The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.gg/taleoftwowastelands

Alien power moduels are abundant throughout Zeta.

Have something to say about Tale of Two Wastelands or have an idea for a new feature? Let us know here.
idmfan
Posts: 102
Joined: Mon Nov 12, 2018 9:28 am

Alien power moduels are abundant throughout Zeta.

Post by idmfan » Sun Jan 13, 2019 4:52 am

Could you lower the amounts of alien power modules found in zeta? Even without scrounger perk and high LK, it's so easy to mass them. Since the firelance accepts apms in TTW, it kinda breaks balance imo...

User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Alien power moduels are abundant throughout Zeta.

Post by RoyBatty » Sun Jan 13, 2019 12:01 pm

It actually works out well for the enemies being stronger in later levels. It's not our fault they decided to make ammo weightless.
Image

User avatar
Risewild
Posts: 3219
Joined: Mon Oct 01, 2012 9:14 am

Re: Alien power moduels are abundant throughout Zeta.

Post by Risewild » Sun Jan 13, 2019 2:15 pm

And enemies in TTW also go to level 50 IIRC, instead of level 30 as it was in FO3. And since FO3 make later enemies bullet sponges anyway... Yes, I'm looking at you Albino Radscorpions and Ghoul Reavers...
Signature:

User avatar
Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Alien power moduels are abundant throughout Zeta.

Post by Laclongquan » Sat May 22, 2021 10:57 am

Note: I am going to it in level 20. A support drone damn well give 50 xp for killing, and others can give up to 100+.

How? Easily. Just amass a huge variety of different chems, foods, and 2 kind of magazine Lad Life (survival) and Today Physician (medicine). Using two mags first, then stat boost, then chems + foods and voila~

Ammo is AP only (I ran out of ALL AP bullets). Weapon can range from Wanda to LMG (only for SM overlords, high DR shielded aliens, or abomination). But I find that scoped magnum work well. You should VAT upclose then manual aim the 3+ shots.

The shielded aliens is the problem though. They usually require a full mag pumping into their bodies. LMG full rock and roll in their face is the kind of heart raising thing I've been looking for. I suspect if NOT for the heavy usage of chems, level 20 is going to ask for a beating to death.

I suspect the toughest fight in the entire mothership is the initial one where we fight buck naked with two aliens. Mein Gott!!! Jesus Maria!
Last edited by Laclongquan on Sun May 23, 2021 11:09 am, edited 1 time in total.

User avatar
jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Re: Alien power moduels are abundant throughout Zeta.

Post by jlf65 » Sat May 22, 2021 10:03 pm

The initial fight naked is nothing. Just target their heads in VATS. They go down in a couple punches. Grab a baton and you can melee the other easily.

User avatar
Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Alien power moduels are abundant throughout Zeta.

Post by Laclongquan » Sun May 23, 2021 1:41 am

If only it's that easy. I can only target their whole body.

The key to win that fight for my weakass repairman (low melee unarmed energy explosive with Guns is at 40+)

4 magazines: boxing times, lad life, today physician, and tale of chivalrie

This push survival and medicine effectivess way up. Then later is Brahmin steak, Buffout, Mentats, and Rum Nuka. This should push stat way up to the 9+ range. Also add benefit of upping survival and medicines.

Finally a whole range of foods and chems. Most particular would be Fire Ant Fricassee with the longest duration you have. If rocket and ultrajet can last until the fight it would be awesome. But not Turbo, mind.

At the fight, if you let everything happen normally, then the stat chems is active, the AP bonus thing is iffy. Rushing Water maybe last one or two round of full AP trading fight (and maybe boxing time still active and you can officially do uppercuts). You can not target their body parts, but you can jab like a flash.

The other key is crouch always. IT change the strike into unofficial uppercut.

User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Alien power moduels are abundant throughout Zeta.

Post by RoyBatty » Tue Jun 08, 2021 9:01 pm

The initial fight has been rebalanced a bit because at high level with a melee character you could be softlocked as you would kill Somah in one hit. The fight with the aliens is still difficult for non-melee builds, it's difficult to balance it. We *did* fix the bug with the shields giving them double DR tho.
Image

User avatar
Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Alien power moduels are abundant throughout Zeta.

Post by Laclongquan » Wed Jun 09, 2021 2:05 am

NO no, now just passed it, it's not frustration. Just a fond memory.

And it's difficult because my build at that time not invest in melee or unarmed (an intentional repairman). if Unarmed = 50+ we can use uppercut and it's much better.

Of course, the fact that crouching unarmed hit turn into uppercut is lesser known somehow. I dont think it's mentioned in wikia. I think it's being deleted on purpose.

User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Re: Alien power moduels are abundant throughout Zeta.

Post by RoyBatty » Thu Jun 10, 2021 10:09 am

There's another softlock in zeta if you refuse to use grenades or guns, if you go into the waste disposal area, you won't be able to progress because you cannot kill the aliens.
Image

Panzermann11
Posts: 120
Joined: Mon Jun 21, 2021 3:40 am
Location: 'Nam, baby!
Contact:

Re: Alien power moduels are abundant throughout Zeta.

Post by Panzermann11 » Sun Aug 08, 2021 7:20 am

Maybe try this mod? It halves the amount of ammo you get from loot.

Post Reply