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I got my wai in the end!!!

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  11:58:50  30 March 2009
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CleaverX
(Senior)
 
On forum: 12/09/2008
Messages: 124
I got my wai in the end!!!

Hear ye, hear ye!! Come one, come all!!

We all have been frustrated by the fact that it is very hard to get the Loners to take the Depot; myself I have been lucky a couple of time, but in general I was ready to concede that that part of the game was just too quirky, and the only way would be to use a faction mod.
Not so!!!
For my last playthrough I decided to apply some observed behaviours to control some of the events. I noticed that the Loners at the Garbage, if asked, would require me to capture a control point occupied by a neutral faction, usually Duty; then it dawned on me that maybe the Loners would not move on the Depot, because the way there, as they saw it, was not clear. So I decided to change my tactics, and rather than join the faction war against the Bandits just before Limansk, I decided that I would wait until the situation in the Garbage was more conducive to the end result. First I diligently worked to obtain "green" status with the Bandits, then I patiently waited for the right conditions and bought and fully upgraded a SEVA suit and a Val rifle; so now that I no longer needed any of their services I waited until the situation was prime to strike. Half way through the Agroprom map (only Loners tasks done, Underground mission still pending) I saw the opportunity. Fighting the Loners had left the Bandits somewhat depleted; they held both gateways to Agroprom, the pipes by the Depot, and of course the concentration camp. I joined the Loners and crossed into the Garbage, where the Loners held both gateways to the Cordon. Although the main objective was to take the Depot, calls started coming in to clear the road, by taking control points. It worked perfectly, and by the time I cleared the Depot, a small squad of Loners moved right in. Excellent!! That did not last too long, as I went back to Agroprom to continue the story line, mutants coming from the Red forest, soon overrun the three Loners at the Depot, and moved on; Bandits immediately started respawining. "Bummer", I thought to myself, but not to fret. As I completed the underground mission, as always, Duty started pouring into the Garbage, and as I followed them around waiting to bag "the big gun" and score more loot, I would make it a point to hit the Bandits and retake the Depot, then I would go about my business, and wait until they respawned. By now, both the gateways to the Cordon and the southern gateway to the Agroprom had two squads of Loners each. Duty held the northern gateway by the tunnel. That was a problem. So I patiently waited for the Bandits to respawn, and send two squads by the Pipes. Eventually one of those squads would attack Duty at the gateway; the Bandits were poorly armed, but in the end, they managed to kill the last remaining Duty trooper on guard. Just as I suspected two squads of Loners immediately headed for the post, but by the time they got there I had cleared it out, and was polishing off the squad at the pipes; at this point one squad of Loners headed straight for the Depot, and by the time they got there I had cleared it out, so they moved right in. Earlier, since the concentration camp was no longer part of the gameplan, mutants had managed to wipe out the diggers at the Flea Market; the place immediately spawned in a short time, four squads of Loners, which took over the encampment by the Tanks, and the one across the street.
As soon as the Depot was taken, they all moved right in. In all, four squads of Loners took over the Depot, and maintained it for the remainder of the game. The remaining squad occupied the Flea Market, providing a Trader, a Tech, a Guide, and one more trooper armed with an AK74. With the Bandits wiped out, heavy fighting broke out between Duty and Freedom, for control of the gateway to the Military Warehouses; shortly afterward, I bagged my prize: the big gun. I returned to Agroprom with lots of loot; I bought an Exo, spent lots of dough doing full upgrades to everything that needed it, and headed for Yantar. As a side effect, the different approach I used in Agroprom created the ideal situation: Loners squad after squad spawining from Yantar moved in to all the control point to the North, denying the Mutants any spawining areas; for the reminded of the game Agroprom had near zero mutant activity; consequently the Loner faction had the highest number of troops I had ever seen.
What a wonderful turn of events!! This was my last play and I will now move on to play SOC, it feels good knowing that I was able to influence the game and get everything to turn out just the way I wanted. For those of you who stuck it out and read my entire post, since the proof is in the pudding as they say, here are some "see it to believe it" screenshots.
All the best

The Cleaver

[link]http://img4.imageshack.us/img4/1649/lonerstakedepot3.jpg[/link]

[link]http://img25.imageshack.us/img25/9362/lonerstakedepot2.jpg[/link]

[link]http://img18.imageshack.us/img18/568/lonerstakedepot.jpg[/link]

[link]http://img19.imageshack.us/img19/4117/lonershighcount.jpg[/link]

[link]http://img21.imageshack.us/img21/3998/lonersatpipes3.jpg[/link]

[link]http://img22.imageshack.us/img22/4674/lonersatpipes2.jpg[/link]

[link]http://img23.imageshack.us/img23/5576/lonersatpipes1.jpg[/link]

[link]http://img24.imageshack.us/img24/4503/depottaken2.jpg[/link]

[link]http://img25.imageshack.us/img25/6707/depottaken1.jpg[/link]

[link]http://img4.imageshack.us/img4/6953/banditsgone.jpg[/link]
  12:39:02  30 March 2009
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hhiker
off to new worlds
(Resident)

 

 
On forum: 10/31/2008
Messages: 4290
Impressive

(and a fascinating report to read too )
  13:42:40  30 March 2009
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Danlo
The Lazy Writer
(Resident)

 

 
On forum: 10/21/2008
Messages: 5198
Well done - mate - who says that the Faction Wars are bugged - you just have to be able to choose your time when to join a certain faction I suppose.
  19:38:55  30 March 2009
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sunzi
Senior Resident
 

 
On forum: 09/30/2008
Messages: 707

---QUOTATION---
it feels good knowing that I was able to influence the game and get everything to turn out just the way I wanted.
---END QUOTATION---



Good thinking! You can win a battle by brute force, but to win a war you must go with the flow.

sunzi
  22:08:55  30 March 2009
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-=Grunt=-
Cake Muncher
(Resident)

 

 
On forum: 01/08/2009
Messages: 4114
Great, thanks for sharing your tactics on how to win it without modding.
  01:31:40  7 December 2009
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kitube
(Senior)
 
On forum: 05/13/2009
Messages: 50
when i played the bandits had 0 strength too and there was a squad in the depot but the bandits still respawned, and once i did all quests from the leader from the loners in agroprom there were no mutants or bandits in the agroprom whatsoever.
  04:25:52  9 December 2009
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edutiao
(Novice)
 
On forum: 06/26/2008
Messages: 8
yup, great report! I found out as you that "clearing" the Duty squad posted between the barricades at garbage and Agroprom seems to give the Loners a hint to move forward and take the depot. But i feel it all depends on the their overall strength too - and, of course, they must be holding both paths to the garbage from cordon.

As a side note, do you guys feel that, as Duty takes on more positions in Agroprom - after the underground mission - the mutant attack rate on Loners goes steadily up? They must be making the Zone angry after all huh.

Cheers
 
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