Flatsters are way too dangerous


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#21 Atzel

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Posted 09 November 2005 - 03:04 PM

Crazy Gringo, on 9th November 2005, 10:58am, said:

Just a quick one here....Has anyone tried sonic weapons on those flatsters since sonic waves can turn those jelly organs into mush?

<{POST_SNAPBACK}>


If I'm not mistaken, Flasters have high resistant to everything save energy weapons.. fire is somewhat efficant and so is acid. Energy weapons is definitly the way to go. Even weak energy weapons are efficant against them as they don't really have that much health, but shitloads of damage resistance. Also, be sure to research flaster autopsy as it will allow you troops to get bonous damage for thier enemy skill. There you can also read it's resistance specifics.

When encountering one while not carrying an energy weapon:

I'm asuming your troops are moving in at least small groups so..

1) Put all weapons to snap fire

2) Put all weapons that have it, to burst mode.

3) Forget grenade launchers and rocket launchers. These buggers are quick!

4) It has somewhat less resistance to mechanical (melee) attacks than projectiles. A katana can be of good use here. I've seen a commando take down flatsers on either own with only a katana. Sure, she got a bit hurt and was damn lucky it didn't use it's burn attack, but she killed it good.


Most troops, unless thier speed is poor or awful, should be able to outrun a flaster. If your soldier is alone and without a suitable weapon, turn heel and race back to get help.

Also, spotting a flaster at a distance will grealty increase your chances of killing it without taking any damage. The problem is that flasters are.. well.. flat, have good stealth skill and can not be detected by psys, as they are too dumb. Whenever you expect enemies to be about, slow to a walk. Walking instead of running will make it easier to spot enemies before they spot you.

An other tip is that if you do spot a flaster that hasn't spotted you jet, hit it with a grenade. Even if there's no animation for it, they will be "knocked to the ground" momentarily by the blast, time which you could use to either close in and pour it full of lead, cut it up or get into a good firing position for when it does come at you.

#22 Rugster

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Posted 11 November 2005 - 10:42 AM

P_Riley_UK, on 1st November 2005, 11:22pm, said:

Well,I was just coming to the end of one of my usual bug hunts,when who happened to show his little flat flapping face?a damn Flatster!.

The punch acid attack the morelman has is the most deadly attack in the entire game.

#23 Preda

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Posted 12 November 2005 - 07:18 AM

Rugster, on 11th November 2005, 1:42pm, said:

The punch acid attack the morelman has is the most deadly attack in the entire game.

<{POST_SNAPBACK}>



Far from it. Thinking more about the wargot's missles. And we still don't know what the starghosts are supposed to do. *shivers*

#24 Crazy Gringo

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Posted 12 November 2005 - 07:37 AM

*SPOILERS MAY BE INCLUDED ACCORDING TO PREDA* (At least if you haven't bought the game, read the manual or seen the movie Chronicles of Riddick)











Imagine the Necromancers in The Chronicles of Riddick in a psionic version. Turning everything into a psionic wastelands with their monoliths.
Combatwise....Ghostlike bodies that tears out your soul?
*Picks up his phone and calls the ghostbusters*
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#25 Preda

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Posted 12 November 2005 - 09:20 AM

Crazy Gringo, on 12th November 2005, 10:37am, said:

Imagine the Necromancers in The Chronicles of Riddick in a psionic version. Turning everything into a psionic wastelands with their monoliths.
Combatwise....Ghostlike bodies that tears out your soul?
*Picks up his phone and calls the ghostbusters*

<{POST_SNAPBACK}>


HEY, THOSE ARE SPOILERS, EDIT YOUR BLOODY POST.

#26 Crazy Gringo

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Posted 12 November 2005 - 10:09 AM

Preda, on 12th November 2005, 11:20am, said:

HEY, THOSE ARE SPOILERS, EDIT YOUR BLOODY POST.

<{POST_SNAPBACK}>

Mind the CAPTIAL letters and potential *SPOILERS* in this post.

It's edited to please you Preda.
I havent' meet the Wargots yet let alone some SG's in my game so I won't KNOW what a SG looks like....If my GUESS was correct then nothing.
But I wouldn't call it a *SPOILER* if you already have the game AND have read the manual. It mentions the SG's but the Wargots or the Cultists are there where to be found in the manual. You only learn about them by PLAYING the game or reading about them in forums like this.
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#27 Pete

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Posted 12 November 2005 - 11:46 AM

Whoah, whoah. Calm down chaps. It's all int he manual but no everybody reads their manuals like me ;) I eventually did read it though when I couldn't figure the darned tracks out ;)
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#28 TangTom

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Posted 12 November 2005 - 05:43 PM

*** Maybe Spoiled ***




hmmm .... for me  i've use only 1 time burst Ret. Rifle and this jelly is going Unconcious ....



.. Edited ...

#29 Chryssalid_Victim

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Posted 12 November 2005 - 09:35 PM

TangTom, on 12th November 2005, 5:43pm, said:

hmmm .... for me  i've use only 1 time burst Ret. Rifle and this jelly is going Unconcious ....

<{POST_SNAPBACK}>


*Possible weapons spoiler ahead for those not 2 weeks into the game yet*





Yup, Flattys are poor vs energy so I always take a couple of Laser weapons (haven't got Sonic or Plasma yet) usually one Laser Sniper and 1 Retty Rifle.  Flattys aren't posing me a huge problem now but i did lose quite a few peeps to them in the beginning of the game when I initially ran out of Retty power Clips.
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#30 Darkon

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Posted 08 December 2005 - 02:51 PM

7 man squad, in full heavy armour, after whiping out over 50 wargots without breaking a sweat, one of them spotted a lone .............................. "AHHH!! A FLATSTER, RUNNNN!!!"

#31 Mikal

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Posted 08 December 2005 - 06:32 PM

Well post patch they are completely harmless. No doubt this will be undone in a future patch if such a thing is likely to happen.

#32 GigiDuru

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Posted 09 December 2005 - 06:56 AM

Shotgun at point blank is tempting but it's generally not enough to get a Flatster unconscious. And by the time you could fire a second shot, the Flatster has already attacked the shotgunner. Sometimes this can go horribly wrong, the gunner may get stunned / panicked and never recover in time to shoot again.

I nearly lost a guy who found himself isolated and had to fight a Flatster alone.

So the shotgun is good, but it's better if the gunner runs after firing (with the Flatster closely following of course) giving the others the oportunity of medium-range shots.

Unless there is a full squad with shotguns firing at the Flatster.

#33 Mouse Nightshirt

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Posted 09 December 2005 - 03:33 PM

I never send troops alone, all because of this goddamed piece of fluff. Well, jelly, but I like the word fluff.

Even an Accelerated M82A1 has difficulty with them. Really they shouldn't, considering they can pierce a high security safe with explosive effects. I saw a video of one in action that did that. It was pretty destructive.
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#34 GigiDuru

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Posted 09 December 2005 - 04:22 PM

View PostMouse Nightshirt, on 9th December 2005, 5:33pm, said:

I never send troops alone, all because of this goddamed piece of fluff. Well, jelly, but I like the word fluff.
Well, neither did I or at least that's what I thought  :cool:

My guy attacked by the Flatster was LEFT alone as I sent the others well-grouped forward and the $%#*& Flatster somehow managed to outflank them so the poor guy had no escape route to flee either.

Flatsters seem too smart for someone so... flat. In fact all enemies seem to be smarter in Aftershock than Aftermath. That's a good thing (for them  :) )




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