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The Outer Worlds Beginner Guide: How To Kick Butt In Space
The Outer Worlds is out now; it’s a pretty awesome sci-fi RPG if you’re into the genre. It can also be a bit tough if you’re planning on tackling it with no prior knowledge of Obsidian’s RPGs.
Fortunately, we’re here to help. Here’s a quick guide to sort out what you need to maximize your Outer Worlds experience.
Your attributes and skills will determine your playstyle. It’s best to min/max some bits. If you don’t mind being a lunkhead who can bash things good up-close, just buff up your strength, dexterity, and temperament. If you want to talk your way out of trouble, then buff up your charm, perception, and intelligence.
You might as well turn one of your not-so-important attributes to below average and let one of your companions pick up that slack. So if you’re not into being a tank or melee kinda person, have Parvati fill that void.
You’ll be out in the wilderness for quite a bit, so it’s best to have some backup engineering skills so that you can repair weapons while on the road. You can only do so with weapon and armour parts. While money is good, having well-maintained armour and weaponry that are at full capacity can make you survive longer.
Oh, and if you have a weapon with a diamond icon next to it, sell that instead. Most diamond weapons are about the same; they just have a higher selling value.
By Level 10 or so, you should have figured out your favourite tool of destruction. Stick to it, then mod it as much as you can with whatever tools you acquire through your adventure. You probably won’t need to use another weapon until you start receiving level 20 weaponry.
A note on Science weapons (the ones with yellow backgrounds in their icons): you can’t mod those, but these guns can still be tinkered with, meaning you can buff up their damage as long as you have the cash.
…but don’t go straight to Supernova yet. Finish the game first on Hard; Normal is fine and all, but most enemies will die to your modded gear and weapon combos after Level 13 or so. Putting it on Hard at least makes the Primal giants and Manticore Queens much more formidable threats.
When you’re at level 12 or higher, chances are you can figure out how not to get too much into combat situations. So around this period when you get prompted to receive a phobia (which debuffs you when fighting certain enemy types or get hit by certain elements) in exchange for an extra Perk point, take it.
You can always use an extra Tier 1 or Tier 2 perk to even the odds a bit. Speaking of which…
It really depends on your playstyle. Perks like Lone Wolf and Soliloquy give you nice bonuses in combat and non-combat situations if you’re not bringing companions. Conversely, Tier 3 skills like Don’t Go Dyin’ On Me! can resurrect downed companions nearby if you use the Inhaler (the game’s Stimpacks/Health Potion).
Here are our general suggestions:
-Go for the Tactical Time Dilation buffs. Tier 1 and 2 have good ones like Slow The World, Quick and the Dead, and The Reaper; use them to gain longer TTD when killing foes and prolonging the effect, making for a smooth and stylish use of this nice replacement to V.A.T.S.
-Move faster with Strider and Cheetah. Sure, you can use the game’s Fast Travel to warp around, but most of the time, you’ll be discovering places to warp to. Might as well speed it up with these Tier 1 Perks.
-Get the Traveler perk. Overburdened with stuff to sell and mod? Get this perk so that you can Fast Travel even when encumbered. Very useful if you hoard like mad.
FYI, you get a new perk every even level. You can unlock a new tier with every five unlocked perks.
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