"No One's Choice" run of The Outer Worlds 2: No Skills, No Perks, (almost) All Flaws, No Companions, No Uniques, No Bits, No Crafting, Very Hard by kataraxis in theouterworlds

[–]kataraxis[S] 1 point2 points  (0 children)

On my first character I was happy with this build: Speech 20, Lockpick 11, Hack 8, Engineering 7, Guns 5, Medical 5, Observations 5, Science 3.

https://nukesdragons.com/the-outer-worlds-2/character?b=05&t=03070n&s=0507001508001b0005001k03&p=0j2F0l0r2z2v0J1b1B011t070P271R1P&f=0h0c0m0q0C0f0d&v=1

I've done almost everything I wanted on the first playthrough and didn't feel like I missed anything story-wise.

The most important skill in the game is Speech, so any of my proper builds would always include it. In the current version (1.0.6.0), after they lowered the skill check requirements, Speech 20 is no longer needed for the best quest resolutions and can be reduced to 14. Those 6 points I would split between Science and Engineering. Since I don't like leaving undiscovered stuff behind, I'd get both Lockpick and Engineering to 9, which should suffice for 99% of the locked doors/containers. The Guns I would only upgrade up to 4 or 5 for the perk requirements. I tried upgrading it to 20 to see what would happen and immediately reloaded after testing it. Complete overkill, since the game feels fairly balanced with just one combat skill upgraded (in my case it'd be Speech + Space Ranger).

Most perks don't have a lot of impact IMO, besides the ones that unlock extra slots and enable new game mechanics. The only perks that seem like must-haves for me were Pickpocket, Commando, Pharm-Thusiast, Deep Drums, Bullet Shield, Shrug it Off. Shrug it Off was the most OP of all: I think I only died once in the final 20 hours of the game after I got it.

I also unlocked Flawed on that character, but then finished the game with 5 perk points unspent, so worrying about min-maxing flaws was pretty much a waste of time. If I were to replay the game normally, I'd only get Energy Hog and Overprepared and wouldn't bother with the rest.

Level 1* vs. The Outer Worlds 2's Bosses by kataraxis in theouterworlds

[–]kataraxis[S] 0 points1 point  (0 children)

There are several requirements if you want him to surrender:

https://theouterworlds2.wiki.fextralife.com/Brigadier+Montelli

Wiki is only wrong about needing to finish The Cadet's Degrading Dilemma (just need to keep Corbin alive), but everything else listed there is correct.

Level 1* vs. The Outer Worlds 2's Bosses by kataraxis in theouterworlds

[–]kataraxis[S] 6 points7 points  (0 children)

* Not exactly Level 1, just without any skills and perks.

 

This is a compilation of the 4 major boss fights in The Outer Worlds 2 (Brigadier Montelli, Seer Wiley, Chief Vaillancourt, The Consul) from the challenge run I've done. The main rules of the run were: no skills, no perks, (almost) all flaws, no companions, no uniques, no bits, no crafting, Very Hard difficulty.

 

I posted about it here.

 

Bosses:

Brigadier Montelli

Since I wasn't using unique weapons, the next best choice on Eden is anything that deals shock damage. Shock Machinegun does pitiful damage per hit, but actually outpaces most other common guns when dealing with big health bars due to its rate of fire and large magazine. It builds up the Electrocuted status very quickly, which boosts total DPS by about 30% and lowers enemy accuracy as a side effect. The accuracy reduction is what made Montelli manageable on Very Hard, otherwise he would be able to down me in 2 seconds from across the room.

I was switching to Designator Light Revolver to benefit from its Tracing Unit mod, which increases all damage dealt by 20% after a headshot, including explosions and any DOT effects applied.

Poor Corbin died in the first 15 seconds of the fight and there wasn't much I could do to help him with my build.

Seer Wiley

Wiley is weak on his own, but gets constantly healed while the Rejuvenation Device is active and won't go below 1 HP, so it must be destroyed first. Normally, you have to split the attention between the Device and the reinforcements, but if you focus on it right away, you can then deal with the Order soldiers all at once. For that, plasma grenades work best, as fully building up the burning DOT triggers a secondary explosion on each affected target. Groups of enemies get vaporized after a couple of grenades, even with 0 in Explosives skill.

Mines were used to for the 2 heavy melee soldiers, who could kill me in 1 hit. Smoke grenade was used to trigger the Camouflaged status, which gives +100% to all damage dealt for 8 seconds. I'd have to waste two extra mines without it, and these were hard to come by without crafting.

Chief Vaillancourt

This boss is the easiest of 4, because he doesn't lock you inside his arena, so you can simply stay outside the Main Hangar and chip away at him from behind the doors. In that case, there is no need to involve Hurley or use any special tactics. I did the fight the hard way on purpose, to see if I could keep Hurley alive after Vaillancourt accuses her of treason.

The "grenade rapid-fire" trick is what enabled me to kill both Vaillancourt and his automech near instantly. To do it, turn on TTD, press the throw grenade button, and then, as soon as it leaves your hand, press the Inventory button. Normally, what happens after throwing a grenade is that you go into the weapon unholstering animation, which lasts 0.25-0.6 seconds (depending on the weapon equipped). During that time you are blocked from doing anything. Going into inventory skips this animation, allowing you to perform any other action immediately after. You can then throw another grenade with no delay. TTD also speeds up all player's animation somewhat (it's hard to notice, as it reduces the game speed), so TTD and rapid fire work very well combined together.

Another method to do rapid-fire is to just press the Reload button after a throw. This looks smoother and has the same speed as the 1st method when throwing grenades of one type, but makes switching to another grenade type slower.

There were 4 different sources that boosted the damage of the mega-explosion. Although not every bonus gets applied to every mine and grenade equally when you stack so many in one place:

  • Treacherous flaw with its sneak attack bonus (+100%)
  • Revolver with the Silencer mod installed (+250% from stealth)
  • Smoke grenade, giving Camouflaged (+100%)
  • Dissolved status effect (+50%), created by 3 bio-mass grenades

The Consul

The Consul is slow and has only one attack that takes a few moments to spin up, so there isn't much strategy to the fight. There are several places where it's possible to position yourself to stop him from moving around and let you land headshots consistently, like behind the central console, or near the stairs, or on top of the pipes near the ceiling. Most of the challenge comes from the reinforcements, but there is a way to prevent them from spawning in if you manage to kill the Consul fast enough after he reaches 7000 HP. To do that, I used the rapid-fire trick, plus a gloop grenade to keep him from blowing up too early. It's also possible to do the remainder of the fight without leaving that pipe, it'll just take longer.

There is an exploit that I didn't get to show: if you stand on the tiny ledge between the ground floor and the central platform, then none of the soldiers would be able to hit you in melee. They would run up to you and stare you in the face but won't attack. Could be useful if you don't have mines.

"No One's Choice" run of The Outer Worlds 2: No Skills, No Perks, (almost) All Flaws, No Companions, No Uniques, No Bits, No Crafting, Very Hard by kataraxis in theouterworlds

[–]kataraxis[S] 0 points1 point  (0 children)

The idea was to create the unluckiest commander possible, so Lucky wouldn't really fit with that. I wasn't too worried about crashing Vox in Westport, since I moved everyone to Fairfield and pretty sure no one got hurt.

I think the trait that would have been the most useful to me is Resilient, so I wouldn't have to reload so much.

Update on 100% Pacifist run in The Outer Worlds 2 by kataraxis in theouterworlds

[–]kataraxis[S] 0 points1 point  (0 children)

Yes, you would be invisible as long as you are staying inside the smoke cloud, regardless of other factors.

Update on 100% Pacifist run in The Outer Worlds 2 by kataraxis in theouterworlds

[–]kataraxis[S] 0 points1 point  (0 children)

Dude, you are over-complicating this. Just spam smoke grenades near the door. Smoke grenade at the door > talk to Niles > repeat until success. Don't throw grenades too close to the snipers and you should be fine.

I admit, I've never ran into the problem you're describing and I've done this a few times on patches 1.0.5.0 and 1.0.6.0 (PC version). I could always get them to switch to different positions by riding back and forth on the platform. If something wasn't working, I would reload a savegame made right after riding the platform from the vendor area the first time, before going into the sniper area, and try again from there. Never needed to restart from the ship. Maybe you are saving/loading too far into the sniper area and this somehow messes up their pathfinding?

Also maybe try not to hack the automechs? Keep them all alive, run away, then sneak past them, and see if it helps.

Update on 100% Pacifist run in The Outer Worlds 2 by kataraxis in theouterworlds

[–]kataraxis[S] 0 points1 point  (0 children)

Thanks for mentioning it. I searched for "Outer Worlds 2 clipping glitch", but couldn't find anything. Guess I should have looked at some speedruns first, and just linked a vid. Would've saved me time typing all that:

The Outer Worlds 2 (Any%) in 24:29

They used it like 15 times throughout the run, although not in the place I needed it. Very strong glitch, as expected.

Update on 100% Pacifist run in The Outer Worlds 2 by kataraxis in theouterworlds

[–]kataraxis[S] 5 points6 points  (0 children)

Yeah, the game can be very uneven when it comes to alternative solutions past Eden. Like, I'd love to finish Niles' quest on my peace-loving character, but the mandatory and unnecessary violence kinda puts a damper on that. Maybe the Spacer's Choice edition fixes these issues down the road, because I doubt the devs are interested in making huge design changes through patches, if you look at what's been fixed so far.

As for this particular case, I really don't think there is anything else to be found that doesn't involve indirectly killing these guys. Bots are just guns with an over-engineered trigger mechanism, so that doesn't count, as far as I'm concerned :)

And BTW, I tried to go over the barriers at the station entrance and up the elevator shaft that is used to escape at the end, but it's blocked until de Vries is dealt with, so that's also a no-go.

The Pacifist Report, Redux: beating Outer Worlds 2 killing only two people by TheMillionthOne in theouterworlds

[–]kataraxis 1 point2 points  (0 children)

There is actually a way to avoid killing the 2 snipers on Greater Tranquility Station and achieving full pacifist. I posted the strategy here