OWB; So... ammo please?

Post » Sat Jul 23, 2011 8:05 pm

Am I the only one who is having trouble keeping enough ammunition on hand in Old World Blues? The only ammo the game gives me with any regularity is .357 and .44 magnum, neither of which are used by the weapons I'm carrying. I can dismantle them and make 12 gauge shells, but that only works (for now) because of the epic mountain of shotgun hulls and primers I had in my bag when I arrived. Perversely the game is drowning me in energy weapon ammunition, and I regularly trade hundreds of cells to get my armor repaired at the Sink. Except I have no skill in energy weapons. And due to the way the skill system works, it's pointless to use weapons you don't have skill with because they are permanently stuck on the "Annoy" power setting.

Just to make matters more interesting the robo-butler/trader doesn't seem to have any kind of supply lines, and can't sell me anything new. I already bought up every scrap of ammo that can be dismantled and turned it into stuff I can actually shoot.

I've been pretty much forced into carrying around an ugly blue fantasy axe even though my skill in melee weapons isn't that great, because it's the only thing that will make a dent in all the robotic enemies and doesn't use up ammunition. The lobotomites give ammo...but really not more than it takes to kill them in the first place. Then add in the endless hordes of nightstalkers (who give me nothing), and the rogue trauma suits (who drop useless energy weapons/ammo).... Meh.

This DLC could be a lot more fun. :(
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sarah simon-rogaume
 
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Post » Sun Jul 24, 2011 3:06 am

Am I the only one who is having trouble keeping enough ammunition on hand in Old World Blues? The only ammo the game gives me with any regularity is .357 and .44 magnum, neither of which are used by the weapons I'm carrying. I can dismantle them and make 12 gauge shells, but that only works (for now) because of the epic mountain of shotgun hulls and primers I had in my bag when I arrived. Perversely the game is drowning me in energy weapon ammunition, and I regularly trade hundreds of cells to get my armor repaired at the Sink. Except I have no skill in energy weapons. And due to the way the skill system works, it's pointless to use weapons you don't have skill with because they are permanently stuck on the "Annoy" power setting.

Just to make matters more interesting the robo-butler/trader doesn't seem to have any kind of supply lines, and can't sell me anything new. I already bought up every scrap of ammo that can be dismantled and turned it into stuff I can actually shoot.

I've been pretty much forced into carrying around an ugly blue fantasy axe even though my skill in melee weapons isn't that great, because it's the only thing that will make a dent in all the robotic enemies and doesn't use up ammunition. The lobotomites give ammo...but really not more than it takes to kill them in the first place. Then add in the endless hordes of nightstalkers (who give me nothing), and the rogue trauma suits (who drop useless energy weapons/ammo).... Meh.

This DLC could be a lot more fun. :(



It sounds like you tackled this DLC too early. What level are you at?
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Angus Poole
 
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Post » Sat Jul 23, 2011 1:50 pm

I know what you mean. I had to go crazy with the reloading bench in order to feed the Survivalist's Rifle.
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kirsty joanne hines
 
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Post » Sun Jul 24, 2011 12:49 am

Trail Carbine is the only gun powerful enough to do the DLC with at the higher (35+) levels that doesn't require bringing in a metric ton of ammo at the start. For everything else you need to bring lots and lots of bullets, or all the reloading bench supplies (minus lead) to quickly whip up that stockpile soon after you enter.

There wasn't any restrictions on what you could carry into the DLC for a reason. There is even a trash can right next to the crashed satellite so you can bring all your worldly possessions into the DLC on the first trip if you wish. Something more sane is just load up two followers to the max and remove those items (and send them home) just before looking at that satellite. That should get you into the DLC with around 600Wg in gear total.
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louise hamilton
 
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Post » Sat Jul 23, 2011 9:08 pm

Something to keep in mind next time I guess. I didn't really stress about ammo coming into this DLC because it's never been much of a problem before. Dead Money is hard at first but lets you use the replicators to make as much ammo as you need once you get going, and Honest Hearts has ammo available at every corner drug store.
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Gracie Dugdale
 
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Post » Sat Jul 23, 2011 11:14 pm

I was having the same problem, even with an energy weapons character.

My suggestion is don't bother killing everything you encounter. there's some serious bullet sponges in this dlc that are easier to out run than kill.

Use the sonic emitter paralyze effect in combo w/ a melee or unarmed weapon. I went with the science gloves, only a 25 melee skill needed. That proton ax is so damn hideous i can't use it. Never hurts to bring up melee or unarmed just a bit so if times get tough you have something to fall back on.
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barbara belmonte
 
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Post » Sat Jul 23, 2011 11:33 pm

I found more .357 and .44 ammunition than I knew what to do with: mainly because most weapons that fire it are of questionable usefulness. What I could have really done with were .308 rounds, of which there were hardly any.

At least microfusion cells weren't too rare and I'd brought the Holorifle along with me, but having to be so frugal with the sniper rifle was quite painful. But not for the baddies, sadly.
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adame
 
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Post » Sun Jul 24, 2011 1:46 am

I went in carrying something like 700 rounds of .308 ammo for my BAR. Ran out, unfortunately. Good luck finding THAT kind of ammo around the Big Mountain. Luckily my 300 or so .50 MG rounds (total regular, AP and incendiary) lasted. Only because I resorted to using weapons I found there, though. Including the K9000/FIDO to make use of those .357 and .44 cal rounds.
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Solène We
 
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Post » Sun Jul 24, 2011 1:59 am

Use the sonic emitter paralyze effect in combo w/ a melee or unarmed weapon.


Or just bring the Compliance Regulator with you, wish I had brought it with me instead of the recharger pistol+...
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Cedric Pearson
 
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Post » Sat Jul 23, 2011 9:36 pm

i found the anti material rifle worked really well as did the dog gun lol the axe worked good as well
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xemmybx
 
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Post » Sun Jul 24, 2011 3:56 am

Depending on what level you are enemies have different weapon/ammo types. My NCR character I've seen alot of brush guns and gov-t ammo. Legion character I've seen alot of hunting shotguns and rifles meaning 12 gauge and .308 caliber rounds.

Ammo is pretty rare though, loving my Legion character for that though. Melee/unarmed makes fast work of any creature and there's no ammo [censored] needed :wub:
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Allison Sizemore
 
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Post » Sat Jul 23, 2011 5:26 pm

Just finished it with (initially) level 26 sneaky character. 12 gauge, .308 and .50 ammunition did come in very handy, but apart from the stray .308 there's no supply for them in the whole area.

So, bring lots of ammo that isn't standard .357 or .44. A .44 Magnun or Trail Carbine be a good bet, i had a mod added Desert Eagle that takes .44, and it proved useful against pretty much everything except roboscropions. Only problem is that the whole crater was alerted when i fired it :pinch:
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Bird
 
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Post » Sat Jul 23, 2011 5:11 pm

Does anyone know where to find a lot of stimpacts in this dlc thats the problem im having the most in
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Jessica Lloyd
 
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Post » Sat Jul 23, 2011 12:53 pm

Does anyone know where to find a lot of stimpacts in this dlc thats the problem im having the most in


Um. I do know that in various buildings throughout the Big MT you can find chemistry sets to make five stimpacks at a time. Other than that, you'll mostly have to make your own, I think.
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Damned_Queen
 
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Post » Sat Jul 23, 2011 8:03 pm

Never mind what I said, thing get easier for the EW crowd after awhile. :)
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lauraa
 
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