helped a decent bit.
I seriously look forward to this intro/training bit.
The heat/rep would be great, and how the jobs affect. One thing that is admittedly annoying, is I'll have a good few bars of green rep with an area. But a patrol still attacks. With the flying mecha units or dogs, i can't run far enough to escape, so need to kill/stun them all. then my rep takes a nosedive and heat skyrockets.. Argh
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Post by Alex Fury on Aug 8, 2012 5:50:09 GMT -5
Do you get xp from hacking and selling the info, or just the money from selling info?
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Post by Alex Fury on Aug 7, 2012 14:53:23 GMT -5
Is there ever any other ammo you can loot aside from 'ammo pak's?\ Even when I go up against higher level opponents, all I ever get are those. While it's nice, I tend to use an Auto-rifle more, which means I load up on useless ammo that doesn't sell for much. and need to go buy other stuff.
Is there any chance/ability to loot money after combats? I'm sure that there are some type of hard currency or credsticks or such that can be looted and hacked/fenced/etc for money.
Also, what does 'hard' do for armor? better protection against something? I haven't found a ready description of it anywhere. The nano bit I've found easily.
As for xp. I do realize that early on you don't want to give up too much xp. But by a bit later on, even fighting non-stop it can take a LONG while to upgrade anything. Perhaps for harder fights, more than just 1 or 2 xp a time? Though I do appreciate how even avoiding patrols or dodging environmental hazards (leaks, dome attacks, etc) will give some.
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Post by Alex Fury on Jul 31, 2012 14:15:18 GMT -5
@cory Ok, I asked, because to-date that I can recall. I've seen perhaps only 1 ship, that didn't have the ratio I showed, for fast/quick/medium/slow/low/etc. Every one I have seen that I can think of, matched the formula I showed further up.
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Post by Alex Fury on Jul 31, 2012 13:37:37 GMT -5
Lol, I'm American too. I suppose the issue just throws me more when doing the time-based ones. When I see decimal points, I think in tenths/hundredths, etc. so 6.3 is 6 and 3-tenths. 6.03 is 6 and 3-hundredths. a fairly big difference. Also, when it hits 6.30 it shows 6.30. not having the leading '0' can be a bit odd. At least to me. Yes, I do think 8/7/12 in effect. Though I often for files where I do care about date-management, I do 08/07/12
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Post by Alex Fury on Jul 26, 2012 11:20:54 GMT -5
In multiple instances, over playing this game for years I have run in to this bug many times. The check for 'full hold' does not actually check for the specialty 'holds'. (weapons/electronics/records +25 specialty holds) Multiple times, I know that all three 'specialty' holds are empty. (water/fuel one tends to be fine as that's the first checked) However when doing 'take all' from a defeated ship, or from a harvest/explore, I constantly see 'not enough room in hold to take weapons/electronics/records' toast pop-up. YES, the 'shown' hold is full, ie 50 hold, 10 w/f 40 electronics. I then go in to 'cargo' or whatever the option is, and can freely and easily move elect/weap/records without issue.
For my explorer (or at least ships I use for mass-hauling) I tend to get those three upgrades. Because unless the base hold for a ship is ~120+, no upgrade gives as much flat-out space as the +25. 3 upgrades is +75, and no other ones give that kind of a boost. I've even taken tiny-hold ships, put all four (water-fuel tanks too), which takes a 30-hold ship to an effective 130.
I have seen this on the LG Ally, HTC Inspire and HTC Rezound. Multiple versions of Android, and multiple versions of the game. Current is Rezound. android 2.3.4, STe 4.5.3
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Post by Alex Fury on Jul 26, 2012 10:57:53 GMT -5
Umm, for #3 on your list... If you had any 'take these people' or 'take this package', they always have a chance of being invalidated on a search. The hold only protects 97%. And the smuggler abilities only protect so many. Now if it is say a contract-kill/surveil/blockade... then definitely a bug
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Post by Alex Fury on Jul 26, 2012 10:21:56 GMT -5
I've run in to this problem as well. When using the Merchant (?) class that gives a discount on buying ships. I see the discount, I see the right difference for trade-in. I use Status to check my $$$ that it is over the trade-in cost.. But I cannot trade-in, it tells me I don't have enough money. This has happened when only having the first ship, so no chance I have 'too many ships'.
HTC Rezound Android 2.3.4 STe: 4.5.3
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Post by Alex Fury on Jul 26, 2012 8:48:04 GMT -5
One thing that has screwed me up from time to time, esp when doing the time-based awards... Is how the date increases. I know each default action is 0.01 (1 week), however the date never shows the X.0X properly. If it is date 61.01 , it shows as 61.1... Only when it gets to the X.XX does it start showing properly. Minor thing, but wanted to point it out.
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Post by Alex Fury on Jul 26, 2012 8:45:21 GMT -5
I have been having this problem as well. HTZ Rezound (Verizon Stock) Android Version: 2.3.4 STe ver: 4.5.3
This happens more for surveillance than blockade. But I'll tap, wait.. tap, wait.. tap wait... or just tap a bunch... the toasts go very long.. And I'll have 1-5 ship encounters in a row because the surveil/blockade takes so long to do it's checks.
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