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Jupiter also now repopulates with mutants after the intitial clearance so you might want to consider doing EVERYTHING you need, including stashes documents and technician tools, on your first time up there. I used to love walking through the Jupiter complex when there were just a few monolith squads. Now, with both monolith and mutants including psy-mutants all the time, the complex is kind of off limits during post campaign freeplay/casual travel between maps, simply because it's no longer economically worthwhile to deal with all that trouble.
Bring explosives. All you need for this area is some cocaine, some psy block, a few med kits and bandages, alot of ammo.
This would be a place for you to change up your strategy if you have any other fire arms. If you have been sniping till now it would be wise to invest in either a very good shotgun or a assault rifle with a grenade launcher. Then bring about 10+ rounds for that grenade launcher.
Otherwise stuff your pockets, your boots, your hair and any other orifice with F1 frag grenades. Just be carefull with them because they have a lethal blast radius of about 15 yards.
A good point of advice also. Regardless of the class im playing i will have all types of fire arms. Sure i stick to what i have high proficiency with mostly. Even if you have low red proficiency with an item its still usable. For example a good assault rifle makes the game about 10x easier and i never bothered with them because i was always Recon or Sniper. Collect diverse guns that you like over your journey and use them for different situations. Its always nice to have the right tool of the job.
On my latest playthrough i just cleared that area and am ready to take the journey to pripyat. Ill be taking most of my favorite guns with me since i know ill be stuck there fora while. I took my favorite sniper, shotgun , 4 different pistols, 2 smgs and alot of grenades. I accidently bought the armsel protectica from nimble thinking he would give me some SMG instead so ill be bringing that just for fun lol.
You can survive in there completely unscathed while you take them all down, preferably the burers first and then the chimeras. After that you can engage the poltergeists from distance because they won't stray too far from their paths to attack you (at least not in my experience).
Thanks for the tip that will come in useful. I went there carrying no weapons so I could sprint towards the entrance of the plant and see what I'm dealing with and counted about 10 burers near the entrance so it sounds like using the metal shed will make it a lot easier to take them on.
Correction: Jupiter is still perpetually inhabited by at least 100 zombies and mutants following the campaign missions there. (And yes, I just did a count.)
With most of the zombies out the way I'm ready to move forward and get the attention of all the burers to draw them out. Before that 3 chimeras came out of nowhere and I was too heavy to be agile enough to at least have a small chance of survival. I ran back in to the admin building and that made them jump off towards the turnstiles and I noticed one leave the plant. I thought this was some great luck so made a hard save. Before that I had managed to get a direct hit on one of the chimeras with with the RPG-7 and it brushed it off. That means it takes at least two rockets each but I want to save the rockets for the burers and not use them all up.
With the chimeras apparently gone I got the attention of the burers and as they came towards me I fired off a few rockets but my aiming was too high. They killed me and while I was laying dead I counted FIFTEEN burers walk past me. There could be more but that makes 15 at a minimum with most of them gouped together. At that point one of the chimeras returned to really rub it in.
This is my loadout (some has been left in the backpack)
G36K and SG550 with 50 M203 grenades and 700 rounds of 5.56 x 45 AP.
M14 DMR with 200 rounds of 7.61 x 51 DU
UMP45 and Colt M1911 with 200 .45 DU and 200 ACP Hydra shock rounds
RPG-7 with 8 warheads
20+stimpacks and 10 glucose shots along with loads of weed, rolling tobacco and psy block. Plenty of other meds as well and weapon, helmet and outfit repair kits all left in the backpack. Sphere M12 helmet with all the upgrades so I have added psy block and the white nightvision but without the high UPD usage. It's already 4pm in the game so I've had to start using nightvision and it will be interesting to see if darkness helps. I have 6 military batteries so hopefully have enough UDP power to get everything done.
I think I'm carrying too much in to the plant so am going to reduce it to a minimum and get rid of the chimeras so they are no longer a threat and then work out how to clear out the burers. I wonder what delights there will be after that. I've jumped a few times and never do that with CoP anymore. Those damn chimeras :D
Edit: I've discovered that the burers can guard against the RPG and I was hoping they wouldn't have time so I've conceded and have reloaded back to the Skadosvk to overhaul what I'm carrying. It seems like IEDs and mines are the best approach as the burers can't defend against them.
did you mess around with the game files? the 3 chimeras are still expectable but 15 burers are waaay too much,
you sure you didnt drink too much and saw them double?
that a chimera can brush off one direct explosive hit is also expectable, but it should be close to death and definately not worth a 2nd rocket
I doubt Burers can guard against an RPG, since you can one shot them with M203 / russian counterpart easily
When I started playing Misery I did it with the pledge to myself of getting to evac without making any changes to the config files. I made changes before and it can be easy to ruin the challenge so I've not made any changes and have not even looked through the config files. I'm determined to complete it without making any changes and I think what might have happened is my excessive sleeping and moving between Zaton and Yanov has increased the volume of mutants at the Jupiter plant. I've been spending a lot of time causing new bandits to spawn at the waste plant and I can't think of any other explanation. During another attempt I counted 16 burers walk past me after I had been killed. They don't move very fast so it was easy to count them as they came in to view and I've not been drinking :D I rushed to the loading bay thinking it might be some protection but the burers entered it and an RPG to the face was deflected. The attack move they have is devastating so I've devised a new approach and now have 150 kilos of IEDs and scatter mines I can use once I've cleared out the zombies and chimeras. I've also fully upgraded the UMP45 and am hoping the hydra shock rounds will be effective against the chimeras.
This is a new save from Zaton so hopefully it will change the amount of burers but I've tried it a few times by leaving the Skadosvk and every time there is a hoard of burers to contend with.
If there are a large amount of burrers you need to deal with them first otherwise they will nulify all of your explosives with telekenisis. Once they are dead you should be able to rain hell fire down upon the entrance to the factory where most of the strongest mutants will be congested.
You have way more than enough fire power especially with an RPG and 4 primairy weapons.
Im sure you will eventually make it through you dont need to alter any files. That place is notoriously random and hard in Misery. Keep trying.
I suggest you ditch one of your assault rifles as they are both basically the same tool and invest in a solid shotgun. You are definitely missing a shotgun and should be carrying one. Also bring some hand grenades because they can be more accurately used that rifle grenades.
Also: Certain mutants have really thick armour and others do not. Think of Flesh's, Boar's, Pseudo Giants, and Chimaeras as armored opponents and use AP ammo.
Other mutants such as Snorks, Zombies, Cats, Dogs, Poltergeists, Bloodsuckers have little to no armour and will take more damage from hollow points or high flesh damaging rounds.
It would not be a bad idea to bring along some standard 5.56 fmj along with your AP rounds as they do very high flesh damage similar to Hydra-Shock .45
I mentioned this before that the mission to get into the juputer factory will have you face almost every mutant. I think the rng has a chance to spawn about 10 packs of mutants there. Which can be anything. You could get 1 pack of each mutants. You could get 3 packs of one mutant.
Typically there will be at least 1 pack of snorks, 1 pack of burers, 1 pack of Chimaeras, some cats and dogs and prob 3+ packs of zombies outside. There are always 1-2 packs of Poltergeists as well just inside the entrance. 1 pack can be 2-5 mutants.
Theres nothing wrong with your game and no files need to be altered. You are legit at prob the hardest part in Misery and you are doing the right thing by trial and error and changing up your strategies.
Fortunately I have the week off work so I can sleep on it and try again tomorrow. Starting over would be a massive set back and I feel like I caused this mess and have to deal with it.
In fact i can recall many times in the series where i prob reloaded about 20 saves before i eventually succeeded. At this point if im dying to dumb mistakes or if ive lost focus i just stop playing because its turns into a frustrating experience. Stalker really does require your full attention and is rather mentally taxing due to its immersion more so than any other single player fps game anyways.
Misery doesnt cater to anyone and its up to you to adapt to its rules mostly through trial and error.
You can delete your own posts in top right corner if you ever want to.