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The Outer Worlds

7 Tips to Make You a Pro at The Outer Worlds - Video

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The brilliant Outer Worlds drops on consoles and PC this week, and while it isn't the hardest game you'll have come across in recent years, it can be tricky to get its nuances down to a tee and overcome its relatively challenging opening few hours. So, we did what we do best, and that's compile seven tips to make you a pro. But that's not all, folks, because this time, we thought we'd also prepare you for the game's hugely challenging Supernova mode, which throws in a ton more challenges, meaning you need to be ready for what the game hurls at you... Which is a bloody lot! So, without further ado, here are seven tips to make you a pro and more importantly, smash Supernova mode with relative ease.

BUILDING A BETTER TOMORROW

Before you kick things off in The Outer Worlds you’re going to need to work out how you want to play the game. Bear in mind this doesn’t really limit you, it just gives you some advantages and more options along the way. Choosing your attributes can be pretty important. We’d argue, though, that even if you want to build a warrior who kicks everyone’s ass, we’d put your attribute points into your personality and mind before your body – you can get by in The Outer Worlds on skill, armour and weapon selection alone. You should only really put a point into the strength category to make it ‘good’, so you can carry more and thus sell more items – more on that shortly. In terms of skills, we recommend investing in the dialogue and stealth tree from the off, especially on Supernova difficulty, as these can sometimes allow you to bypass combat, which proves to be a godsend as you get deeper into the game. Think about it this way: it’s always nice to have the option to talk your way out of a sticky situation.

THE FAMOUS FIVE

Once you start to level up in The Outer Worlds you’re going to get skill points to invest in your character. From the off, you’re going to want to put those points into five categories: Hack, Lockpick, Persuade, Lie, and Intimidate. First things first, get these five categories up to 50, which can be quite easy to do to start with as you invest in the categories as opposed to the individual skills i.e. one point in dialogue pre-50 will add a point to all three skills.

These five categories will allow you to bypass a lot of the game’s combat if you so wish. You’ll be able to talk your way out of situations, as well as hack and lockpick past heavily fortified posts and miss out less desirable routes altogether. Remember as well: where possible, hack and lockpick everything – provided you can’t be seen – as these will give nice, handy XP boosts that will prove vital in the long run. Same for conversation choices as well - choose them where possible as these will give you a nice boost in XP too.

On Supernova difficulty, taking the special conversation choices is vitally important, because the enemies will have more health and inflict greater damage, so it’s best to avoid combat where possible, rather than going toe-to-toe with them which can sometimes lead to some tragic circumstances – whether that’s your death or your companion’s death (more on that and saving on Supernova mode shortly).

Combat stats are not necessarily that important in The Outer Worlds, as you can rely on weapons, armour and tinkering to get the best out of your build. The only skill you will want to unlock for the vast majority of the game from a combat standpoint is for the specific targeting while in Tactical Time Dilation mode. You’ll be better off avoiding combat where possible on Supernova mode, which means points invested in the more physical stats are pretty much wasted.

Honestly, focus on talking the talk and once you have the Holographic Shroud, you can easily talk your way out of many, many tricky situations, provided you get the right ID cartridge for the correct area, that is. It’s also worth mentioning that if characters in the world are named, there’s a good chance they’ll either give you a quest, be involved in a quest at some point or they’ll sell you something, so keep an eye out for them and possible XP boosts. The rest are essentially fodder, if you choose to off them. Don’t do that though, you’ll only make your life a living nightmare as you’ll seriously piss off some factions if you do.

PERK YOURSELF UP

Every two levels in The Outer Worlds you’ll be awarded a point to unlock a perk from the perk skill tree. There’s a lot of fairly pointless ones in there, so it’s best to play to your strengths from the off. The Pack Mule perk is handy for hoarding items (more on the significance of that shortly), as is the Toughness perk to give you more health. ‘Slow The World’ and ‘Quick and the Dead’ are important later on, when combat might be a necessity. What is necessary though is Deadly Demonstrations, which gives you a 50% increase from companion kills, meaning a hell of a lot more XP as you progress throughout the game.

Yes, companions are vital when it comes to Supernova mode – and can be super handy on other difficulties too, but sometimes, when you can talk your way out of trouble, the Soliloquy perk can be super handy to have. Basically, get that perk, send your squadmates back to the ship and get a temporary +10 boost on all dialogue skills while going solo. It got me out of a bind in many instances.

A good way to get more perk points (as you can only get fifteen before you max your level out) is to accept some of the game’s Flaws. Taking on Flaws like Corrosive Weakness (which increases the corrosive damage you receive by 25%) is a good trade-off for an extra perk point, for instance, as there are only a few areas in which you’ll come across corrosive damage dealing enemies, namely on Monarch. Same with things like Farsighted, which reduces melee weapon skills – because we don’t have a build that uses melee weapons, it’s another good trade-off. Sometimes it’s about balancing the negatives with the positives.

For instance, the Drug Addiction perk only screws us over in stats when we’re suffering drug withdrawal – your adreno inhaler which heals you, counts as such a drug. Some of those stats it screws us over on are for skills that we don’t use anyway, so that’s okay. Plus, those negative effects go away when you use your inhaler, so it’s a Flaw worth taking on. Put it this way: considering you only get one perk point for every two levels, the Drug Addiction perk is worth the risk on this occasion. So, take on Flaws that won’t negatively impact your build or play-style and spend that perk point on something that will positively impact it. Simple.

HOARD MODE ENABLED

The easiest route to success in The Outer Worlds is to basically become a pack mule. Not only can you sell the junk – which has NO other purpose in the game than to sell – but you can also sell duplicate weapons, armour, etc. Before you go selling all the armour you’re not using, though, keep a few that have handy skill bonuses, for various situations. Items that have perks like +5 dialogue skills, +5 stealth skills can be donned at specific times and can mean the difference between you having a tough time and you wandering through a warehouse without a care in the world. This definitely saved our bacon on multiple occasions.

You’re not going to want to sell everything either; just most of it. Some weapons and armour you will need to break down for parts, parts that will then repair your weapons and armour. Repairing weapons (and armour) is vital, as it seriously impacts their effectiveness if you don’t.

Sure, getting into fights can net you XP for levelling up, but it can also affect your standing with a faction. That said, Marauders and beasties are fair game, so go nuts on them for the XP boost. As we said earlier, if you do aggro a faction, you’re going to have a really, really tricky time of it. Having multiple companions with you also ups your maximum carry weight as well, so that’s worth taking into account. Also, because you need to sleep, drink and eat to survive in Supernova mode, it’s worth nicking everything you can (without being caught, of course) and having a good supply of each on your person at all times.

On that note, pretty much steal anything and everything you can, because as long as you don’t get seen doing it, there are no repercussions. If you do get seen, then you can bribe your way out of trouble. In fact, there are tons of situations in The Outer Worlds where you can bribe your way out of trouble, so always have a good wad of cash on you… something that will be possible because you followed our tip and became a Pack Mule. Overencumbered? Easy, just break down the weapons and armour you’re hoarding on your person for weapon and armour parts. Also, you have what seems like never-ending storage space on your ship, so feel free to store anything you want there.

One more thing about Supernova mode before we move on – and this has nothing to do with being a Pack Mule, but we literally had nowhere else to put this: you need to sleep to survive in this mode, and you can only sleep in your quarters.

THAT’S WHAT FRIENDS ARE FOR

Companions are vital in Supernova mode. In fact, in all modes they can be helpful, but in Supernova mode, their assistance in firefights is not to be underestimated. There is a caveat, however – as we alluded to earlier in Supernova mode, they are susceptible to death. In all other modes they will get downed during fights and once a fight has finished they’ll get back on their feet, while in Supernova mode they’ll be completely caput. Dead. Gone. No longer with us. Try not to let that happen. Do this by protecting them at all costs. The first thing you’ll want to do is gift them with more health in their perk skill tree. Then, if you’re feeling brave, invest in the Sneaky perk, which generates 30% less threat. That does mean you’ll be more at threat, but I have faith in you, so don’t worry. There is a reason for this madness too, and that’s that you can be a little more tactical, hiding behind objects, using the medical inhaler and so on. You do not want your companions to perma-die, as it’ll only screw you over in the long run.

You're only able to save on your ship in Supernova mode too, so travel back often to save, as auto-saves can be hugely sporadic. You can also only fast-travel to your ship on Supernova mode, so that’s also worth bearing in mind. In terms of strategies, however, hang back, shoot from a distance, try not to aggro everyone and use not only your squad’s abilities (on the d-pad), but also pull them out of danger if they’re taking too much of a kicking. Do that and you should be golden. Don’t forget you can change a companion's rules of engagement in their character screen too.

GET A LOADOUT OF THIS

Ahhh, your loadout, the most important part of the game if you decide to put all of your eggs into the talky-talkerson basket, because let’s be honest: you can’t really avoid every combat encounter. Ammo is plentiful in Halcyon, so don’t worry too much about that. If you’re looting every corpse and every house (and again, not being caught), you’ll have a bloody load of it come the end of the game. Like we said previously, if you do get caught, you can pretty much bribe or talk your way out of any situation anyway.

Let’s talk guns for a second: we found the pistol, hunting rifle and assault rifle combo to be the most effective. Putting a silencer mod (the Whisper Quiet Muzzler) on the pistol and the hunting rifle allowed us to be fairly stealthily - enough to gain an advantage anyway - while the assault rifle just does ridiculous DPS at both range and up close. Don’t bother with melee options; if you’ve been following our tips, your build will not cope very well with that! In terms of other mods, whack them on where possible. The Mag-Num on the pistol is great, for instance. And adding an elemental magazine on the assault rifle with the Extend-O-Sight makes the weapon even more unstoppable. As for your fourth weapon, the plasma rifle can be devastating at both range and up close, especially because it has splash damage, but it can take a while to get used to because of the bullet-travel time. Try and get used to it though; it’s pretty damn powerful.

It should be worth noting that there are various iterations of each weapon, like the pistol has a mark II version, but that doesn’t mean you shouldn’t upgrade the first iteration and save all your Bits to upgrade the mark II, oh no. Upgrade both your weapons and your armour where possible because you can be using a specific gun for a good 10-20 hours. If the upgrade costs 5,000 bits, however, it’s probably not worth it. That’s when you should wait to come across the newer models, usually found when you get off Terra 2 and onto Monarch.

Armour-wise, always have some heavy armour on your person in case it kicks off (or is about to), but wear a piece of armour that will help you the most when it comes to skills, whether that’s one with a dialogue boost, a hacking boost, or whatever. Still, the armour’s protection value is kind of important too, so try and get the best of both worlds. The Aramid Ballistics Protective Clothing was perfect for our build for most the game. Later on, do the quest for Celeste in Byzantium to get a piece of armour, Chimaera, that has both great skill bonus stats and good protection. That can be tinkered with too. Also, don’t forget to kit your companions out with better armour and weapons, while also remembering to tinker and modify their stuff, as that can be a massive help out in the field.

WEIRD SCIENCE

Oh, what’s that? You want some great science weapons before we go? Well, do the Weapons From The Void mission, available by visiting the captain’s terminal on the Unreliable. They aren’t massively powerful, but their effects are bloody great. The Mind Control Ray can help add numbers in your favour in the heat of the battle; the Mandibular Rearranger can freeze enemies and the Gloop Gun can send them floating into the air. These can be found by buying quest items from various planet-specific retailers and then just reading them and following the waypoints. The best one though? The Shrink Ray. Look at this little dude! Look at him! Awwwww!

So there you have it! Seven indispensable tips to help you survive The Outer Worlds' Halcyon colony and the tricky Supernova mode! Have fun, noble spacefarer!




 
 

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Game Info
Publisher:
Private Division
Genre:

Release:

US October 25, 2019

HDD Space Required : 36.78 GB
Price: $59.99USD
Collection:198
Wishlist:31
 
 
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