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Archimedes II question


Purify111

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Hi!

I was wondering why it's not possible to activate Archimedies 2 if the "That Lucky Old Sun" quest is completed and the weapon has been found later...I mean the weapon shows that it requires Arch 2 charges.Is the character that stupid that he/she doesn't know what computer to search for Archemedies 2 if he/she has already found Archemedies in the power plant? XD

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If you already routed the power elsewhere, you're stuck with a useless range finder... :tongue:

 

I get it but then why is it still possible to activate ARCH 1(even without the need to activate the plant solar panels) and burn the NCR troopers to hell?So it just so hapens that ARCH 2 and the solar power panels are connected and thus leaving the player to choose to either power the grid or his own weapon of death...And when i add the fact that Freeside is further in the game leaving the newcommers in a puzzle as to what are those ARCH 2 charges my vote for this quest is: Game Logic/FNV. XD It should have atleast given a hint of the existence of this weapon(aside from Veronica's quest wich also needs to be progressed if the weapon wants to even be mentioned and found) so that it can be sought like the star bottle caps...but then again i may be over thinking this and this weapon is like an easter egg/quest item. :3

Edited by Purify111
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  • 2 weeks later...

Yeah, it would even make sense you would be able to change it at any time.

You just need to reroute the power, if you've done it before you should be able to do it again... :\

 

But as Veronica calls it, its a glorified piece of artillery... XD

 

The battery only holds enough of a charge for one strike per day, it's worthless against spread out enemies and with the long delay between targeting and firing your faster enemies are already beating in your skull by the time it fires... XD

Edited by Danny159
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But as Veronica calls it, its a glorified piece of artillery... XD

Yeah.A glorified piece of artillery that needs a fallout wiki to be discovered....And if you discover it's capability after you have completed the quest,Ashton Kutcher shows up and and says "You've been punked!" XD Some doomsday weapon that is... ;3

 

The battery only holds enough of a charge for one strike per day, it's worthless against spread out enemies and with the long delay between targeting and firing your faster enemies are already beating in your skull by the time it fires... XD

But it's useful if those stupid Legion assassins that show up.One comes runnin out of somewhere and then you will see the rest of the pack.That's is pretty much why i would find it usefull....and against the deathclaws of course....though it's a bit stupid that it recharges once a day...mabye 4,5 or 6 hours would be a better delay time.

Edited by Purify111
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I tried it at a pack of Deathclaws on normal difficulty.

It barely does any damage and it alerts the entire pack towards my direction! :sad:

*raises hands* Game logic. XD

Isn't it counted as an energy weapon?I'm asking cause it could be more useful with a higher skill...that or it's just ment for the players to use it on stationary targets that are humans.

Either way i'm almost done with my current playthrough and would happily ignore Helios One next time as much as i want to see the victory glare from the sun panels and i'l see for myself how useful it is.Lol.

I haven't played the other fallout games yet but NV sure gives me a lot of clues for quests(map markers showing me where to go) but leaving me to discover stuff(rare weapons ect.).I'm not against that(actually the opposite since i really enjoy roaming around and discovering locations) but when it comes to this....it just bugges me.

Edited by Purify111
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