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Messages - Infiltrator

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1
Bugs / Re: Destroy the sonar quest not completing
« on: September 08, 2019, 01:03:57 pm »
Ok heres how it works - if you destroy the sonar then go straight to the captain, there's an unknown entity, invisible, that does the talking, probably razor/cruzer. The quest completes this way.

If you destroy the sonar, then go tell cruzer not to come since you obviously did the job already, and THEN report to the captain, both razor and cruzer are there how they should be, but the quest doesn't complete.

2
Bugs / Re: Destroy the sonar quest not completing
« on: September 08, 2019, 12:35:13 pm »
Same thing. I finished the mission by stealthily destroying it without being hostile toward the whole rig (killed 4 guards).

3
General / Re: Natives/ Ferryman
« on: August 30, 2019, 06:16:03 am »
You'll have problems with them no matter what. There is no way to pacify them.

Reducing their HP to 0 seems to pacify them handily enough.. except for that ONE guy..

4
Well the OP probably has a better understanding of the build than me since he played it more, but for me the base premise is LoS (line of sight) abuse. Before a tough battle (3+ enemies) I usually throw caltrops between us. I initiate combat with a molotov, couple of shots with the xbow (incendiary) and dart back behind cover. Pop back when someone's in the caltrops, plop them with the acid pistol (or cooked shot if they are clumped) and finish them off with the crossbow. Top threats are taken care of with shock bolts when needed. If there are more enemies left, move out of sight, end turn, repeat depending on what happens. That's a ROUGH guide but a lot is gonna vary on cover, enemies, what level you are, what equipment you got etc.

5
Hmm Im about lvl 15ish and everything was easy tbh (playing on hard). I did make an acid pistol as soon as I hit junkyard and cooked shot around that time as well.

6
Tbh Im thinking Strafe. This build is abusing corners, you'll almost never gonna be just standing and shooting, and in that case, strafes value is huge.

7
Quick tunkering is now 25 ap, I dont think its worth it any more.

8
The quiver also grants an extra slot, so you dont need pack rathound any more which is huge.

9
55 is required for the haste temporal ability, which doesn't cost any AP but gives you AP and MS for 2 turns.

10
Thanks for the guide man.

One, maybe stupid question - why are you putting points in the gun skill? Doesn't it make it obsolete unless you pass the versatility threshold?

And another thing, does the catalyzing belt have any synergy with crossbow? I don't see it unless you use acid bolts which are kinda bad imho. So if not, acid caltrops or repeated pistol attacks I guess?

11
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: July 30, 2019, 08:46:35 am »
Also, could one squeeze in a stealth build alongside psi and what do you think it would cost? Some crafting? Less con?

12
General / Re: Grey army spec ops armor?
« on: July 29, 2019, 12:10:23 pm »
Ah I see, so its only on that specific map. Ok thanks.

13
General / Re: Grey army spec ops armor?
« on: July 29, 2019, 07:48:51 am »
I triggered the alarm, but they don't spawn. Im on Hard diff.

14
General / Re: Grey army spec ops armor?
« on: July 29, 2019, 07:44:31 am »
Am I in the wrong base? This is the first time I am in their timeline or using rifts. I triggered an alarm and there aren't any, unless they spawn in specific locations..

15
General / Re: Grey army spec ops armor?
« on: July 29, 2019, 07:26:27 am »
Where is it?

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