Qaladar on 24/1/2005 at 23:39
Yeah I meant past 2 not up to 2. Ya know I never actually tried it though... *shrug* since the game blocks off elevators everywhere else until task X is accomplished... I just assumed it was so. Perhaps not... I'll try it next play through.
Yeah... no magnum or pulse ammo first time on R... its all sparq beam and the sucking down of a lot of batteries.
Still not a fan of charging bots with a rapier and respawning repeatedly.... I like to finish with 0 resurrections. Maybe I'm wierd like that though.
Course now that I think about it... if you can do decks 4 and 5 before R then you could obtain plenty of magnum and magpulse ammo for whacking hoppers.
Ok I'm for SURE gonna try that next time I play.
(And now I'm done rambling... I think.)
Dam on 27/1/2005 at 12:31
Update:
Headed up to L4 after a quick rapier theft. Almost managed to die on 3 :o . Now 4 is cleaned out and armed as I am now with flechette, magnum and plenty of magpulse ammo, I feel like heading up to 5 before back to 3 and the R. Still hoping to find light, Nav v.2 (or whichever lets you spot enemies on the map) and shield upgrades.
L4 wasn't that difficult even with just the pistol and rapier to deal with enemies (and the sparq occasionally). Toughest ones were the Sec-1 bots since magpulse was running a bit low before I found ammo. Also, the Cyborg Warriors seemed tougher than I remembered. Took 2 Magpulse shots or 2-3 Magnum Slugs. Of course went down with one slash, but tended to get a shot in before dying :grr: .
Oh, and while I remember, is the boost setting on the motion booster any good? I don't think I've used that upgrade all that much in previous runs, but it was just out of control :sweat: .
Drat on 27/1/2005 at 16:04
Probably good for quick getaways when you are really fatigued, and don't want to use a staminup (because of the after affect).
Dam on 28/1/2005 at 10:33
Is there re-spawning on 4 and 5? I know from experience that 3 :eek: and the tunnels on 7 :sweat: both have some seriously quick spawning, but after wandering the corridors of 4 for about an hour, haven't encountered anything worth slashing or spending ammo on. L1, outside the hospital has quite a respawn rate as well, good for medi and/or berserk patches :thumb: . From memory, both 6 and 8 don't have a lot of it either.
Upgraded some weaponry to Blaster and Assault Rifle. Poor little Cortex Reaver, stuck in that little room :joke: !
NHJ BV on 28/1/2005 at 18:14
From what I remember I think 4 and 5 had no or very little respawning. 6 has some in a few areas, but not much. 8 I don't know.
Rolander on 31/1/2005 at 17:41
SS1 has a rather complex weapon damage system that varies damage taken based on creature type and attack type.
The simplest examples are that EMP attacks are ineffective against pure organics (included the SS1 hacker, though you get the vision trip effect), while gas grenades are useless against robots.
Some specific enemies have special vulnerablies. Most notable, most mutant enemies, with the exception of the Virus Mutant and Invisible Mutant, take extra damage from needle attacks, which the Dartgun and Flechette falls under. That is why the Dartgun is more effective on Humanoid Mutants compared to the Pistol (unless you use the Teflon ammo) and why a Flechette loaded with Splinter rounds will massacre almost anything you find in the Groves.
SS1 also introduces 'armour' and 'armour penetration' for enemies and weapon attack. A dartgun can have some punch against Cyborg Drones and Cyborg Assassin as they have hardly any armour, but is totally ineffective against a Cyborg Elite Guard's heavy armour. One of the reasons the Scorpion submachine gun, which kills most stuff with easy, is semi-effective against Cyborg of Edward Diego is due to the latters high armour rating compared witht the mediocre armour penetration of the Scorpion's bulllets.
Whoever designed the damage system knew their stuff; I wonder who exactly are they ...
WRT the energy ammo slider, I always push it up all the way to the max. However, by the time I get the Ion Rifle, the high energy comsumption discourages me from using it far away from an Energy Recharge Station; I rather use the energy to power my shields instead.
Bomb Bloke on 1/2/2005 at 05:14
Concerning the use of the rapier, turning your speed boost to 'skate' mode uses no energy and gives you a big bonus when your enemy is a little way off.
If the enemy is is a larger distance, turn it to boost mode proper, and you should still be able to give the first blow - just make sure you line yourself up with the target first. ;)
Rolander on 1/2/2005 at 12:38
There are 2 enemies that poses problems to the laser rapier.
Flybot: Especially on Lvl 8; they fly so high up, I don't think anyone will be stupid enough to try jumpjetting up there and slice them down ...
Autobomb: If you wanna slice them, you had to run up and hit them and they explode in your face; if you don't slice them, they roll up and explode in your face ...
Dam, you need to polish up on your rapier-rushing skills (and turn up your Energy Shield just before staring point blank into the ion-cannon barrels of a Sec-1 'bot). On difficulty 3 you can cut down Cyborg Warriors with 1 slash, but not Sec-1 'bots nor the single Cyborg Enforcer on Lvl 4 either; which means you will almost certainly eat a shot, not counting thoses you take while running into rapier range.
IIRC, when I use the Rapier, I generally charge only when there is no cover for me to sneak up close or when I have very time to react. I never use the Skates in either mode because IMHO the hacker can run pretty fast already and you need control here; a missed slash because you skate/turbo too much means 1-2 extra seconds for them to shoot you.
One great flaw about the enemies in SS1 is that they need a good line-of-sight to shoot you, while the hacker can just snipe away at an exposed appendage. Good sniping weapons are the single shot high damage stuff like Magnum, Assualt Rifle, ER Blaster and Ion Rifle (watch the energy drain for Ion Rifle!). Magpulse don't work here (nor Plasma Rifle) because the shot will hit the wall or obstacle partially blocking the way instead.
You can use the obstruction tactic with the Rapier too, by drawing their attention and retreat behind a wall or turn in the corrider. As they start negotiating the bend, you have a very good chance of a safe slash, often two (because most SS1 enemies are rather slow on the move) clean hits, which will take out most things easily. If you have problems judging their approach, remember you can use the Targeting MFD to lock onto a target and watch the brackets approach you or read off the range on the MFD.
Conserve your magpulse ammo for use primarily against Sec-1/2 'bots and Exec bots. Against cyborgs, a Magpulse shot does only a little more damage than a Magnum Heavy Slug or an Assault Rifle Magnesium Round, both of which are readily available as loot from defeated monster. Serious.
I hope you notice you can rapid-fire the Mini-Pistol, which will be useful until you scrap up sufficent ammo to keep the Magnum well supplied.
Personally, I would do Level 5 BEFORE Level 4. The enemies are much fewer and more spaced out (keep your eyes peeled for the Cyborg Assassin hiding in the shadows), making the level easier. More to the point, you can find the ER Blaster quite easily and early in this level, which is a lifesaver as the Blaster does about Magnum Hollow Point damage and ammo in the form of Energy Recharge Stations is much more readily available (Magnum rounds will be limited until you take down Exec 'bots and Sec-1 'bots on a routine basis).
Dam on 1/2/2005 at 12:54
Excellently detailed post, as was the previous one :thumb: !
Quote Posted by Rolander
Dam, you need to polish up on your rapier-rushing skills (and turn up your Energy Shield just before staring point blank into the ion-cannon barrels of a Sec-1 'bot).
I just grabbed v2 Shield. I admit my rapier-rushing isn't all the great, but then again, I ain't no TNT :rolleyes: :joke: !
Quote:
On difficulty 3 you can cut down Cyborg Warriors with 1 slash, but not Sec-1 'bots nor the single Cyborg Enforcer on Lvl 4 either; which means you will almost certainly eat a shot, not counting thoses you take while running into rapier range.
What about the Fatsos? Memory fails to recall the actual name, but I'm sure Fatso is an accurate enough description :p .
Quote:
One great flaw about the enemies in SS1 is that they need a good line-of-sight to shoot you, while the hacker can just snipe away at an exposed appendage. Good sniping weapons are the single shot high damage stuff like Magnum, Assualt Rifle, ER Blaster and Ion Rifle (watch the energy drain for Ion Rifle!). Magpulse don't work here (nor Plasma Rifle) because the shot will hit the wall or obstacle partially blocking the way instead.
I've noted this, but my kill-urges tend to get the better of me :o .
Quote:
I hope you notice you can rapid-fire the Mini-Pistol, which will be useful until you scrap up sufficent ammo to keep the Magnum well supplied.
Plus there is some ridiculous amounts of ammo around. And not just for the Pistol.
Quote:
Personally, I would do Level 5 BEFORE Level 4. The enemies are much fewer and more spaced out (keep your eyes peeled for the Cyborg Assassin hiding in the shadows), making the level easier. More to the point, you can find the ER Blaster quite easily and early in this level, which is a lifesaver as the Blaster does about Magnum Hollow Point damage and ammo in the form of Energy Recharge Stations is much more readily available (Magnum rounds will be limited until you take down Exec 'bots and Sec-1 'bots on a routine basis).
Saved last on L3, which when you have Lantern v2 and Shield v2, is as bright as day and safe :thumb: .
Dam on 14/2/2005 at 07:31
Well, managed to complete SS1 over the past week. Did things a bit differently from my previous run, this time utilizing Assault Rifle and Skorpion (picked up from level 7, by remembering D'Arcy's instructions from 1.5 years ago :weird: ) and the Plasma Rifle. Skipped most of L7, just stayed long enough to blow away the antennas, didn't even bother with the Cyborg Conversion.
Speaking of the Assault Rifle:
Quote Posted by D'Arcy
As for the Penetrator ammo question, the most clips I've been able to get in a game were 11. But there is really only one clip that is always in the game (the one next to Abe Ghiran's head). All the others are random, and you can get them from dead enemies. Since I always spend a lot of time hunting down enemies (every time I see a new square in my map I go all the way to meet it and shoot it down) I always find a few more Penetrator clips. You can get them from Sec-2 Robots (although this is rare), Mutated Cyborgs (a bit more often), and Elite Cyborgs. I always save these clips to use on the Elite Cyborgs that are inside SHODAN's 'throne' room'. 4 Penetrator shots kill one of those cyborgs.
I also remembered this quote from my previous SS1 lookback post and just had to comment/ask about it. You see, yesterday morning, I was going to ask people here if they knew how I could get into the Bridge Armoury. But while checking things out, found that I could get through the door after all. When double-clicking on it, says: "This door is locked", but when I walked over it, voila, fell into the armoury. It is an iris door in the floor, behind a hidden door just ouside the 3*force fields leading to the room where you need to put in the iso. chip. Anyway, in the Armoury (it isn't called that, but there is an Armoury logo/icon in the floor in front of the door) there were: 4*medikits, 4*Magpulse clips, assortment of bombs, and there is an alcove where there were 2 railgun clips (like you have any need for them :tsktsk: ) and 2 Penetrator clips for the AR. Can anybody tell if those clips are there in every game or are they randomly generated? Not looking to nitpick on D'Arcy, but just curious :angel: .