Dead Space 3: Difference between revisions

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* Make sure you always have a Line Gun amongst your weapons - It never stops being useful.
* You get a bonus weapon for a Dead Space 2 save and a bonus suit for a Mass Effect 3 save. If you are on PC there are online guides on how you can fool the game that you have those files.


* Try and craft a pair of Elite Heavy Frames once you've got some basic weapon parts - they have a good balance of stats, and they let you slot 4 upgrade chips onto each of the weapon's tools for a total of 8.
* The game only has auto-saving, unlike the previous games. There are "progress saves" and "inventory saves". It's easiest to just keep playing until you see a progress save notification before quitting.


* Compact frames are largely useless once you can make heavy frames, since their receivers are weak and they rarely have more than one possible tip attachment. You may have a soft spot in your heart for the plasma cutter, but you're just gonna have a bad time if you use it for longer than the first few chapters. Many of the legacy weapons aren't so hot in Dead Space 3.
* When you assemble a weapon you typically choose a Compact Frame or a Heavy Frame. Both of them have different tool combinations, but the Heavy Frame has a lot more options.


* The Telemetry Spike Engine makes weapons that have mostly the same basic properties as the Military Engine (machine gun, shotgun, etc), only they're far more effective. The Chaingun has far more ammo than an assault rifle, and the rivet shotgun does nasty damage at close range.
* The difference between Standard quality Frames and Elite quality has to do with upgrade circuits. Standard has 4 additional circuit slots that need to be unlocked for 20 Tungsten each. Elite already has all circuit slots unlocked and costs 80 Tungsten to craft. That's it, there are no other differences.


* Experiment with your guns. Some combinations produce wildly varying effects, and there's no penalty for experimentation due to the Universal Ammo.  
* It costs nothing to dismantle a weapon and ammo is universal. Just experiment with creating weapons! Under the Solo Campaign menu there even is a Weapon Crafting Arena to test combinations with unlimited ammo.


* Upgrade Chips are removable and reusable, so don't worry too much about if they might be locked to that frame or anything.
* Special weapons that you might NOT want to dismantle are the Planet Cracker Plasma Cutter and the Probe Gun. The Planet Cracker is the DS2 bonus weapon and you can't put the parts back together... unless you made a blueprint first. The Probe Gun is something you create for a mission and you get nothing for dismantling it afterwards.


* Keep your scavenger bots busy - deploy them again as soon as they return so you get as many materials as possible
* Upgrade circuits are not permanently attached and can be easily removed. Keep in mind that not every kind of circuit will show a noticeable improvement depending on the tool. For example, the Line Gun will always have a low Rate Of Fire.


* When you hear a wubwubwub wubwubwub wubwubwub sound, that's the indication that you are in a resource zone; Take out the scavenger bot, seek the exact zone and deploy it. In most cases, only one bot can be deployed in each zone, but sometimes you can sneak in a second if the bot's locator screen keeps pinging.
* Upgrade circuits will only affect the tool they are inserted into, with the exception of Reload circuits. Those affect both tools since a weapon reloads them at the same time. This is useful for tools you mainly use for their utility, like the Rotator Cuff or the Force Gun.


* Make sure you AlWAYS have one tungsten torque bar in your inventory, and make one if you don't. You'll never encounter more than one door that uses them between benches (they essentially replace power node doors).
* You can sell most items at a Crafting Bench. It will typically give you half the resources for an item that you would need to craft one. Since your Benches have a safe with unlimited(?) storage space you shouldn't sell things unless you can really use the resources.


* Don't be afraid to go off the indicated route - there's a few side missions to find, as well as hidden weapon parts and collectibles tucked away.
* Tungsten Torque Bars can be crafted and used to open up special item rooms, just like Upgrade Nodes in the previous games. It's worthwhile to keep one on you at all times.


* It's not readily explained unless you go looking for it, but Ration Seals let you buy the resource DLC packs (and obtain special weapon parts unique to ration seal purchases) without spending money. 30 Seals for the Basic, 60 for the Ultra. **** As of 8/23/2013 there is a bug? preventing the purchase of ration seal packs on the PC/Origin version. They will not even appear on the DLC list ****
* Scavenger Bots can be deployed at any time to collect resources, but you get a lot more if you deploy them in special zones. You will hear a constant "wubwubwub" noise as you are approaching one, although the sound goes through walls and ceilings.


* If you have Dead Space 2 on the same Origin account you will be given a special, upgraded plasma cutter called the Planet Cracker. If you change the tip of the plasma core upper or remove the rotator cuff lower, you will not be able to re-add one without removing the other. Aside from that special instance the game will only let you use the Planet Cracker tip or the rotator cuff, but not both at the same time. It's not a big deal in the long run, or even the short run since you'll be going crazyballs with weapon combos pretty quickly, but hey this shit to know before you play!
* Scavenger Bots will also collect something called Ration Seals. If you have 30 of them you can buy a "Weapon and Resource Pack" if bring up the DLC menu via a Bench or a Suit Kiosk. The extra resources it gives are nice but not necessary to survive the game.
 
* The Plasma Cutter might not be as good as in previous games, but it can still be fantastic. Combine a Compact Plasma Core with a Rip Core (you'll probably need to craft it) and give it a Stasis Coating attachment. Max the Damage and Reload stats with upgrade circuits. Have fun blasting and ripping at the same time!
 
* If you are struggling to come up with ideas for an early Heavy Frame weapon, try Telemetry Spike + Tesla Core. The Spike's default Tip is okay, but modifying it with any of the other three Tips makes it great. The Tesla's default Tip is the Line Gun, a staple slow-firing hard-hitting weapon.


[[Category:Games]]
[[Category:Games]]

Latest revision as of 09:45, 21 April 2021

  • You get a bonus weapon for a Dead Space 2 save and a bonus suit for a Mass Effect 3 save. If you are on PC there are online guides on how you can fool the game that you have those files.
  • The game only has auto-saving, unlike the previous games. There are "progress saves" and "inventory saves". It's easiest to just keep playing until you see a progress save notification before quitting.
  • When you assemble a weapon you typically choose a Compact Frame or a Heavy Frame. Both of them have different tool combinations, but the Heavy Frame has a lot more options.
  • The difference between Standard quality Frames and Elite quality has to do with upgrade circuits. Standard has 4 additional circuit slots that need to be unlocked for 20 Tungsten each. Elite already has all circuit slots unlocked and costs 80 Tungsten to craft. That's it, there are no other differences.
  • It costs nothing to dismantle a weapon and ammo is universal. Just experiment with creating weapons! Under the Solo Campaign menu there even is a Weapon Crafting Arena to test combinations with unlimited ammo.
  • Special weapons that you might NOT want to dismantle are the Planet Cracker Plasma Cutter and the Probe Gun. The Planet Cracker is the DS2 bonus weapon and you can't put the parts back together... unless you made a blueprint first. The Probe Gun is something you create for a mission and you get nothing for dismantling it afterwards.
  • Upgrade circuits are not permanently attached and can be easily removed. Keep in mind that not every kind of circuit will show a noticeable improvement depending on the tool. For example, the Line Gun will always have a low Rate Of Fire.
  • Upgrade circuits will only affect the tool they are inserted into, with the exception of Reload circuits. Those affect both tools since a weapon reloads them at the same time. This is useful for tools you mainly use for their utility, like the Rotator Cuff or the Force Gun.
  • You can sell most items at a Crafting Bench. It will typically give you half the resources for an item that you would need to craft one. Since your Benches have a safe with unlimited(?) storage space you shouldn't sell things unless you can really use the resources.
  • Tungsten Torque Bars can be crafted and used to open up special item rooms, just like Upgrade Nodes in the previous games. It's worthwhile to keep one on you at all times.
  • Scavenger Bots can be deployed at any time to collect resources, but you get a lot more if you deploy them in special zones. You will hear a constant "wubwubwub" noise as you are approaching one, although the sound goes through walls and ceilings.
  • Scavenger Bots will also collect something called Ration Seals. If you have 30 of them you can buy a "Weapon and Resource Pack" if bring up the DLC menu via a Bench or a Suit Kiosk. The extra resources it gives are nice but not necessary to survive the game.
  • The Plasma Cutter might not be as good as in previous games, but it can still be fantastic. Combine a Compact Plasma Core with a Rip Core (you'll probably need to craft it) and give it a Stasis Coating attachment. Max the Damage and Reload stats with upgrade circuits. Have fun blasting and ripping at the same time!
  • If you are struggling to come up with ideas for an early Heavy Frame weapon, try Telemetry Spike + Tesla Core. The Spike's default Tip is okay, but modifying it with any of the other three Tips makes it great. The Tesla's default Tip is the Line Gun, a staple slow-firing hard-hitting weapon.