CF-WRUP IV: play stuff, talk about it.

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John Layfield
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Re: CF-WRUP IV: play stuff, talk about it.

Post#751 » Wed May 30, 2018 1:28 pm

Wow gotta play that campaign. I bet it's a real page-turner.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#752 » Sun Jun 10, 2018 1:19 am

Probably needless to say, since I've been up to the wee hours playing it, but I'm really enjoying Horizon, so far. I do think it's a bit amusing that:

Spoiler :
They are a Goddess-based, matriarchal society all because the ancient technology was programed with a female voice. Has me wondering about this "Sun Thor"...

So, it seems like snippits here and there point towards this being a future Earth scenario. Could be cool to see them go forward with that more. Though, if this is Earth, I want one of those Focuses!

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Falcon Critical
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Re: CF-WRUP IV: play stuff, talk about it.

Post#753 » Sun Jun 10, 2018 12:36 pm

It does deal with that more as you progress, so look forward to it.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#754 » Sun Jun 10, 2018 6:35 pm

What's up with this out of game area message? Aren't the invisible walls enough? I like exploring, but I don't want to lose shit because I explored too far, too soon.

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Delthazar
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Re: CF-WRUP IV: play stuff, talk about it.

Post#755 » Sun Jun 10, 2018 6:42 pm

It only does that if you're trying to walk out of the actual map, like, where there's not actually anything to explore. Just turn around.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#756 » Sun Jun 10, 2018 7:31 pm

I looked it up online, and one guy was saying he got that in an area where hunts and supplies were. As long as it doesn't cause me to miss anything, I guess it's fine, but apparently it can be very sudden at times. This time I was walking behind a building to jump on top of it, so I just scooted away from the wall and it was fine.

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Delthazar
The balance needs to be re-addressed. / DRAGONS! EAT THEM RAWWWW (0-38) / Nebula Coffee Company CEO In-Absentia
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Re: CF-WRUP IV: play stuff, talk about it.

Post#757 » Mon Jun 11, 2018 1:29 am

I should drop some hot Horizon pro strats!

- You've probably already done this, but you can totes return to the first ruin as an adult and get into a few new areas. At least one of the collectibles is there.

- Some categories of these collectibles also double as bonus story material if you check 'em out in your inventory and logs. The Vantages in particular are strongly recommended for this purpose.

- Like before, I doubt you missed this, but one of the relatively few spear upgrades is available super early as a sidequest reward.

- Fast travel packs (and the materials to craft more) drop regularly with most loot, but there's an unlimited version you buy fairly early that's very highly recommended.

- Activate every campfire you can, even if you don't need to save. You'll probably thank yourself later.

- Talk to every merchant you see at least once if only to get their free samples. Also, pretty much every merchant in the game should sell collectible maps which make hunting those things down way easier and faster (though there's usually environmental cues for most of 'em too + Focus signatures if yer close enough, should you feel like roughing it.)

- Almost 100% of the time, the full sidequests in Horizon are probably all worth doing, especially the ones in chains, and often for more raisins than just their rewards. Errands aren't generally too important though. Activities which don't fall into either category could be more useful than they appear, for instance...

- Hunting Grounds are worth doing for more raisins than you might expect. At least grabbing a few suns from the first one is recommended to help with other stuff later on. Grounds are also great for early XP I think and cheevos if you care about those - I think most of the cheevs I'm still missing are Hunting Grounds related.

- Tallnecks are probably worth checking out as soon as they come up. You'll know 'em when you see 'em.

- Likewise, checking out the Cauldrons is another super strong optional priority with all kinds of benefits. Just make sure you're prepared... uh... maybe overprepared in some cases...

- Clearing out Bandit Camps and Corrupted Zones doesn't have quite the same utility or long-range benefits as the other activities but they should still contain a fair amount of useful stuff, including collectibles.

- Finally (for now) be careful with how quickly you decide to check out the Frozen Wilds content. It's accessible almost immediately after you're able to leave the first area, but it gets quite difficult quite fast. I don't know if there's a recommended level for it but I'd probably estimate it at no lower than LV. 20 unless you're very careful or really know your shit.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#758 » Mon Jun 11, 2018 3:11 am

You mean a spear crafting upgrade, or a new spear. I found the former. Don't know where.

Yeah, I fell down the hole while running. Got the battery, and other stuff.

Unlimited travel pack, you say? I did notice, after my visit to Mother's Heart, that they were piling up, but infinite is nice.

I found the first two Metal Flowers by exploring, but those maps are nice.

I have yet to come across a Tallneck, but I see one on my map. It seems like they're this games towers?

I don't know what a Cauldron is yet. I have found a group of corrupted. Got my ass kicked a couple times. Maybe, I'll heed that level 15 suggestion.

I played the first hunt quest twice (that's where I ended last night). The one where you shoot cannisters off the Grazers backs. I thought 3:17 was a pretty good time, but apparently not. I might stick around for the tier three prize. It did teach me that you can two shot them pretty easily, from the right angle. I did see those higher two arrow and three arrow skills. Those would be nice to have, but are a ways off. Too bad you need the heavy weapon skill to get there. I don't usually care for heavy weapons.

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Delthazar
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Re: CF-WRUP IV: play stuff, talk about it.

Post#759 » Mon Jun 11, 2018 2:34 pm

True Perception wrote:Unlimited travel pack, you say? I did notice, after my visit to Mother's Heart, that they were piling up, but infinite is nice.

[...]

I don't know what a Cauldron is yet. I have found a group of corrupted. Got my ass kicked a couple times. Maybe, I'll heed that level 15 suggestion.

I played the first hunt quest twice (that's where I ended last night). The one where you shoot cannisters off the Grazers backs. I thought 3:17 was a pretty good time, but apparently not. I might stick around for the tier three prize. It did teach me that you can two shot them pretty easily, from the right angle. I did see those higher two arrow and three arrow skills. Those would be nice to have, but are a ways off. Too bad you need the heavy weapon skill to get there. I don't usually care for heavy weapons.


I think the game calls the infinite travel pack the Golden Fast Travel Pack, though I forget what you need to buy one. You probably won't see one until you reach the first somewhat major trading town. Like a lot of the higher quality items, you'll need shards plus a few barter items for the trade, but the barter stuff is usually easy enough to find - and like crafting, you can add the items you need to your quest log as Errands, and good locations to find those things should then show up on your map.

With that in mind, take a moment now and then to hunt wildlife. Pretty much every animal has at least two or three materials you'll need for something eventually. The sooner you get your crafting rolling, the sooner you'll unlock more inventory slots and stuff, and that's super useful later, even with the new inventory QOL skill stuff added by Frozen Wilds.

Re: Corrupted enemies, that's a good point to start experimenting with elemental attacks, and different approaches to combat in general, at least once you start seeing Corrupted stronger than Watchers. The one elemental ammo type you need, you should already have, 'cause getting it is an early story bit, but there's stronger versions later. The Hunting Grounds are good ways of getting you used to all your tools and teaching different tactics. It can be easy to ¯\_(ツ)_/¯ off things like traps and bombs and some of the more specialized heavier weapons, but they can all have their uses...

There's often more than one approach to Hunting Grounds challenges, too. I think a lot of people smashed those Grazer challenges by scaring the herd down one of the trenches, then knocking down all the log traps. Or even just by using sonic arrows to knock off more than one canister per shot. I don't remember how early you get access to the slings and stuff but keep those in mind, too.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#760 » Mon Jun 11, 2018 3:56 pm

I hadn't noticed you could set your own Errands. I'll have to look for that.

I stopped hunting animals for a bit after leaving the first area, until I noticed I couldn't upgrade things without certain meats and bones. Haven't hunted many rabbits. Gotta try to bag more of them. Foxes are a bit annoying, too. Everything else, I can just run down. Here, turkey turkey!

Speaking of Watchers, I tried to control one yesterday, and was quite amused when it turned, charged, and headbutted the shit out of a Grazer! One-shotted it. I've been clowning those things the whole game, but apparently they are dangerous as fuck if you aren't prepared.

Hmm, traps... I wonder what would happen if I laid down a bunch of shock traps in a row, and stood behind them, before shooting at the Corrupted to aggro them. Then again, if fire is their weakness, as you suggest; maybe bomb traps would be better. I might have to explore this. After saving specifically for this purpose.

I haven't learned about log traps yet, but I might just explore that area to better my time. I was thinking of seeing if I can use that shoot from a wire skill to get a good position.

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Delthazar
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Re: CF-WRUP IV: play stuff, talk about it.

Post#761 » Mon Jun 11, 2018 4:10 pm

From what I still remember about animal hunting... one shot from the small bow should be enough for anything smaller than a boar. Once you can notch multiple arrows at once then boars should go down just as easily, too - or the DOT from a single fire arrow, even. The spear is also a one-shot if you're stealthed or fast. I don't remember if Harvest arrows multiply drops for wildlife like they do for machines.

Heh, I've never seen a Watcher do that. Funny stuff. But yeah, any chance you get for an override is usually worth taking 'cause the chaos it can cause is often totally worth it, especially in super tense group fights, or if yer sneaking into what will probably become a super tense group fight.

Bomb traps, fire traps, and the tripwires and sling ammo for both, plus the normal fire arrows, are all great options for most Corrupted, yeah. This is where I usually setup big killzones with wires and bombs and try to lure or kite 'em to their deaths. But small Corrupted shouldn't last much longer than their standard versions once they're on fire.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#762 » Wed Jun 13, 2018 8:13 pm

Nailed that corrupted section. A little rough, but it all worked out. I laid down all my electric traps, but forgot how to do the bomb traps. Started by hitting each one with fire arrows. Then, one of the fuckers decided to run far around my traps. By the time I dealt with that one, the first corrupted got through my gauntlet, so I had to shift focus, then as soon as I finished that one, I got overrun by one, and then another. Lot of dodging and heavy swings weeded the rest. I was kind of surprised when it said I succeeded. For a second there, it looked like it was going sideways. Got my first Tallneck, too.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#763 » Sun Jun 17, 2018 3:17 pm

Took out a corrupted group of bulls and a fire beetle with a hit and run fire arrows tactic. Didn't even notice they were corrupted until I beat them.

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Delthazar
The balance needs to be re-addressed. / DRAGONS! EAT THEM RAWWWW (0-38) / Nebula Coffee Company CEO In-Absentia
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Re: CF-WRUP IV: play stuff, talk about it.

Post#764 » Sun Jun 17, 2018 3:25 pm

Bellowbacks are tons of fun if you specifically target their fluid canisters. The AOE blast when that goes can be super useful with the right timing and positioning.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#765 » Sun Jun 17, 2018 4:06 pm

Holy shit, fliers?! I kept hearing noises, but not seeing anything, and suddenly: Corrupted Glinthawk. Fuck me!

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Delthazar
The balance needs to be re-addressed. / DRAGONS! EAT THEM RAWWWW (0-38) / Nebula Coffee Company CEO In-Absentia
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Re: CF-WRUP IV: play stuff, talk about it.

Post#766 » Sun Jun 17, 2018 4:15 pm

Weird that you'd encounter a corrupted Glinthawk before the normal versions. And yeah, there are totes flying enemies, though not too many of 'em. The Glinthawks behave a little like Scrappers, so there's a chance they'll show up around downed machines. Otherwise they tend to hang out most often at higher elevations.

They can be annoying, especially in groups, but they do have at least one serious weakness to fire which'll force 'em to land, or you can even try using a Ropecaster to tie 'em down. Either way, a grounded Glinthawk is easy work.

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True Perception
My hole was almost closed, too, but now I've spread it back open / I could even be comfortable bareback!

Re: CF-WRUP IV: play stuff, talk about it.

Post#767 » Sun Jun 17, 2018 5:52 pm

Yeah, I burned the shit out of both of them. Went through about two stacks of herbs in the process. The first one didn't ground out from fire. Just lost some elevation.

This was in the section where you help the war chief raid some bandits by that old Colosseum looking building. I stopped just after destroying the three camps. I'll take out the rest tomorrow. Actually, I've seen two or three new machines for the first time in corrupted form. Chargers and Glinthawks. I think the chicken thing I fought was normal. Redeyes were first seen corrupted, too, I think. Maybe I'm taking a weird path through the game. Pretty much just bouncing from camp to camp, and hunting collectibles along the way. A couple of them don't seem reachable yet. Otherwise, I'm just not seeing some yellow handholds somewhere. I wonder how many of those deskphone looking things I've missed...

Actually, those things carry a nice bit of story and, I guess, character moments? It seems odd to think of them that way, but they are a little endearing. Still don't know what caused the machines to rise up, but rise up they did, it seems. That one with the malfunctioning food replicator and tomtom was a little ominous.

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