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In the early game when being forced out at night, I found I could lead them to water. If I was not too far out, the dopes would follow, and drown!
i havn't tried it yet, but in theory it should
fire weapons are horrible to kill those ones... unless you camp, and you shot and hide, shot and hide... so mean... O_O
Volatiles were made to be avoided... and they can be avoided 99% of the time... so if we have to face them is because something went wrong or we are just messing around...
In any case, to kill them, the best is to hold a fast and powerful blade weapon, like a 1800 machete... 2,3 hits will take them.
Some safe houses allow you to balance on an edge and have a weapon drawn.
The NPC will ignore you though, you have to jump down and get them fired up first
but if you're on Hard Mode (+ at least) not even my 3500 Damage Hammer can get one down easily, takes maybe 4-5 hits with that.
Point stands, yes it's very hard to kill a Volatile, guns are alright, in Hard mode it tickles them.
ha!
In real-man mode (hard, pc SP), one volatile will need like +40 bullets to die...How is that a good plan? And shoot guns in the middle of the night in hard... and you will make to come more volatiles, to spawn virals and to excite the bitters around...
Ps, you can use camo and the volatile won't care if you're chopping at it.
SPOILER ALERT!!!
DONT READ IF YOU HAVE NOT PLAYED THE EARLY MISSIONS YET!!!
That is an interesting question, Shaggy...
After to use a lot this game, this is my view of the three "secret" weapons that you can take/cheat from the minute 0 of the game following any youtube vid:
KOREK MACHETE
We just take the blueprint, not the weapon. The blueprint crafting cost is notorious:
- 20 metal parts
- 10 alcohol
We have only 35 good 500 damage hits before it breaks. It's not reparable.
This is balanced, imo.
The problem is that, even broken, the Korek machete deals like 40-50 damage per hit.
This is too strong for the early game, as it makes pipes, tables, wrenchs and all the early game weapons weak and unusable, if we own the wasted machete.
EXPCALIBUR
We take one copy of the sword, and the blueprint. Crafting cost is absurdly high and tricky:
- 5 electronics
- 10 plastic
- 10 tin can
- 10 metal parts
- 10 alcohol
- 1 bolter tissue!
The sword we get is ok, not too unbalanced. Seven quality hits (321 damage) to help us to steal our first airdrop or to take down the fake antizine makers. Seven hits and Expcalibur will be broken forever... but it still will deal 30/40 damage per hit, so we find the same problem than the Korek machete: It makes obsolete all the early crappy weapons in the game.
btw, Bolter Tissues are not available until 5th mission, Siblings. At that point, to pay all those materials, for just seven 321 damage hits is a joke.
PISTOL
It's almost useless, as it comes with only 3 bullets, and ammo wont be available until we make some progress in the game and we level up the experience. Then, fire weapons + ammo will be showing together, specially in police vans.
Tip: save that pistol + 3 bullets to take down the bolter in a safe and easy way during the Siblings mission.. then give it to the guy in the tower in exchange of stuff (side mission).
In resume, everyone has to decide if to get these secret weapons is cheating or not... in any case, it's not a very big cheating, for sure... more, a little help to evolve in the game.