The Outer Worlds: Difference between revisions

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(Created page with "* There is loot everywhere. Jump on boxes, leap up on roofs, crawl under tables, check behind every corner; you're bound to come across a little yellow or red box containing b...")
 
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* The inhaler system is a bit confusing. Using an inhaler will take one of the health restoring items, but any other consumables that gets put into the other open slots will also have their affect applied.
* The inhaler system is a bit confusing. Using an inhaler will take one of the health restoring items, but any other consumables that gets put into the other open slots will also have their affect applied.


[[Category:Games]]
* There's an option under Game Options that's on by default that makes it so you see a weapon's base damage, turn that off so you can see weapon damage as it's affected by your skills and such
 
* In the journal section there's a codex that has a lot of valuable explanations in it, like how damage types work: kinetic isn't good against armor, shock is good for robots, plasma isn't good for mantisaurs but great for other things, corrosive is good for armor, although in my experience it seems to be good for everything, N-ray damage ignores armor and is basically poison that'll spread to other enemies but isn't good for inorganic enemies.
 
* The only game breaking glitch I've run into was fixed by loading an earlier save, a quest got messed up and wouldn't move to the next bit/dialogue options didn't update. The game autosaves a lot but it's a good idea to manually save every once in a while just in case
 
* Flaws get offered in certain contexts, they're optional, and you get a perk point for taking them, be aware of what the stipulations are, like if it's some conditional thing like "you're afraid of robots so these stats will be lowered" or if it's just a 24/7 debuff, like permanent concussion which takes your mind stats down 1 for the rest of the game and will reduce the points for the skills those attributes affect. Also the fear of robots flaw apparently applies if you're using the robot companion.
 
* Don't feel apprehensive about using mods on weapons and armor, yeah you don't get them back, but you get a LOT of mods in the game, you could easily play it safe and only use mods you have copies of and still have most of your gear modded out.
 
* Don't sell stuff to Vending machines, the merchant skill/faction bonus doesn't apply, vending machines can't haggle, so you'll lose money if you do this. Go for it if your over encumbered but just so you can move again, don't sell your whole stash.
 
* The Deadly Demonstrations perk gives you +50% XP from companion kills. Now that may not sounds like much, but actually your companions' kills already give you 100% experience before the perk, so the perk enables you to get 1.5x experience for the rest of the game as long as you let your companions finish off stuff. May be too micromanagey though.
 
* 1 of the most effective skill threshold is Inspiration 60, since for just an additional 10 points from 50, you'll get so many more additional "free" points from your companions & even the armor they wore. You can even 100% some stuff with only 50 hard skill points invested.
 
* Companions's skills gotten from armor will grant you 25% of their bonus only for the skills which they naturally grant. Eg, Persuade for Parvati. This armor bonus increases to 50% with Inspiration 60.
 
* High lockpick means lots of containers being lockpicked for free due the "1 = free" skill threshold, hence saving you lots of Mag Picks over time.
 
* Perception is the most checked attribute in dialog ever, so keep it High if possible even with a non-combative character.
 
* You literally don't lose anything (karma/reputation etc) from stealing stuff, as long as nobody sees you.
 
[[Category:Games|Outer Worlds]]

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