The Outer Worlds
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Revision as of 10:42, 2 November 2019 by Ahobday (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...")
- 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 bits, equipment, ammo, and mods.
- Your Lockpick skill is tied to character Intelligence. If you build a low intelligence character, expect to use a lot more Mag-picks opening locked doors and chests.
- Mag-picks are scarce early on. You can wear equipment with bonuses to Lockpicking, eat food that boosts Mind Attributes, or travel with companions who have the lockpicking skill to lower the number of Mag-picks needed to open containers. This can mean the difference between using 4 Mag-picks per lock or using 0 Mag-picks per lock.
- Choosing to go sub-average in a stat is always a detriment, but doing so with Intelligence unlocks [Dumb] dialogue options, many of which are funny, one of which is required for a trophy/achievement (if you're into that sort of thing).
- Combat starts off somewhat difficult but a few hours into the game it becomes trivially easy. You can and will find basic weapons that will instantly double your DPS and turn the game into a cakewalk, and you can find ammo everywhere. Because of that it is wise to keep your combat abilities at level 40 and dump the rest of your points into more fun non-combat skills.
- You can break down and repair items right in your menu, although it is generally less efficient than doing it at a bench.
- The easiest way to get lockpicking/hacking supplies is to upgrade your skills until you can buy restricted items in stores and then just buy out every vending machine you come across, since the tools are cheap.
- This a personal thing, but I would advise against stealing. It's pretty easy to do, especially since pickpocketing has no chance of failure unless visually spotted once unlocked, but it breaks the game even further to the point where it isn't fun.
- Companions do not have an ammo supply, they just use the weapons continually. Got a cool flamethrower that burns through ammo? Give it to your companion.
- 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.