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The mere 10-15 HP stimpaks provide is worthless when one round of attacks from the likes of sentry bots take me down 20-30 HP.

Is there anything else in the game that helps? I think I've run into a superstimpak once or twice but that's it. Even at level 11 with my combat armor and upgraded plasma rifle I don't think I'm strong enough to get past the sentry bots in the glow. I made it past most of em but level 2, no dice, the ones that ram you surround me and just massacre me, I'm helpless against em.

Also, those green dots above your item are your action points right? Why does it say a stimpak costs 2 AP, yet I can't use it when I have 2 green dots? And why does it take practically ALL of my AP when I use one at the start of a turn? It makes zero sense to me.
I knew immediately that those suckers would be a problem when one of the notes said "we had never seen weapons like that, ripping people apart even with Power Armor like it was nothing.."

So I turned off the emergency power in every room I could then destroyed them when they were offline.

As for healing I suppose you could try and find Super Stimpacks but they seemed rare even at the end of the game. Another solution might be to try and crowd control them through a door opening, use a grenade when they are in a close proximity to each other (EMPs are awesome if you can find just one). I'm pretty sure the Armsdealer in Old Town of The Hub sells at least 2 or 3 EMPs. There's also a seller in Boneyard (south of the Hub).

I never found out why Stimpacks cost me 5 AP but it said 2 AP, maybe a description error? It sure bothered me that I rarely could do more than one thing during one round. Preferably you have the option to move at least once, shoot and heal (yourself or someone).
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Nirth: I knew immediately that those suckers would be a problem when one of the notes said "we had never seen weapons like that, ripping people apart even with Power Armor like it was nothing.."

So I turned off the emergency power in every room I could then destroyed them when they were offline.

As for healing I suppose you could try and find Super Stimpacks but they seemed rare even at the end of the game. Another solution might be to try and crowd control them through a door opening, use a grenade when they are in a close proximity to each other (EMPs are awesome if you can find just one). I'm pretty sure the Armsdealer in Old Town of The Hub sells at least 2 or 3 EMPs. There's also a seller in Boneyard (south of the Hub).

I never found out why Stimpacks cost me 5 AP but it said 2 AP, maybe a description error? It sure bothered me that I rarely could do more than one thing during one round. Preferably you have the option to move at least once, shoot and heal (yourself or someone).
haha dammit I didn't even think of shooting em while they were deactivated. Does that still give you EXP points?

I also completely forgot about using my EMPs, I have like 3 of em at least.

I did get past em though, luckily discovered I had stowed a psycho away on Ian. Pretty much made me indestructible.
I forgot to try Psychos until the very end of the game, they are insane with the Power Armor (you gain maximum 90% damage resistance then).

I think they still give exp, likely even a bonus since you were in combat and they never harmed you.
I never tried putting a stimpack in the active slot. Sounds like it doesn't work well.
Use stimpacks directly from the inventory. It has a one time charge of 4 AP but you get to use as many as you want.
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Nirth: I forgot to try Psychos until the very end of the game, they are insane with the Power Armor (you gain maximum 90% damage resistance then).

I think they still give exp, likely even a bonus since you were in combat and they never harmed you.
The bonus message is just for flavor. It doesn't actually give you more xp, so it's just another random generated message for winning the battle. Maybe this is also one of the things they didn't implement in time, but left the message as it is. At least on my game it is, could be bug and you really get bonus xp, if you play with mods.

You are right about the xp thing though. Even disabled they count as enemies and give you the proper xp for fighting and defeating. If you can call shooting a sitting duck fighting, that is. :)



As for the Stimpacks matter: Never, just never use them from the action slot. It isn't worth the AP to use them. Wait till the last possible, i.e. survivable moment, then go to your inventory and do everything in there. Heal up fully, reload all your weapons, use drugs, if you didn't before the fight and it still costs only 4 AP for accessing your inventory (or 2 with a perk).

I never got the problem to be low on stims myself. When I traded everything in to trader, I usually go for drugs and stims, they are weightless and almost everyone has them. I usually tend to be swimming in them, once I go to the hub, since they got the best merchants for these things and restock pretty quickly.

Try the one in the eastern part with the brotherhood prisoner. In the eastern building, just southeast to the weapon trader is a drug dealer, who carries a bunch. He's a bit more expensive than the rest though. Also the two traders in the central area north and north west of Iguana Bob are cheap sources of Stimpaks.
As long as you have some Radiation medicine, those robots are the one and only danger of the Glow. If you can kill em while they're deactivated, there goes that one and only danger. Next time I play, I'm hitting that place up as soon as I find radiation medicine. I see no reason not to get that power army extremely early into the game. I'm doin that next time, be unstoppable with that suit, even if I'm just rocking a hunting rifle.

Unless my memory is bad and you can't even find radaway or whatever until fairly late.
Post edited December 26, 2013 by JackBurton85
You don't even need the Glow for Power Armor. Just take lockpicking as a tagged skill during character creation, do the Hightower quest for the thief circle, get the electronic lockpick from them and use it on the BoS bunker door, when the guard isn't looking.
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Ardal: As for the Stimpacks matter: Never, just never use them from the action slot. It isn't worth the AP to use them. Wait till the last possible, i.e. survivable moment, then go to your inventory and do everything in there. Heal up fully, reload all your weapons, use drugs, if you didn't before the fight and it still costs only 4 AP for accessing your inventory (or 2 with a perk).
This is one of the best pieces of advice possible for Fallouts 1+2.


Also, do not overlook the Doctor/First Aid skills. When not in combat you can use these skills to heal yourself, this has the benefit of both saving stims for use during combat and giving you XP. The only downside is that at lower skill levels it can take a few dozen tries to actually do any healing. Personally I find the trade off quite beneficial, I spend 5 real life minutes clicking the mouse and get a few hundred XP in exchange.
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Ardal: You don't even need the Glow for Power Armor. Just take lockpicking as a tagged skill during character creation, do the Hightower quest for the thief circle, get the electronic lockpick from them and use it on the BoS bunker door, when the guard isn't looking.
Hmmm, I figure those guards would no doubt see me no matter what. THey don't move, just stand there right in front of that door.
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Ardal: You don't even need the Glow for Power Armor. Just take lockpicking as a tagged skill during character creation, do the Hightower quest for the thief circle, get the electronic lockpick from them and use it on the BoS bunker door, when the guard isn't looking.
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JackBurton85: Hmmm, I figure those guards would no doubt see me no matter what. THey don't move, just stand there right in front of that door.
I can't remember the details, since I did it only once just for fun, but if I recall correctly sneak and lockpicking were the way to go. But I honestly can't remember the minute details and was somewhat disappointed as it didn't save as much time as I hoped for nor was I as powerful as I imagined.
FO2 did it a lot better and you really felt overpowered.

SPOILER





If I misunderstood and you meant the guards at Hightower's, they leave for a few minutes when the guards change at 5 minutes to midnight or midnight.. No need to kill them to get the necklace, even though you should use sneak and disarm the traps.
Post edited December 28, 2013 by Ardal