ok pls help
still haven't found the turret plans at the cargo bay section
where is it, any hints?
I've been playing all day on Xbone, and I have no idea where the control complaints stem from.
They're not perfect, but certainly far from the complaining I read about before buying.
My biggest complaint so far is that the little mimics do way too much damage.
The ones for the quest? They're outside in space in a blown out office that has a safe, left of when you exist through the cargo container.
yeah, just found it! Cheers, thanks for the help
I've been playing all day on Xbone, and I have no idea where the control complaints stem from.
They're not perfect, but certainly far from the complaining I read about before buying.
My biggest complaint so far is that the little mimics do way too much damage.
I'm also playing on the XB1, but I think they come from the PS4 version.
I like how there's two named phantoms that can spawn in that suite. One male. One Female. Oh gee, i wonder what happened.
You are correct. It's more pronounced on the Ps4. Though you can adapt to it, ps4 probably shouldn't be the platform to use if you have other options.
That's the strategic aspect. Rushing headlong into battle is the worst approachI'm really hating how underpowered you feel in this game.
You die too quick and take way too much damage, Imo.
I'm really hating how underpowered you feel in this game.
You die too quick and take way too much damage, Imo.
I'm really hating how underpowered you feel in this game.
You die too quick and take way too much damage, Imo.
If you want an instant win button, just invest in the Combat reflexes mod.
That's the strategic aspect. Rushing headlong into battle is the worst approach
Pick your fights, run away if you have to, set up traps and ambushes, divide and conquer, use enemy weaknesses against them, sneak around to get the best position, block up doorways to buy time and create cover, disable and stun
I think it's all part of the commitment and build freedom. If you want to be gun focused, you can do that, but you're going to have to commit to that. If you want to no guns/wrench + powers build, you can do that too.Damn you could really go wild with early access to the Neuromod fabrication plan and the recycling exploit. Anyone do this?
It's tempting. I feel like the game hides too much behind Neuromods. It sucks that you have to spend them just so you can keep using weapon upgrade kits, for example.
This is good advice.
Like a kid with his favorite blanky, I literally have carried a turret with me into every room i go into. set it up at the entrance, and know exactly where i can run back to if shit pops off, so the turret can take care of the rest.
It isn't fool proof with some of the later enemies, but there are opportunities to place multiple at a time for tough fights.
I placed three in the entry way to the trauma center and kited both the phantoms back to get a face full of turrets and this was like an hour or two into the game.
you can even throw them up into higher areas if you need to goo gun your way up somewhere.
turrets for life.
Damn you could really go wild with early access to the Neuromod fabrication plan and the recycling exploit. Anyone do this?
It's tempting. I feel like the game hides too much behind Neuromods. It sucks that you have to spend them just so you can keep using weapon upgrade kits, for example.
I think it's all part of the commitment and build freedom. If you want to be gun focused, you can do that, but you're going to have to commit to that. If you want to no guns/wrench + powers build, you can do that too.
By making you need to invest in guns instead of making guns more freely accessible than other options, you have to actually think about your build and approach
Limits allow for meaningful choices and consequences. If you can do everything, have access to as much as you want, then why do anything but the most effective option?I get that it wants you to commit one way or the other and there's a roleplaying aspect, but I always feel like games should be as generous as they can with their toys. Let players have access to have as much goodies as possible. I just think that's more fun.
I also don't like it when games limit your weapons through inventory space. Doom got it right way back in the early 90s. It just let you gradually collect all the weapons and then have fun mixing and matching.
uhh so
how many turrets do i have to place at the entrance to make her ok with opening it?
at cargo bay i mean
it's the portable one they want, right?
edit: forget it, just saw the plans at the whiteboard
Limits allow for meaningful choices and consequences. If you can do everything, have access to as much as you want, then why do anything but the most effective option?
I never even found that but got an alert the quest was complete. Welp!What to do.... what to do.... should I even do anything.... ?
I love that you can even miss thatI never even found that but got an alert the quest was complete. Welp!
What to do.... what to do.... should I even do anything.... ?
What to do.... what to do.... should I even do anything.... ?
4
But I didn't even use them, I used combat focus and killed everything before the door was fully open cuz I was too scared of the people there dying.
If you don't have combat focus use more than 4.
is there any way to turn off the objective markers/interface? i'm on PC.
Had a bit of a nightmare with my CPU pump dying earlier so I'm bored without my PC but remembered Prey had a demo on PS4 which I've just finished and I liked what I saw which was very little, they gave you just enough of a taste to want more. I think I'll definitely be getting this on PC when mine is back up and running. One negative though is the dramatic music or whatever you'd call it, it's so loud and persistent, it almost seemed bugged in the demo?
The work with level design is majestic, really the best thing seen in this 'genre' since the first Deus Ex.
Nightmare fix?
you can simply untrack the quest in the quest journal
The more I experiment my own solutions the more the game surprises me.
The work with level design is majestic, really the best thing seen in this 'genre' since the first Deus Ex.
Yeah, after what I've played and seeing similar sentiments, I can't fathom how someone can come away with this perspective on the gameThis. I'm not super far into it but my favorite thing about this game is how coherent yet surprising the station is. It doesn't make the mistake I feel the 2 previous Deus Ex made when it comes to level design, which was how predictable and artificial a lot of it was.
Also the incentive they give you for not using the psy powers is pretty clever. I can already tell this is a game I'll replay at least once.
http://www.slantmagazine.com/games/review/preyThere's no truly immersive space here beyond the first mysterious half hour. There's simply the next objective, and any motivation to marvel at Talos 1 as a sheer human accomplishment and mourn what the aliens have done to it is muted at best.
I've been playing all day on Xbone, and I have no idea where the control complaints stem from.
They're not perfect, but certainly far from the complaining I read about before buying.
My biggest complaint so far is that the little mimics do way too much damage.
I've been playing all day on Xbone, and I have no idea where the control complaints stem from.
They're not perfect, but certainly far from the complaining I read about before buying.
My biggest complaint so far is that the little mimics do way too much damage.
You have become the turret lord.
Nah. One of my friends at Prey Discord server made the picture.Hahaha, did you just make that??
But legit, I feel bad when my turrets take damage.... Like, it makes me a bit sad.
Nah. One of my friends at Prey Discord server made the picture.
It is pretty funny, though
Damn you could really go wild with early access to the Neuromod fabrication plan and the recycling exploit. Anyone do this?
It's tempting. I feel like the game hides too much behind Neuromods. It sucks that you have to spend them just so you can keep using weapon upgrade kits, for example.