Prey
Captain Blud Sep 22, 2021 @ 5:03pm
Q Beam ammo?
Anyone know a good place to find some ammo for the Qbeam? I got it very early on and didn't realize how powerful it was. I ended up blasting through all the ammo on mimics and phantoms, lol, now I'm in a tight spot and out of ammo for it.
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Showing 1-11 of 11 comments
Lar Dass Sep 22, 2021 @ 5:05pm 
Q beam is pretty bad for phantoms and a waste to use on mimics, shotgun is great for them, q beam is very good for weavers which you havent encountered yet. You will also find a blueprint for q beam ammo so youll be able to craft more but if you are as early as i suspect then you have a long way to go
Captain Blud Sep 22, 2021 @ 6:18pm 
Ya I wasted all the ammo I had on minor threats. A bit of goo and a shotgun shell to the face works the best on them. I just realized you can kill the operators and respawn a few more and get Q beam cells out of them, so now I have a little bit of stock left. Time to go take out this Technopath that's been blocking my way.
nimue Sep 23, 2021 @ 1:23am 
Technopaths and telepaths can be destroyed without a beamer. Q-beam isn’t very effective without upgrades and spent quickly. Slowly reduces health and it isn’t fast in itself. So I stun the technopath/telepath with a psychoshock and shoot him with a shotgun.
Drawings of batteries for the beam: a safe in a deep storage, a hole in the residential section in space, a plot corpse by the middle of the game at the power plant.
Last edited by nimue; Sep 23, 2021 @ 1:24am
Lar Dass Sep 23, 2021 @ 3:57am 
Originally posted by держу пиво:
Technopaths and telepaths can be destroyed without a beamer. Q-beam isn’t very effective without upgrades and spent quickly. Slowly reduces health and it isn’t fast in itself. So I stun the technopath/telepath with a psychoshock and shoot him with a shotgun.
Drawings of batteries for the beam: a safe in a deep storage, a hole in the residential section in space, a plot corpse by the middle of the game at the power plant.
This. For telepaths and technopaths i use gloo and shotgun and some typhon powers if im doing a typhon or normal run
Q beam as i mentioed is only good for weavers which is a given since those annoying buggers spawn those nasty pods that explode in your face
Last edited by Lar Dass; Sep 23, 2021 @ 3:57am
nimue Sep 23, 2021 @ 8:28am 
Originally posted by Lar Dass:
Originally posted by держу пиво:
Technopaths and telepaths can be destroyed without a beamer. Q-beam isn’t very effective without upgrades and spent quickly. Slowly reduces health and it isn’t fast in itself. So I stun the technopath/telepath with a psychoshock and shoot him with a shotgun.
Drawings of batteries for the beam: a safe in a deep storage, a hole in the residential section in space, a plot corpse by the middle of the game at the power plant.
This. For telepaths and technopaths i use gloo and shotgun and some typhon powers if im doing a typhon or normal run
Q beam as i mentioed is only good for weavers which is a given since those annoying buggers spawn those nasty pods that explode in your face

Yes, the beam copes well with weavers, unlike these guys :( I learned this the hard way, dealing with a technopath in the elevator lobby. I've never been so wrong in my life.
DS1404 Sep 23, 2021 @ 2:56pm 
FYI, the stun guns not only stuns but also *kills* Technopaths (same as with operators).

On Telepaths you can just stunlock em with it hahaha!
Captain Blud Sep 23, 2021 @ 7:05pm 
Ya I finally ended up taking out my first technopath by blocking his psipowers, keeping him pinned down with turrets and just spamming the stun gun on him.
DS1404 Sep 24, 2021 @ 1:53am 
Originally posted by Captain Blud:
Ya I finally ended up taking out my first technopath by blocking his psipowers, keeping him pinned down with turrets and just spamming the stun gun on him.

I can visualize this. Awesome dude! Locked his telepathic ass down in the crossfire hahaha! Noice.

This is cooler than using a Q-beam.
Last edited by DS1404; Sep 24, 2021 @ 1:53am
Captain Blud Sep 24, 2021 @ 11:37am 
Ya, now I have q beam ammo, but running short on the psy-blocker grenades, heh.

The operators should run in fear of me, I went on a station wide genocide murdering them all except the ones I use.
Last edited by Captain Blud; Sep 24, 2021 @ 11:38am
Cpt-Qc Sep 24, 2021 @ 4:04pm 
If you're that desperate for ammo all operators dispensers have 3 charges. So you can kill 2 and still have infinite use with the last one. That seems way overkill tho since I don't even need to do that playing on Nightmare.
Last edited by Cpt-Qc; Sep 24, 2021 @ 4:05pm
generaly most of the game/enemies can be killed even on hard (with skills) with 1-2 shotgun blasts close range


Originally posted by Cpt-Qc:
If you're that desperate for ammo all operators dispensers have 3 charges. So you can kill 2 and still have infinite use with the last one. That seems way overkill tho since I don't even need to do that playing on Nightmare.

i generaly not recomend killing dispencers companions forammo as they are valuable infinite recource , rather keep them for repairs and heals , and scrap suit repair kits/medkits and craft ammo out of them

most ammo i found is exploring , stashes , hidden boxes , extra guns , i dont use it a lot as ammo is inefficient and you can get hit , i mostly just use it for enemies i cant reach

shotgun is stupidly OP in this game , ammo is quite plentiful and its cone not palets so you have to aim close range just in direction of enemy , paired up with sneak you can 1shot most phantoms but i only played on hard , with survival options(injuries/repairs/oxygen)

cant say if this also works well on highest dificulty , i herd recycler grenades with lures can clear entire rooms worth of mimics/phantoms
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Date Posted: Sep 22, 2021 @ 5:03pm
Posts: 11