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Mothership Zeta (User) Review


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Posted

I just recently finished playing Mothership Zeta and decided to make a bit of a review of the DLC.

 

First off, completing the main quest and exploring the ship as much as I can took at least 12-hours, I think. And well, it was relatively fun. After all exploration is it own reward, right? But I am sad to say I am not very impressed with it. I am not sure it's because I play as a very high level character or because it's my first time playing the DLC so I wasn't prepared enough. But there are a few that made this DLC a little hellish for me. First of all, when boot the DLC, first few aliens you face are pretty much glass cannons. They can do a lot of damage but so can you. Though that might be because I played a high level character whose Unarmed Skill was 100. But not too late into it they get very tough. You see, aliens have got this thing called "inertia surpression field" that after lvl.30 gives a total of 110% damage resist. WHAT THE HELL!? They are actually given a boost that FAR SURPASSES the bloody cap. Which if you didn't know is 85 universally. 85 for damage resist, 85 for radiation resist, 85 for bloody everything and these little scrubbers get 110!? What the hell were they thinking? Anyway it didn't take long for me to figure out their "inertia butt-fuck player field" did not do too well against plasma. About one or two shots to the head is enough to send them to their maker. And do you what the best part is: It's that you actually have to fight them. I wouldn't mind if combat was optional in this DLC. Because then if you messed with aliens, you got it coming. They thought it was a good idea to give player a nasty anal with a strapon that has retractable spikes. But no, you have to fight enemies that can do all the damage in the world to you but you can't do enough damage to kill them. And believe me I tried. I tried to hit 'em with Selenaire (a named AMR form NVEC, played the DLC with TTW) and nothing because "player suck my dick field" blocks almost all damage from conventional weapons. I found that surpressing fire with miniguns can tear 'em a new one, if you're patient and resilient enough to kill them. Any automatic rifle or machine guns can kill them easily  if you focus fire on the head. Plasma is lethally effective, too. A few shots from A3-21's plasma rifle, or as I like to call it my "Hyper-hot stick of death" (no pun intended), kill them pretty quick, too.

 

Now I will admit that I played through the DLC on a modded playthrough. And it's entirely probable some of those mods have actually made my playthrough of the DLC harder but I cannot even imagine how I would have done it without those mods in all honesty.

 

Overall, this DLC would have been so much better if combat was made optional. I don't mind hard to kill enemies, not at all. I mean, there's a reason why you avoid deathclaws in both the Mojave and the DC, right? But rarely are you forced to go through those areas and even if you are, you find that it is not that difficult. I remember the first time I played Broken Steel DLC. When I had to visit Old Olney. It really wasn't that bad. Deathclaws are terrifiying but not terribly hard to outsmart. To be brutally honest with you, these aliens make deathclaws look like a joke. I can take on deathclaws any day provided I have the equipment. But these little scrubbers... NEVER AGAIN! I had 2400 5mm rounds for Eugene (custom Minigun from FO3) when I finished it I think I had 400 or something. The should give you an idea abotu just how much ammo you need for the DLC.

 

I'm sorry if it turned into a rant. It wasn't intentional but I needed a little airing. I hope you can understand that. That's my impression Mothership Zeta. Feel free to share your opinions what you thought of the DLC.

Posted

I managed to make it through MZ only having to fight the aliens on the bridge in a vanilla playthrough. Are you sure none of your mods increased spawns?Also, in addition to plasma they're weak against their own weapons if you have a decent energy weapons skill. And make use of the weapons lab, it gets you an alien weapons perk that makes them absolutely devastating against any enemy. MZ and OWB are hands-down my favorite DLC ever.

Posted

I played through it without mods and my experience matches yours.  The problem is Bethesda's approach to late game content at the time, which was to make the enemies bullet sponges.  They have learned not to do that, at least if Skyrim is any indication, but that doesn't limit the frustration when playing though this DLC at level 30.

Posted

 I'm in the middle of a MZ playthrough, at level 23. I haven't had too bad of a time.

 I bumped my energy weapons skill up to 75 before I started, and nabbed the hat

off the dead Enclave officer (energy weapons +5), and I've mostly used a Tri Beam

Laser Gun, the Alien Disintegrator , and Dai Seiyryu Energy sword mod. 

 This is one of my favorite DLC's; looks fantastic and lots of fun. The only Aliens that

really suck are the shielded ones. It helps to have a high sneak skill too.

 

 The real reason to have Mothership Zeta is to install the Mothership Zeta Crew mod;

it's got a few glitches, but has a 95% kick-ass rating overall ;)

Posted

If you're talking about the cheezy shield generators, I have one word for you: Grenades. Lob it over, hit em from the back.

 

And don't forget plasma and bottlecap mines. High sneak and explosives skills at lvl 26 worked for me the last time. Now if only I had C-4 with a detonator, it would have been a lot easier... :P

 

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