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Bullet Sponge Super Mutants ttw 3.2

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UsagiPyon
Posts: 184
Joined: Thu Jan 17, 2019 4:09 pm

Re: Bullet Sponge Super Mutants ttw 3.2

Post by UsagiPyon » Thu Aug 01, 2019 7:14 pm

I guess it comes down to playstyle too. Players who tends to just run and gun without thinking/planning will have trouble with the Super Mutants. I ran past the mutants/ants/raiders when running towards rivet city for the INT bobblehead at level 2, then anchorage DLC for the goodies and PA training.

Now that my character is at max level not even the Overlords are much of a challenge that I have to remove BLEED mod and unequipped the Chinese stealth armor to make them last longer. Oh and completing challenges to get perks like "Set lasers for fun" helps alot too.

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Laclongquan
Posts: 625
Joined: Mon May 03, 2021 4:19 am

Re: Bullet Sponge Super Mutants ttw 3.2

Post by Laclongquan » Sun May 16, 2021 9:11 am

My usual reply to complaints about SM too tough is "git gud!" Even in TTW 322.

To support my opinion:

SM is not that scary if you know how. You dont actually need to invest in combat skill that much to fight them, say Guns at 50, wear something to raise it to +5. And if you remember, milspec magazine to raise it to +20. I usually forget that one.

You will need a boatload of chems though. Steady, Psycho, MedX are a must. AP bonus aid items like Quantum, sugar bomb, jet etc... then. Remember: addiction and withdrawals are problems for the livings, not the dead. Survive the encounter first.

Good armor is needed to endure their firepower. Talon Combat armor is... adequately suitable

AND most importantly, you need AP ammo to destroy armor. Head is not recommended because they usually can last long enough to blast at you. Right arm is more like it, because there's chance they will stand there stunning and dont know what weapon to use. Break the right arm is pretty key.

556 Match ammo is needed, ~50 for each SM. .308AP is better, from 3 to 8, if you can get the sniper rifle (which I forget the hollowed rock behind megaton until past the early stage). 12/20 gauge slug only work when you can get gun with magazine bigger than 2, like a combat shotgun.

9/10mmAP, even with SMG is not recommended though. You just cant pump in enough rounds at close range to kill one target fast enough. 5mm guns is impossible to acquire early game so no.
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This tactic is enough to deal with SM at 1on4. In DC ruins with plenty of corners though. If it's in the wide open, it's risky as hell because they can survive my guns to get to close range.

Melee? I dont do melee, especially melee against SM in 1on4 situations. That, in my book, is bad judgement.

To sum it up: Super Mutants are not that hard to fight. Quite expensive, yeah, but not hard. In early game it's a matter of pump a tone of 556 match bullets into each target. In later game we can use 12 slug, or 308 AP.

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