CyberP
Unwanted
- Joined
- Aug 2, 2013
- Messages
- 1,711
Ha. You're going to have to do some intense sneaking. 10hp and no resources? Sounds like you've put yourself in an end-game scenario. I'd recommend reloading a previous save and doing it better if you truly have nothing.
The best thing you can do in this situation is sneak. If spotted, hide and wait for them to cool down. Rinse and repeat. I doubt you'll manage to survive though as you need some resources for this level, what with all the MiBs and such. Ghosting is possible but it won't be easy at all without any tools.
Yeah just running is the easiest option vs Simons, zig-zag movement all the way to the door to abuse his aiming calculations.
As for the door damage threshold, you probably got confused by the inventory descriptions: the inventory weapon descriptions display the damage information (Damage = x (+y) = z) shows the damage of all projectiles combined. So the plasma rifle shows 60 damage, but it is actually 20 * 3 (as plasma rifle fires three separate bolts).
Both of these issues are addressed in v8.0:
As a result Simons will be even harder, and weapon info will be comparable to door damage threshold.
The best thing you can do in this situation is sneak. If spotted, hide and wait for them to cool down. Rinse and repeat. I doubt you'll manage to survive though as you need some resources for this level, what with all the MiBs and such. Ghosting is possible but it won't be easy at all without any tools.
Yeah just running is the easiest option vs Simons, zig-zag movement all the way to the door to abuse his aiming calculations.
As for the door damage threshold, you probably got confused by the inventory descriptions: the inventory weapon descriptions display the damage information (Damage = x (+y) = z) shows the damage of all projectiles combined. So the plasma rifle shows 60 damage, but it is actually 20 * 3 (as plasma rifle fires three separate bolts).
Both of these issues are addressed in v8.0:
-All AI that use projectile weapons (rockets, Greasel spit, grenades etc) have an element of randomization to whether or not they will use target leading to predict your future position when moving. In other words, when you are moving sometimes they will fire straight at your position, other times they will attempt to predict where you will be when firing their projectiles. This change makes their attacks a little less predictable & abusable (before you could strafe left/right repeatedly to abuse the AI calculations).
-Weapons that fire multiple projectiles per shot no longer display the damage value of all projectiles multiplied, but rather the value of a single projectile.
As a result Simons will be even harder, and weapon info will be comparable to door damage threshold.
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