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Enemies in this area don't open doors I believe, so if you can kill enemies then retreat into a building and close the door then end combat you might be able to pick em off 1 at a time, good luck
Junkyard is kinda like a milestone and a step up in difficulty. If you can make it there, you are good to go on. If you cannot, maybe start anew with a better build.
On a sidenote: don't throw the bio armor away. Bio damage is far more dangerous than acid and can be found in many places, from gas clouds and serpent venom to locust swarms.
At best use only flashbangs and EMP - as rare as possible.
Also yes - bio-suit have bio-resist only. You can but rarely leather armor from mutated dod leather at Junkyard from hunter guy. Of hunt down some siphoners.
Also, you can get what you need without fight at all, with just stealth and right timings.
But that's for those who was there at least once.
https://www.twitch.tv/videos/398609044
Actually I don't recommend to watch it before you did Depot A yourself.
Haven't found any psy trainers aside from the ones in SGS, and I can't learn this from them. Are there any other psy trainers I can reach at this stage that I have missed?
The areas/maps I'm trouble with is the one directly north of the entrance to Depot A, and one directly west of that. I've only found one entrance to both, and neither have doors I can abuse. The entrance leading up from the underground in the northwest map has a flap door, but I've noticed regular dogs can open those. Are mutants just so stupid they can't even open a flap? Or have I missed an objectively superior entrance with a proper door?
I am a complete and utter moron, thanks for pointing this out. I thought the acid the mutants shot counted as bio damage.
If I somehow end up with the luxury of choice and there's dog armour for sale, which is better, siphoner or dog armour?
Traps and chokepoints help a LOT here. They will buy you time and hopefully distance from the acid. Bear traps are 100% effective against all these enemies, and very good at keeping the dogs away. Keep in mind they can still attack while in the trap if you are too close.
If you have 5 trapping through whatever means (like the jackknife) the frag mine rips these guys to shreds. They have no resistances aside from acid and bio, and the mines will blow all their gooey toxic bits off.
Acid resist isn't too easy to find, so you probably won't find anything with more than 10-20%. If you need more of something try finding some food to eat. Some effects are very powerful (like -15% cost of psi abilities from beetle soup)
You mentioned you used firebombs, but they are very potent against groups and will make them panic. Your bulletproof vest does little versus the mutants or dogs, so that other armor would help a lot.
I think all humanoids open doors. It's dogs, burrowers etc that can't.
Most mobs react to sound so use exploding barrels to direct mobs into traps you have set up.
Psi is one of the most powerful builds but you need to grab stuff that lets you one-shot enemies and lots of critical power stuff. A build failing isn't something bad, just remake your character and rethink what you can do. Also stealth is alright but not as overpowered as some people think, it would def help psionics builds tho'.