Dam on 24/1/2005 at 09:00
Well, feeling that my heart had had enough rest, installed SS1 again last week. Since it doesn't take that much space on the HD, don't know why I even uninstalled it in the first place :o . Probably to keep myself from playing it and therefore draining years of my life because of the fear that game causes in me :sweat: .
Anyway, slowly going onwards, just cleared L2 for the first time. Took a different approach this game round: activate Cyborg Conversion back to healing and just move, without using any medikits or patches. Might as well save them for later.
Noticed that the pistol with standard bullets seems weak against muties. I mean, most of the time took 3 hits to drop one, where as the needle gun dropped them in 2. Is this correct, or am I just a poor shot with the pistol :confused: ? If memory serves from the previous run, the Flechette seemed to suffer from a similar ineffectiveness.
Was thinking in the ammo-preservation sense and using the Sparq, which I rarely used previously. Against a crowd, heats up too much to be effective, but against a single opponent handy. Here's the question though, where to put the slider for efficiency to get the optimal damage with regards to adequate energy consumption? Currently I have it at 3/4 power, but overheats after 5 or so shots. Takes drones and muties down in 2 or 3 hits. Later on, where to put the slider on the Ion Rifle and Blaster, should I keep them? Opinions?
And speaking of that, the stungun and tranq darts. Are they effective, say against the inviso-mutant and/or plantmuties? Would be handy to freeze them and swish them with the rapier (or pipe them), again to save ammo. Though seem to recall that the Flechette, besides making a sweet sound :thumb: , kicks plantmutie butt.
And sort of a weapons related notion. Previously I've always stuck to the route of 1,2,R,laser,3 (grab rapier) bypass to -> 4,5... But now thinking about it, mayhap I should head over to 4 at least to get some magpulse rounds for the Hoppers on R. GRR, I hate hoppers! Stay still you blue bastard! Also on 4 and 5, could inprove my weaponry, while still managing to get by with the pistol and teflon rounds. Sure there are a few Sec-1 bots around, but most other things would go down without too much trouble. And I can always rapier them :p . But all this would go against my anal-retentive personality which requires me to do things in order :o .
Just rambling (like soneone I know :laff: )!
progressor on 24/1/2005 at 10:40
As I play on 3-2-3-3 I decided to go for a rapier first then to R-level and it proved to be a wise decision. Rapier - proper solution for hoppers.
NHJ BV on 24/1/2005 at 11:40
Really? Don't they have ranged attacks that cut you apart before you can get to them? Especially in the open hallways of R, I think.
Dam on 24/1/2005 at 11:50
Yeah, they do shoot at you, but it isn't that difficult to hide behind a corner and lure one close enough for a quick "dash and slash" :thumb: . But my current style of non-medication (apart from the medical beds) might not be the best approach to meleeing hoppers. Though I'm sure TNT would approve. :laff:
progressor on 24/1/2005 at 11:54
Sure they do. But you have to be quick anyway if you rely on rapier.
BTW I also keep med patches till the 8-9 decks.
TheNightTerror on 24/1/2005 at 13:19
Wow, obsessed much? ;)
I always charge the hoppers, if you hold the shift key while you head for them, you'll be all over them in no time. Assuming you don't screw up or run right past them, they shouldn't get more than a few quick hits in before they receive a little love tap from the rapier. :devil:
Shevers on 24/1/2005 at 18:02
I'm the local SS1 Rapier enthusiast around here, just as TNT's the wrencher. So I basically use the Rapier for everything, as much as possible anyway.
Before the end of deck 2, I'm more reliant on the Sparq. To be honest, I never experimented with the more powerful weapons, sticking to my LR, and generally a couple of Sparqs as backup when I needed it, along with some more powerful beasts like the Magpulse for safety/big enemies.
It's this mentality that meant I never noticed the glory of the Skorpion until a while after I found one, but even when I did I still stuck mainly to the godlike Rapier.
:sly:
Qaladar on 24/1/2005 at 18:30
I was not aware that you could even head up to level 2 before destroying the laser. What difficulty are you playing on?
I set the sparq on max but only use it on hard targets like sec-1 bots, hoppers, and maintenance bots. Pistol works reasonably well on mutants, assassins, and other bots. Might as well use up that ammo as you're going to ditch the pistol eventually. SS1 does not have an ammo shortage so theres no reason to horde.
Personally I like the Magnum and Magpulse (assault rifle is ok too... I save my penetrators for the final assault on the cyberjack). The rapier is good but leads to too many resurrections on high difficulty levels. A hopper can kill you in the few seconds it takes to approach them in the open (not to mention sec2 bots). Much safer to hide around a corner, lean out, and pop them with something from range. I mostly use the rapier for getting rid of corpses and boxes and such (I'm a clean hacker). The skorpion is good too. I use the flechette a lot on soft targets like the things in the groves and zero-g mutants... it works well for that.
progressor on 24/1/2005 at 20:54
I think you are forced to be "Rapier enthusiast" on highest difficulty. At least on R-level - magnum and magpulse ammo is too rare.
TheNightTerror on 24/1/2005 at 23:09
Quote Posted by Qaladar
I was not aware that you could even head up to level 2 before destroying the laser. What difficulty are you playing on?
:weird: Er, Level 2 is the second level you go to in game unless I've gone completely insane. I think you mean level 3, the level the rapier's found on? ;)
Until the laser's destroyed, it's level 6 you're cut off from. You can still get to levels R-5, via the other elevators. And lately I've played with all the difficulty settings aside from plot maxed out, so I'm fairly sure it applies to most of the difficulty levels.