attach a rocket booster to a cow
I'll bet your favorite TV movie series is Tremors—Ass Blasters ftw!
I'll continue to muddle around in Far Cry 5 with Resistance mod this weekend, I must've completed nearly 1% by now, got an hour or two in most of the last week. Fall's End is free, Grace should've joined Boomer but wouldn't talk to me after we defended her perch—I've had a shower since, so I'll try again tonight. Women!
Still trying to figure my loadout. Had 1911 pistol so far, darned good gun but I think days are numbered—time for the grenade launcher sidearm, methinks.
The 45/70—I think?—AR is fantastic, probably overpowered—if it had better scope, wouldn't need a sniper rifle until 50cal needed later. Only nerf is slow firing rate, but since it hits headshots at distance with ease, who cares. Not sure if it whacks heavies as well as it should…
Spas-12 shotgun is the biz. My #1 requirement in a shottie is fire rate—it's for use up close when surprised by a baddie squad or wolf pack, who don't seem to honor the Geneva 'Give us a sec to get another in the chamber' Convention, nasty buggers.
Then we have the 50cal sniper—SBM iirc—which is sweet for extra long shots—the 45/70 takes care of anything up to 100m easy. Sniper is pretty good at downing planes and choppers though—just as well as they're starting to become a nuisance.
Dynamite is proving useful against the heavies the 45/70 didn't like—altho 45/70 loves flamer heavies, thanks but no tanks.
I used one of the bows for a while, but have dropped it for now—but I hope to get back to it, but do I drop sniper, AR or shotgun?
I have the weapons from the Mars DLC in my shop. Looking at the unbuffed stats, those things could probably waltz all the way thru the game on their own! I'll have to test after I finish this playthru.
Guns For Hire
Do the non-specialists generate randomly, with random names & abilities? I got Olivia Keaton as my first, and she's been so good, she still gets Boomer's spot occasionally. Women!
Is there an advantage to hiring a bunch of non-specialists and leveling them up to their 12 kills for max bonus traits?—if there isn't an advantage, then I'll just go after the specialists like Boomer, Grace etc.
Boomer is great for tagging nearby life—you can send him into an enemy location without raising an alarm, then have him kill the outliers quietly. Good boy!
In general, the GFHs seem to be very useful, much more so than in previous games with companions—not that I've played many, not into squad games.
Got my first "I'm comin' ta getcha" from local bad Seed… and nothing happened! Thank you, wonderful modders! I also enabled a bunch of other stuff in the mod—eg many of the weapons and perks are unlocked, waiting to be bought or earned.
I'm prioritizing finding Prepper Stashes, which each have 3 perk points. The perks I've prioritized are:
Additional Holster [3rd weapon]
Weapons Collector [4th weapon]
Rifle Ammo Bag [more ammo for AR & Sniper 50cal]
Locksmith [open locked safes & doors—prefer to Repair Torch as I avoid driving whenever possible]
Sneaky Sprint [stay crouched while sprinting]
A perk to increase loot bag capacity.
Next will probably be Rifle Mastery to reduce sway & reloading time, then the one to carry more explosives—grenades, dynamite etc—and then Health Boosts. Not sure after that, I don't recall any essentials other than Leadership once I have 3 specialists—that perk will allow me to bring along 2 GFH with me, rather than the current 1.
I forgot to mention that before. When I couldn't continue my first playthru—due to capture sequences abhorrence—I spent a few hours in the arcade. If I have it right, they're all user-created maps with goals—scenarios, if you like.