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So you'll still need a crowbar and a drill too!
For example does the grinder replace hacksaw? Does the drill replace the screwdriver? By name maybe not, by description maybe yes. The text actually adds confusion degree once you find other tools to compare.
I mean you work on things harder than adding the text and not adding it probably adds 10% to the refunds you get because people don't like this sort of thing (plus other). Shave off totally cheap to fix issues that reduce your funds and at the same time make people happy. It would be even enough if you don't have the UI ability to add "fancy tags" in the item description to simply write it at the end of the text as (tag A, tab B), totally enough for this sort of game.
Uh, I've been using Weber lances pretty exclusively and I don't need a drill, so it appears to replace that, too. What I DO need is a screwdriver.
@Lalala
Each tool already has tags, they show up when you select them
While the description is:
Underneath that it has a bunch of tags, including [Soldering Tool][Structure Cutter][Welding Tool]
[Structure Cutter] is shared by the Weber, the Grinder and the Hacksaw and is what is used to uninstall items.
@Tantalus
As in real life, the Drill does replace the screwdriver, in game they share the 3 different Screwdriver tags, and it's faster. Having a Screwdriver as a backup when you run out of battery is definitely a suggestion. Both are bought from the Supply Kiosk.
That is the lightest kit I ever have on me and have never been without a tool. I have the non-electric things on my ship (screwdriver, hacksaw) but as the game stands now, you will never realistically be without batteries.
I also keep a grinder handy because it is the only thing that can "repair" a blade like my machete.
That is my endgame kit.
The tool do not have linear progression. Doing certain jobs doesnt look for specific tools, it looks for specific items with certain conditions. Any conditions that are relevant to you as a player are visible when you look at then item's tooltip (for example "mortorx screwdriver" which is visible in both the handheld screwdriver and the drill).
I'll admit we dont tell you which is better at each job sure, but you can test and see.
I've always carried one of every tool for reasons, and saw my work multiplayer had gone up for certain jobs. It turns out I'd run the friction welder battery dry and was finally using the Weber lance for those jobs.
I don't know how the game chooses what tools to use when you have more then one that can be used, the Weber lance was in the actual backpack, the friction welder was in one of the 4 side pockets of the same backpack. I'd always assumed having all the tools it would pick what was best at each job.
But this is also why I strip my breaching tools to the bare minimum, mostly to let me carry more loot on my initial sweeps of the wrecks.
That tracks, as I obviously purchased the friction welder first before my first couple salvage runs before picking up the Weber Lance.
It's good to know better how the tools work. My pack is much lighter now.
There's also a switch in the shadows to the south of your starting room that opens up the section behind it that has a crowbar up for grabs laying in the middle of the room.
You can use the crowbar to pry open the door instead of using the conduit to power it, and there's another powered door to the north-west that you can pry open and get some free medications.
I think my breaching kit is a Weber, a long blade (Machete or Katana) that can be used in place of a pry bar a set of hand lights and drill, if I don't have a long blade, it's a tac knife or bat and crowbar, should all fit in the better red toolbox and I usually have it and a bag of batteries/air/food/water/patched/O2Candles/medical supplies tucked into a crate to hold it all and a free hand to hold my weapon. Probably missing something, but I leave the grinder back on my ship as I mostly use it in blade maintenance, though it is a brutal weapon in a pinch, much like a Webber.