Zero-Cool wrote: » Finished Rose's quests, she's such a great character. One of the key hunt missions though had me (level 16) go to against super mutants that were level 40-60. They kept kicking my ass until i was able to leg it in, find the key, die and spawn outside with it. Next quest had me go up against level 16 ghouls, strange one.
The Phantom Pain wrote: » I thought they fixed that...
Zero-Cool wrote: » Ah i don't mind if it's a bug, i just hoped it wasn't designed that way. Trying to get through the missions now as quick as i can to get onto the wastelander stuff as I'm struggling to find good weapons/items. I use other camps as fast travel points and came across 2 absolutely crazy places today. Showed me the build potential is amazing but i need to get through these quests and leveling up. All the events are way above my level as well. Some amount of content in this game.
Zero-Cool wrote: » Good to know, i was under the impression that's when the good stuff happens so might just enjoy the story so instead of rushing it.
sundodger5 wrote: » Also rad ant lager for a "get me back to camp" short lived boost. Plus 50.
Dcully wrote: » There is a faction rep grind for some items like ammo making unit, dont recall correct name but then i found out it was in the season pass thingy a while back and likely to return so i found no need to grind it.
You're thinking of two completely different items. The ammo generator (officially "ArmCo ammunition construction appliance") is only available from the raiders at Ally reputation. The ammo converter was available at level 5 of the first season (Legendary Run), and has since been made available again either for bullion from the raiders (at Friendly), or from the Atom Shop (not sure if this was temporary or not).
The Phantom Pain wrote: » The biggest problem with Falloiut 76 are the baby sitting features like hunger and thirst
sundodger5 wrote: » Sorry something i should have mentioned earlier re: boosting carry weight. Under Armour. The enclave one when upgraded boosts strength. Probably other as well.
TheChrisD wrote: » You know you don't have to care about that anymore? While it used to be the case that you would get small debuffs and start losing health if they ever hit zero, now those meters are purely beneficial.
The Phantom Pain wrote: » You're gonna have to explain when and how they've changed this because I remember it being annoying AF.
TheChrisD wrote: » Steel Dawn, so like three months ago. Basically where a pretty empty hunger/thirst bar used to result in a lowering of your AP regen, with periodic damage of they ever hit zero; now it's just no change. Instead you now get a sliding scale of benefits to AP regen and disease resistance if the meters are full, topping out with bonus STR or END if decently satisfied. If I can remember to do so later, I'll edit in a table comparing the effects. |Old Hunger|New Hunger|Old Thirst|New Thirst 81-100%|Max HP +25|Max HP +35, STR +1|AP Regen +25%|AP Regen +35%, END +1 61-80%|-|Max HP +25|-|AP Regen +25% 26-60%|-|Max HP +15|-|AP Regen +15% 21-25%|AP Regen -25%|Max HP +15|AP Regen -25%|AP Regen +15% 0-20%|AP Regen -50%, HP -25%|-|AP Regen -50%, HP -25%|-
The Phantom Pain wrote: » It may not be as punishing but it's still a penalty. For instance, Max HP + 35 with STR + 1 versus Max HP +15 is quite a difference, especially in a game where carry weight is everything and you're going to want that extra strength rather than wasting perk cards on it. All things being equal I just wish hunger and thirst wasn't there.