13:53:34 5 October 2019 |
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Byte Me
Senior Resident
On forum: 10/08/2014
Messages: 455
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Loadouts and Tasking, by day 9 - it's game over.
---QUOTATION--- LA DC 1.4007 late start playthrough
Byte Me:
Oh, it was a bit of a special case example while I poked around in Forest in Freeplay. Finding electro artys is pretty fraught and this is the only instance where I was packing them to 'safely' explore the Oasis feature. Ordinarily I'd just stash them in the GMF Hangar green box.
What I do like to do is carry "rupture" "impact" and "bulletproof" sets as routine. "Telepathy" "chemburn" and "burn" also have good uses so I prefer to have them reasonably available just for tactical.
With rupture on no snork or bloodsucker can damage me. But it gets a bit tedious with the knife, so last game I tried a rup / chem combo, stood in a strategic Witches Jelly and let them come to me. And die. And spawn artys.
That's what rocks about LA. EVERYONE here has their own strategy. ALL of them work. For me 8-15kg of inventory rocks are better than a third gun and a shedload of ammo or a battle armour.
Byte Me
I didn't realize that was a FreePlay loadout. Of course that's a great idea to go back to mutant or anomaly avoided areas to explore and harvest any missed artifacts and other objects. I just wrongly assumed that was a Game Play loadout, once you got some good arties past mid-game. That's why I was touting the need for an additional weapon and more ammo.
I pretty much had this loadout by day nine.
It's misleading, because I had all of these weirdo electro artys on to dig around the Oasis in this screenshot.
Normally, running ANYWHERE with 'impact' / 'rupture' invulnerability solves 90-95% of MUTANT problems (exceptions being Controllers and Pyrogeists)
That accounts for some 65-75% of gross combat events.
Around 20-25% require a shootout. No biggie.
The rest, with a few specialized exceptions, is a mopping up exercise.
++++++++
But here's the rub.
It took me 4 games to figure out what TFF these artys were up to in this incarnation of LADC.
Another 6 months to write it up for reference with comparatives over the versions (I still play 1.4002 on and off)
Next game (if ever) I'll stock some daft "explosion" artys and have it out with the Monolith rocket boyz at the NPP. Maybe..
Until then I'm quite content to exploit the devs' creation using their own board and resources. It's fun.
https://lost-alpha.fandom.com/wiki/Artifact_Parameters
There's nothing more frustrating than entering a new level and meeting overwhelming enemy forces and/or excessive mutant attacks and having your limited weapons wearing down too much or not having the ammo to sustain field operations. I've probably mentioned before I like to enter a new level fully loaded down with supplies and ammo and find LA frustrating for the lack of immediately findable stashes to off-load and operate from.
TS ---END QUOTATION---
This happens far too often, cross levelchanger with full cargo: ambushed by Bandits or Bloodsucker Pack? Check. And that wasn't in Freeplay... nor with freeroaming A-life... WTF?
ANYWHERE you get to you make a strategic "loot drop".
Just transiting stuff.
It's as old as STALKER...

Exploiting 1.4007 DC as best as I can. I will NEVER, EVER use a "cheat pack" - a game lives or dies on its gameboard. Best of luck, stalker...
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