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And I am saying that as a guy who was stubborn enough to rank up the tutorial map locations before leaving it at launch. Rushing through the tutorial area and not looking back until you have your initial upgrades from the main map is a much smoother time.
As much because even your stats are hard capped super low at the time so that walking across a flat sidewalk with a large suitcase is a headache compared too your later ranked up capabilities. Even ignoring the assorted variety of power legs (new support legs are nice, but they don't compare to power legs, rank 3 speed legs, and all terrain legs) for weight and balance, you can hold your breath for ages and your stamina bar gets tougher, etc.
Meanwhile. Coming soon in the tutorial: Your first motorcycle!... that you can't replace if it breaks, because you unlock building new bikes in the main map.
The new maser is fun, even if I'm still using the bola gun instead 99% of the time you get about 20 minutes after you leave the tutorial map (along with power legs). But mostly in the tutorial you just want the hat, maybe the harmonica, and then run screaming to the end of the tutorial map ASAP.
Plus it is tutorial after all, if you can survive that worst case scenario without a scrath, then should have no problem to Edge Knot and terrorists. It is not fun to see crater everywhere in the Central region.
I got over that by the end of launch. Though PC launch and lots of sales have seen lots of newcomers bounce off the slog of a tutorial and told too late "Don't worry, there is a blood rocket launcher later, and your stats stop being ♥♥♥♥ so you can do front flips down hill without losing cargo if it is a light load" encouragement.
So now I double down on calling out the tutorial as the most awkward slog in the game. Endgame on harder modes has nothing on the dull drawn out self inflicted pain of the wind farm on normal as tutorial tier sam. (or even with ziplines, where I realize "Wait I've accidentally 5 starred everywhere else first while trying to rush the wind farm ranks. how!? It had more stars than port knot when I first left!" )
early game is interesting, I think it's nice.
I managed to find two timefall-free periods to do multiple Wind Farm and Port Knot delivery to 5 stars with the bike. (You can ride a bike in the valley of Wind Farm to travel through there, if there is no timefall. There is an almost flat ground bike route.)
Drove through Capital Knot and Distribution Center with the bike during timefall, by reading the Odradek and speed boost with correct timing... Still scared me quiet a bit even I have obtained hematic grenades already at that period, and had to confront a BT catcher once time, and the only time in my 3rd playthrough.
Wind Farm is always awkward even when you are used to pro stunting past BTs or a zipline network, let alone "Why did I grind it up with only tutorial gear at launch!?" insanity, yeah. Every time I replay I tell myself "It wasn't as bad as I remember right?" and every time that seemingly simple back and forth is more bland padding vibe than any other 5 star grind in the game, even though on a stopwatch it is shorter than the locations most of the internet cries about ranking up more.
As for Cap knot and other stuff aside from the Port Knot canyon run? And this goes for every BT area with enough water along it.
Drive along the very edge of the water like a coward and there is a 99.99% chance you will never get caught even if BTs see you and get pissed off. Also handy if you are behind on your highway construction spam (another launch insanity, I built them early before they were on the grid. because I was stupid) when making the trip through the BT area between the craftsman and the mountain distro.
Of course, even that is primarily "hindsight capability". Can't haul a jam packed truck full of goods back to cap city before you have unlocked trucks, after all. But it sure can save wear on your literal irreplaceable during the tutorial bike when unlocking your baseball cap.
EDIT: to drive home how cartoonishly "Why is this more annoying than the late game?" wind farm is. even driving a truck to the top of the hill, slapping a bunch of pristine boxes onto a hover carrier and my back, and taking a zipline down there for some bulk delivery. Lost 27% box durability. Just from "Get out of truck, ride ziplines for less than a minute, walk 50 feet into wind farm building".
Sure it was a regular non-plot rainstorm, but YEESH wind farm, why are you making hiking on foot hip deep in snow during a white out blizzard look tame on durability loss?
Normal cargo will only be destroyed when they actually touch the ground, which means as long as they are on cargo carrier, cargo hanger, inside your backpack or a truck, they will be fine. The first time I know that was during mountain area delivery on the Hard difficulty, when my cargo containers hit zero durability in a storm, Die-Hardman told me.
The only exception is vog cargo, as far as I see, which will start to leak when container is broken. You have the use backpack cover or a truck to protect vog cargo under timefall. (And don't try timefall on anti-matter bomb, I never tried it, but I don't think it is a good idea.)
Unless you are very bad navigator, or you need to drive through a BT area, or the cargo strand on transporter bike breaks on rough terrain, I don't think you will have chance to let any cargo touch the ground.
That is how you can do delivery without container spray on the Very Hard difficulty, I think. Because cargo containers are mostly going to worn out in blizzard and timefall storm in the Hard difficulty if you try to multiple delivery.
Just because it was still a legendary S rank delivery batch, does not change the fact that is bonkers.
Which also throws the whole "Well, clearly only a bad navigator would have issues with durability in this game" aspect under the bus as well. Even with the difficult cranked up for "Things wear out even faster", it is as much if not more about your gear and structures than your route outside of the 'beat the clock' elements.
For example: Trucks start melting much faster on cross country trucker chains on higher difficulty. And what solves that is not usually "smart route", but more regular pit stops at garages and safe houses to repair your truck.
Which loop back around to why the tutorial is a place lots of people bounced off of in the past. They listened to posters saying "Well I for one only play on high difficulty for the true experience! you should start that way game too EZ anyways", and the difficulty levels show in the tutorial more than they do endgame BT or terrorist with assault rifles combat.
Because you have ♥♥♥♥ all for "ignore/reverse damage", even sprinting on foot ignoring all rain shelters and refusing to use repair spray is easier later because then your fragile ventilated "please keep out of water" deliveries will have access to the backpack cover, and hover carrier for if you want to say ♥♥♥♥ it and walk through a river keeping it dry instead of ladder crossing before tossing it right back inside your backpack. (also works for antimatter bomb jobs).
Even when BTs aren't a problem or concern, or Mules; falling with a back full to the brim is just going to be terrible. Especially if it's raining and already taking a toll on the packages, falling almost instantly will make even grabbing those packages pointless.
By the time you even see MULE Boots you'll already have the ability to craft BRIDGE Boots.
Basically you go from Capitol to Waystation and then back to Capitol if memory serves me correct. Afterwards, having gained the ability to craft Bridge Boots. Then your current ones you started with should be near 0 but still have a little % left. Then go ahead and craft 2x Bridge Boots; then put one on the spot of your Cargo Backpack so they hang freely, believe it not they shouldn't get damaged this way unless you get into a really bad beat-down by MULEs or have a terrible bad fall. Then equip the other set of boots. Then recycle the old ones.
Going off of memory, pretty sure you won't see any Sandalwood plants until around the time you get to Distribution Center and gain the ability to make use of Chiral Crystals. Then all of a sudden you'll start seeing plenty of Sandalwood you can grab, which don't take up weight on your person, but allow you to make an emergency set of Sandal Shoes whenever needed. Also keep in mind that MULE Boots and Sandalwood Shoes each take up 5.5 kg worth of weight, while the better BRIDGE Boots only take up 0.4 kg. However also keep in mind for stability reasons, it's not a good idea to carry above approx. 90-100 kg worth of stuff while wearing Sandalwood Shoes. But it is better then nothing if you're on a long run and already went through pairs of Bridge Boots.
Overall, I think I went about it all the right way, waiting until I felt more ready to move on.
Which I just did yesterday after leveling up this much:
https://steamcommunity.com/sharedfiles/filedetails/?id=3256755154
All of my achievements up until May 29; where done in that starting area.
The playtime seems long but that's not real compared to actual playtime. Probably 1/5 of that listed playtime was just the game running, or me doing some benchmarks of my own, testing various graphics settings and such. So probably about 35-40 hours of actual gameplay time.