Nameless Voice on 6/3/2023 at 22:52
I gave up on recyling items in most cases. You generally only get half as much for vaporising them into scrap (a sentence which makes no sense!) and recycling that, but it's still more than enough to buy everything I've seen for sale so far and still have ~150 credits left. (I've only played through Medical and Research so far.)
I did find it funny that the most valuable items for recyling that I've found - the broken assault rifles dropped by cyborg assassins - don't fit into the recyling machine, so you have to scrap them.
driver on 6/3/2023 at 22:57
Your memory isn't failing you, it was exactly where you said it was. Thank you :)
It does seem that the code itself is randomised, though. Which I approve of.
As for recycling. I pretty much gave upon larger items from about mid way through, and even then I had about 270 credits by the time I finished it. There wasn't much I wanted from the vending machines barring the 3-4 upgrades I got. If you carry on as you are, you'll probably be a millionaire by the end.
D'Arcy on 6/3/2023 at 23:23
Well, I just finished cleaning up the reactor level and even after buying every ammo and upgrade, I have 406 credits. I was hoping that recyclers in higher levels would be big enough to accommodate the broken assault rifles.
I just started Maintenance and my first impression is that it's a LOT less challenging than the original. Even after all these years, the three places I fear the most in the original game are the central hub in Maintenance, Beta Grove, and the Autobomb maze in the bridge. My usual strategy in Maintenance is having the shield up all the time, and using the laser rapier on the inviso-mutants. In the beta all I need is the shotgun, which for some reason uses ammo named 'flechette'. By the way, I miss the Flechette; it was my weapon of choice for the groves.
And randomising at least some of the codes is a nice touch, I wasn't expecting that since the armoury code in Medical is the same one as in the original.
driver on 7/3/2023 at 00:04
I suppose the audio logs that provide codes would have to be static, the ones written down would be easy enough to change.
I missed the Flechette too, but the shotgun provides an acceptable alternative for dealing with organic foes. I'm a little puzzled as to why it has two anti personnel ammo types as buckshot and rifled slugs would have made more sense. I also miss the dartgun but I can understand why it was dropped. Once you left medical it barely saw any use.
As for the other weapons I haven't tried the grenade launcher as I couldn't justify the 8 slots it took up. I approve of the change to the railgun to put it in line with what we're used to since Quake 2. Not so keen on the burst/full auto assault rifle as I never had 'enough' round to justify spraying it around. I was surprised to find a Skorpion so early on. IIRC there were two in the original and you got the first around Deck 7? I found my first one much earlier, and it also uses the same ammo as the minipistol. The blaster was missing though in its place was an upgrade for the Sparqbeam. This seems like a placeholder as it was the only upgrade that increased the size of the weapon (that I saw). Didn't try the exp Plasma Rifle (same reason as GL), though I see it now uses ammo rather than energy. Magpulse is far too weak. Even 'overclocked' it took 3x3 shots to knock down a sec-2 bot. I ran out of ammo pretty quick later on.
No sign of the tranq pistol or riot gun. No surprise there, really.
:edit:
Oh, and in case anyone missed it like I did (until about 4/5 of the way through the game), you can unlock the quickbar so it doesn't force you to use set slots for weapons/grenades/patches. It's in the options under Accessibility/Interface.
D'Arcy on 7/3/2023 at 02:52
The nerfed Magpulse is seriously pissing me off. And yes, in the original the first Skorpion could be found in Engineering. To me it's the most powerful weapon in the game and the one from the beta doesn't seem to be comparable - I just ditched it.
driver on 7/3/2023 at 10:48
Kept the Skorpion right up until the end. Ammo was pretty common for it and with the teflon rounds it could tear through Cyborg Enforcers pretty easily. I wanted to experiment more with the other weapons but the limited inventory was just so frustrating. Hopefully they'll add in for expanders, I only found one and I was being pretty thorough.
D'Arcy on 7/3/2023 at 11:10
Yeah, I just went back and got the Skorpion. I'm finding it quite useful at the moment, especially given how weak the Magpulse is. And the grenade launcher is actually good, it's just a pity that it takes up so much inventory space.
Also, the energy consumption of the envirosuit (at least the v1) is absolutely insane. And I have no idea if this is a bug or not, but I seem to be consuming energy for absolutely no reason. I have all my wares switched off, yet my energy keeps slowly depleting. This is making the game very hard to play. It seems to have started doing this when I reached the Flight Bays level.
driver on 7/3/2023 at 12:06
That could be a bug, I don't recall having any trouble with the enviro suit draining my energy that much. I did use the ion rifle a lot once I got my hands on it, so that was mostly responsible for my many trips back to a charging station.
D'Arcy on 7/3/2023 at 12:21
Okay, a question: did you find out how to open the door after the fight with the Cortex Reaver? I get a message saying that it's jammed and a manual reset is required, but I couldn't find how to do it. I ended up leaving the same way I got there.
The energy thing somehow sorted itself out, so that must be some sort of bug.
driver on 7/3/2023 at 12:36
I think I found the assault rifle in an adjacent room, but that other door remained locked and I couldn't find a way to open it. There were a handful of doors that were locked and required 'manual reset' that I never opened. Whether that's just another type of 'broken beyond repair' door that can't ever be opened, or maybe it's something the final release will make available I'm not sure.