Outpost: Infinity Siege

Outpost: Infinity Siege

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Mozetronick Nov 28, 2024 @ 9:03am
"Hold the door" or "Let Me In" I guess...
I think no one will answer me in a bug report and it is worth making a separate topic with my thoughts and attempts to open this damn door without a Power Bank. So here it is.
https://steamcommunity.com/app/1566690/discussions/0/4293692546850839264/?ctp=22#c4633736723121121094

I found an RPG-7 in a makeshift bunker in mission 2 of Regular Exploration near a Contraption Door with 999,999 HP. It seemed insignificant to me since it could be opened with a terminal and I decided to shoot at another door that seemed to have something behind it since I didn't have a Power Bank from previous missions to activate a terminal nearby. The RPG didn't deal any damage to the door with 90,000 HP. The neighboring tower with a turret was high and on the opposite side of the building, which also couldn't hit the door with any damage. Are you suggesting that I spend all my ammo, use my butt strike 12,857 times and search for explosive barrels? Cryo from which doesn't deal damage to the door, including. It's a very strange non-working explosive. Although I found and activated the electromagnetic plug, it doesn't do what I expected to see from it.

P.S. Doesn't matter. I found a way out by detaching my turret and directly firing 2 clips of 1000 rounds into that door (the same 7 damage as with a butt strike), although it will still take a lot of time to open it without a Power Bank. But still, check the damage from the RPG-7, it should have banged no weaker than an explosive barrel.

P.P.S. This Machine Gun Turret, although it shoots 7 damage per shot, but it also shoots 2 at a time and I didn't have a second clip. After leaving 60,000 HP at the door from the explosive barrel, the turret shot 60,000 only on 56,369 HP of the door. So in practice, the manually removed turret gave a total damage of 3,631 out of the theoretically assumed 7x1000=7000. My calculations turned out to be wrong, and the door is so strong that I completely forgot the original purpose of protecting my turret for at least an hour.

UPD: If I adjust my calculations based on the experiments I got with what I had on hand I would indeed need 26 clips and a day of waiting for the recharge, but since I don't have a mining drill on the ground this time I would have to dump all the loot into a Power Converter or Small Generator, which would probably give me some Material to craft Ammo Boxes, but is it worth it? There is also a Rainstorm that hits the charged blue zone, but it only lasts for a very short time and still hits the roof rather than the door itself to check its damage. Maybe I came here too early and can take this Power Bank with me later and unlock this door on the same mission?
Last edited by Mozetronick; Nov 28, 2024 @ 9:20am
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Showing 1-6 of 6 comments
Nemund Nov 28, 2024 @ 9:46pm 
Early on you will have to leave these doors if you can't find a power bank on the same level, later on you will easily chew through the 90k doors, and even the one million doors are achievable.
With a not great build, I am doing 70-80k damage during my free fire duration, so zero ammo cost.
Pixelica Nov 28, 2024 @ 10:18pm 
Yeah don't even bother with that door early game. It's a waste of time.
rditto48801 Nov 30, 2024 @ 6:38pm 
If you're talking about the building I think you are, there is another item you can use to get in. Just check the roof.
There is a keycard locked door up there, for a THI keycard, IIRC. And for cruel irony, the keycard needed is one of the things that can spawn in the building. I make it a habit to bring along spare Keycards on tours, due to such things.

Contraption Doors usually have a 'switch' connected to them. So check around where it is at, to look for the switch. It looks kind of like a small fuse box of sorts.

More than a few buildings with locked doors in them, can have alternate entry points. Such as a hole in the wall someplace, a window, etc.

The Electromagnetic Plug didn't work? Curious, I thought that trick worked. Did you stick the plug to the console(the one that needs a Power Bank) 'before' tossing the ball into the receptacle?

Later on, you'll find a weapon version of the high explosive item (one of the missions will teach you about them, not sure if you can find them before that point). Those usually do a fair bit of damage to whatever they are stuck to. Just stick it to the door, stand back, and shoot the explosives.


One Booster XEN to look for, is called Battering Ram. It increases damage to 'neutral' targets, which includes doors, trees, wrecks, shelves, barrels, etc. Works great with Scattershot. Inferno also works well with Battering Ram, if using someone with the Free Fire skill, due to Inferno's ability to fire faster and faster, the longer the trigger is held down. Otherwise, just about any 'projectile' type XEN could work with Battering Ram.
Mozetronick Dec 1, 2024 @ 3:18am 
Originally posted by rditto48801:
If you're talking about the building I think you are, there is another item you can use to get in. Just check the roof.
It looks like this item was the ball that needed to be thrown into the electric coil.

Originally posted by rditto48801:
Contraption Doors usually have a 'switch' connected to them. So check around where it is at, to look for the switch. It looks kind of like a small fuse box of sorts.
There were no problems with finding that door with switches. Then I was able to access it and take items from two boxes and safes

Originally posted by rditto48801:
The Electromagnetic Plug didn't work? Curious, I thought that trick worked. Did you stick the plug to the console(the one that needs a Power Bank) 'before' tossing the ball into the receptacle?
I also had no idea how this plug worked. Well, yes, I walked around the map with it, didn't find where it needed to be inserted, and then climbed up the tower and noticed an activating ball. I went down and activated it, and there was nothing plugged into it at the other end. After that, the glow of electricity ended and I lost hope of trying to connect it anywhere.

Originally posted by rditto48801:
Later on, you'll find a weapon version of the high explosive item (one of the missions will teach you about them, not sure if you can find them before that point). Those usually do a fair bit of damage to whatever they are stuck to. Just stick it to the door, stand back, and shoot the explosives.
At that point, I hadn't even gotten around to upgrading my outpost with a second additional turret, but I still managed to stumble upon a door and, it would seem, a Rocket Launcher with a barrel that could open it using an alternative method.

Originally posted by rditto48801:
One Booster XEN to look for, is called Battering Ram. It increases damage to 'neutral' targets, which includes doors, trees, wrecks, shelves, barrels, etc. Works great with Scattershot. Inferno also works well with Battering Ram, if using someone with the Free Fire skill, due to Inferno's ability to fire faster and faster, the longer the trigger is held down. Otherwise, just about any 'projectile' type XEN could work with Battering Ram.
Are these all the names of characters that are divided into different classes with their own perks?
Mozetronick Dec 1, 2024 @ 3:18am 
In general, it became a little clearer. I will be able to go more prepared for such runs in the future.
rditto48801 Dec 1, 2024 @ 7:07pm 
When I said check the roof, I meant the locked building with the console that needs the Power Bank.

When doing Tours, anything you carry in hand, when you end an Exploration Day, it will still be held onto the next day (be it Exploration Day or Recovery Day). Just dump them by the container when not using them.
Tripping over it is a handy remainder to pick it up before ending an Exploration Day. Also handy if you have a big item you can carry in hand, to free up space for other items in the container. Just shove it into the container on the next Exploration Day.
A note on a bug. If not fixed, a 'bug' can cause the carried item to not be 'visible' on the next day, but if you switch weapons or do other actions, it will 'throw out' the item you had carried.

The Electromagnetic Plug is a 'used when activated' thing. So you stick to something, then activate it with the ball.
Bonus. If there is nothing of use to stick it to or otherwise use it on, then stick it to part of your Outpost. You can get upwards of 25 Power from it when it is activated. When throwing the ball, try to aim up, jump and throw, as the farther the ball travels before it lands, the more energy it will create when it lands in the receptacle.

XENs are your what you Gun Cores are equipped with.
XEN Morph: These include your weapons, but you can also find ones with defensive or utilitarian purposes.
XEN Boosters: These are basically 'mods' for your equipped XEN Morphs.
Higher quality Gun Cores can have more XEN Morphs, and more XEN Boosters for each one.
As each Gun Core has its own XEN installed, you can technically increase how many XEN you have access to at any time, by bringing along extra Gun Cores. (which can be risky, because that means more stuff to loose if your Operative goes down)

Hold down Q (by default) when in the field, to view what XEN you have installed in your presently equipped Gun Core, and you can swap them with any you have in inventory, if you want.
There is a XEN that changes the element type of the presently loaded ammo magazine, they are 'single use'. It's easy to identify them as they stack, and so will have something like 3/10. These are the only ones that get 'used up'. You'll get a few of these early on, as part of a mission.
I sometimes bring along an extra XEN Morph (or two) based on what I am doing. Such as one useful only for very specific situations, that is otherwise not installed.

Scattergun is basically a shotgun. It's an Orange quality item, so you might not find one for a while.
Inferno is like a minigun with a very slow spin-up time. Use with Free Fire, and it can get some insane rates of fire (and equally insane recoil). It's a Purple quality item, so also one you might not find to soon.
Battering Ram works with another XEN Booster Called Mend, which repairs your stuff you shoot. Talk about a 'smart gun'.

Overall, early on, there is not much you can do with locked doors, if you cannot find a way to open them. But once you get Battering Ram, even the Light XEN Morph (think SMG, weak damage but fast firing) can be of use in dealing with doors, shelves, etc. Or at least, a lot more useful than normal.
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