Ok, I just finished Misery 1 and now Ill be trying Misery 2. Last time I didnt like it and just played a couple hours, but now Im giving it a fair chance.
The problem is Misery 2 changes a lot of basic assumptions - radiation is measured in mili-sieverns or something (wtf -127 mlSv/sec means for my health ? ), food is measured in protehyne/mlg, anomalies are impossible to explore (yeah I mean IMPOSSIBLE - you cant even help PETRUHA at the beginning because you fry in 3 sec in the Boiler anomaly ), mutants are superfast and detect me from 1 mile away, and bandits fire with pinpoint accuracy and wear hidden armor plates that make em look like Robocop deflecting bullets.
Some general tips are appreciated, bros.
it does requires a change in mentality but despite its current shortcomings (which are many) I now find it much more enjoyable than the first. But then I've played a lot of Misery so I appreciate doing things differently.
Yeah, I'm not a fan of the new measurements either but with a bit of trial and error you'll suss out what's good for what in the end. Just take them as a general guide, for example, the Recon with 2 x (-2) rad reducing thingies can safely use artifacts that add up to 6 rads per second not 4. Be wary of old items such as med packs or anti-rads since they tend to be heavy or have annoying side-affects. Try syringes/stimpacks for healing and rolling tobacco for rad reduction.
Fire anomalies are deadly but I believe the modders wanted to break the linear zone to zone progression. I.e. they wanted people to move around, get better equipment and come back. Not only does doing missions give good rewards it also unlocks better inventory stocks so don't worry if you can't do everything straight away, it does improve later on. Think of it like coming back to kill high level mobs that used to own you early on in Gothic etc. That said you can earn a shit ton of money really easy and get the best combat and anomaly suits in Zaton if you want. Another thing with fire anomalies is they have much deadlier 'auras' than other types. With the right artifacts though they are fine and won't hurt your suit at all unless you walk directly into the fire itself. You can even use the anomalies against muties with the right equipment. In short: suits aren't always enough, you need suits + artifacts. With fire you can use the gravity artifacts with spawn in radiactive areas like the dredge station or that place by the snork cave.. the claw I think it's called? Anyway, use them to get actual fire artifacts and then sell them off since they are so heavy. It's not a great example but in this video I use fire anomalies to kill a couple of Bloodsuckers. Notice how I don't take any damage while standing in the anomaly:
Which leads onto another tip: use the environment. Use it to scout ahead, use it protect yourself and use it to kill if possible. One good example is in the Jupiter Plant there are some anomalies close to where the Mercs spawn if you collect a document. You can use them to help kill mutants if you lead them into it. Once I killed two Chimeras just by staying in a small enclave in one of the stair cases, the Chimeras couldn't get me and ran round in circles until they killed themselves in the anomaly. Another time I ran away from 3 Burers and they killed themselves on the same anomaly. Also you should make use of the morphine/cocaine families of drugs. Morphine can provide excellent bonus protection early on and cocaine/adrenalin will help with stamina, which in turn can help getting to safe spots/surviving. Do not underestimate these! Later on you might not need the morphine but you should probably always keep a couple of each with you at all times. This video shows me taking on some dogs with no protection except for morphine. It also shows the staircase I was talking about. You can ignore everything after the dogs, it was just a speedrun to get Strelok's rifle and is really dull. Hopefully this part demonstrates the usefulness of Morphine though:
Humans are easy if you keep your distance. Watching many people LP Misery it seems like they always push forward or stay still when engaged with humans, even if they have a sniper rifle. Most weapons are accurate enough to kill from a fair distance. Don't worry about ammo too much, it's cheap and plentiful. It's far better to spend a few extra rounds to keep out of their grenade range. The only thing to consider is it's type. High tissue damage or high armour penetration. One of the best early weapons is the Colt 1911 due to hydroshock/DU rounds and a high rate of fire. It may not be the most accurate but it can fuck the enemy up fast which is far more important than headshotting bullshit. If you use scopes a lot consider ironsights. Not for vanity but so you can stay aware of what's going on. Scopes may be great for headshots but they often obscure your view of the other guy getting ready to throw a grenade. Visibility is important. Get up high when you can and scout ahead. Take your time, don't rush. Most people bitch about stamina because you can't just keep running but in truth you shouldn't be doing that anyway. You should going from place to place, making sure you can scout ahead and have some protection. Learn the maps and think of routes, don't just wander off as the crow flies because it's shorter/faster. There are defintiely safe-ish places and dangerous hotspots, so be smart. Without wanting to sound corny knowledge of your environment is probably the best weapon/armour you can get.
As for money, a great early game income is stash looting. Just going from the Black Road to the Skadovsk and a few surrounding locations can provide you with around 40-50k if you know where the stashes are. I would advise doing missions for the most part though. The Bloodsucker lair is an excellent first mission since it's easy, you can find some great weapons and will net you a Veles detector. You can also find a shotgun repair kit in a stash. Even if you don't use shotguns you can use it with say a rifle kit to get around 50% repair in one go. From there your weapon will be cheap as chips to repair. You can also clear the lair when you are there by jumping on the consoles they sleep next to. The suckers can't hit you so it's easy money. Saves you having to get the gas and come back, which also means you can find Tremor doing his thing almost straight away. The dead stalker bodies often have good weapons and Tremor leaves a lot of useful drugs. Since the game takes a while to fill the game with enemies it's easy to do this mission staright away.
If you don't mind spoiling a few stash locations then I have some videos of an ironman challenge I did on youtube. There's no commentary and it's not very exciting to watch but the first two vids show a lot of good early stashes, while the third shows an easy way to clear the bloodsuckers. I'm pretty spazzy due to nerves and dither around thinking of what to buy but I managed to ironman all the Skadovsk missions except for the mercenary laptop mission. Sorry if I'm spamming the vids but I think they might be helpful. I spend most of the money due to the challenge but you can get by doing the sucker lair, dredge station, Tremor, stalker hit + ranger station missions with no armour and shitty weapons. This will leave you with an absolute fuck-ton of cash.