At what level is HeliosONE do able?

Post » Tue Feb 22, 2011 12:31 am

I'm level 14. I recently tried to go into the tower building of HeliosONE, but the robots in there seem to be really strong. The only gun that I have armour piercing ammo for is the Varmint Rifle (and I only have about 20 shots).

Just to give you an idea of where I am in the game, I have finished REPCONN and Boulder City. I was going to head on to New Vegas, but I decided to go back to HeliosONE since NCR seems to like me more after helping them in Boulder City.
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ruCkii
 
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Post » Tue Feb 22, 2011 7:12 am

You could easily do it at Level 14 but it will depend on the weaponry that you have. The Varmint Rifle won't work for Helios you'll need something like the Cowboy Repeater.
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Neliel Kudoh
 
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Post » Mon Feb 21, 2011 6:11 pm

You can destroy the targetting sensor in the backs of robots to make them fight each other, however i think they are too far apart at Helios to make that useful. The two Sentry bots are the biggest threat, you can kill the first one with two pulse grenades, the room where it comes from has more pulse grenades to deal with the second one. The Mister Gutsys go down easily with 5.56 AP or .223 ammo, or even with standard ammo. Protectrons are like normal Mantises, you can step on them without noticing :hehe:
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Peter lopez
 
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Post » Tue Feb 22, 2011 4:42 am

I did it at level 9 with really good guns so if you get somewhat good guns you should be able to do the mission with ease.
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Laura Wilson
 
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Post » Tue Feb 22, 2011 6:59 am

You can do it any time as long as you have anti-Robot weaponry (pulse grenades, mines, pulse gun)
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ONLY ME!!!!
 
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Post » Mon Feb 21, 2011 6:16 pm

I did it at level 9 with really good guns so if you get somewhat good guns you should be able to do the mission with ease.

What do you consider really good guns?

I carry:

* .357 Magnum
* Varmint Rifle
* 10mm Pistol
* Hunting Rifle
* .44 Magnum
* Hunting Pistol
* 3 frag grenades

I have 10 of less rounds for the Hunting Pistol. Oh yeah, my explosives skill is only 25.
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ImmaTakeYour
 
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Post » Tue Feb 22, 2011 1:26 am

Pretty much anything there will work. 10mm pistol should take down everything except the sentry bots (gutsy's may be tough...?) .44 should be good against all.

Hunting rifle is the best there, it's a very powerful weapon...frag grenades are ok, use VATS, but find pulse grenades, there's a few in the tower, they're a godsend against the sentry bots.

I do it when I get there, normally < 6.
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lexy
 
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Post » Tue Feb 22, 2011 5:03 am

We're on about the solar powerplant right?

Straight across from the entry is a terminal you can hack that makes the Turrets shut down, and theres proberly another terminal that will shut down the robots. Also, you can avoid the room full of robots by pick-locking a door that goes past them.
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Alycia Leann grace
 
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Post » Tue Feb 22, 2011 6:41 am

Level 12

If you get the robotics expert perk and use a stealth boy you could easily disable the robots without so much as a scratch
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Eduardo Rosas
 
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Post » Mon Feb 21, 2011 11:34 pm

Except that robots are so rare in this game that Robotics Expert is a waste of a perk :shrug:

2 Pulse Grenades and a half decent gun is all you need.
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Nathan Barker
 
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Post » Tue Feb 22, 2011 1:55 am

Sub-level 10, I've done that quest often enough at 7-8. Trick is not getting into slugging matches with the "Mr. Gutsy" robots. Sneak attack one, run away and hide till it gives up looking for you and then sneak attack it again.

The hardest part is getting everything finished at the right time of day. Only have a 6 hour window each day to turn the plant on.
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Lindsay Dunn
 
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Post » Tue Feb 22, 2011 6:58 am

What do you consider really good guns?

* Hunting Rifle
* .44 Magnum


Both of those guns will work and find a piece of scrap metal before hand you'll need it for the dungeon.
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alicia hillier
 
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Post » Mon Feb 21, 2011 11:37 pm

What do you consider really good guns?

I carry:

* .357 Magnum
* Varmint Rifle
* 10mm Pistol
* Hunting Rifle
* .44 Magnum
* Hunting Pistol
* 3 frag grenades

I have 10 of less rounds for the Hunting Pistol. Oh yeah, my explosives skill is only 25.

you can get marksman rifle at the boomers base early on, and i would get a plasma rifle also, you can also steal a miultiplas rifle from the silver rush, you're good with the hunting rifle, but ditch the 357 and varmint rifle, i don't use them at all, a 9 or 10 mm are better than both of those, mainly cause the firing rate for the 357 and varmit rifle is really low.
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Jason King
 
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Post » Tue Feb 22, 2011 6:25 am

We're on about the solar powerplant right?

Straight across from the entry is a terminal you can hack that makes the Turrets shut down, and theres proberly another terminal that will shut down the robots. Also, you can avoid the room full of robots by pick-locking a door that goes past them.

There's no terminal to shut the bots down however the terminal in the room can be used to change targeting parameters...

When you enter, you go straight ahead, there's a room in front of you behind a shut (unlocked) door. Enter it and there are a few mines, so be careful (I sneak across quickly and shut the door behind me, the turrets normally see you) and disarm them, they're at funny places so if you're really nervous save beforehand...
Hack the terminal (I think it may be average...) and change targeting parameters. The robots normally win but it cuts down the difficulty for that bit somewhat.

Beyond that, use the .44 or hunting rifle (best to look at what weapon has highest DAM and use that if you can for the sneak attack, if I'm right it would be hunting rifle, then switch to .44 because it's faster firing) and be careful. There's a couple of annoying bits but once you make it past the funny stairwell with the gutsy it's just protectrons in a room, you can practically breathe on them and they die.



Yeah as someone else said, might want to take one scrap metal in with you to save a short trip.
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FABIAN RUIZ
 
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Post » Mon Feb 21, 2011 7:37 pm

Except that robots are so rare in this game that Robotics Expert is a waste of a perk :shrug:

2 Pulse Grenades and a half decent gun is all you need.


Stock up on ammo, Rad-X and Radaway, make the grind to the Vault 34 Armory and pick up the Pulse Gun, and all your robot troubles will go away.
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Nikki Morse
 
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Post » Tue Feb 22, 2011 10:26 am

Stock up on ammo, Rad-X and Radaway, make the grind to the Vault 34 Armory and pick up the Pulse Gun, and all your robot troubles will go away.

I'd say the ghouls in Vault 34 are a bigger problem then the robots in Helios One. If he has the fire power to get to the pulse gun he has the fire power to destroy the robots without it.
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Enie van Bied
 
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Post » Tue Feb 22, 2011 2:26 am

I'd say the ghouls in Vault 34 are a bigger problem then the robots in Helios One. If he has the fire power to get to the pulse gun he has the fire power to destroy the robots without it.

Agreed.
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naana
 
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Post » Mon Feb 21, 2011 10:11 pm

Bullets just seem to take forever on the robots so I gave unarmed a try, I was under level ten and unarmed was below 40. A couple of hits with a powerfist and they were dead, I have a suspicion I'd still be able to kill the robots with the skill even less than that. The turrets I use a service rifle for if my science skill is not high enough for the terminal. Also if you leave it till later some of the robots become higher level varieties.

I've used spiked knuckles on the robots as well which is just plain silly, they shouldn't be able to do much damage to robots.
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Julie Serebrekoff
 
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