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Messages - Delta07

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General / Re: Killing aran without turning core city hostile?
« on: December 18, 2019, 01:06:01 pm »
Yeah just insult him for being the weeb he is and he'll ambush you in your own home, so kill him there.

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General / Re: (Spoiler) Is killing everyone the normal pathway for DLC?
« on: September 22, 2019, 10:23:29 pm »
I think that if you join pirates, you can ignore Aegis and they leave the black sea. I see no point in helping Aegis because they leave Black Sea anyway, and you will be without shops and services. It's much more profitable to join pirates, also you will be free from tribals attacks
I say kill the savages and the pirates while working for Aegis. Try to help the mutants if you can, I think doing so unlocks an option with the Ferryman.

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General / Re: Has the Beast encounter been buffed?
« on: January 15, 2018, 08:10:15 am »
One thing that helps is what kind of weapon to use. By using a Chemist build with the Advanced Catalyzer Belt and a good quality Acid Pistol, you will do decent damage to any Bladeling you hit, and the buff provided by the advanced version of the built means 4 less AP to fire and they get a debuff that forces them to take extra damage for 2 turns, and entangling them means even more damage when their turn pops up. Bear Traps + Toxic Gas Grenades were practically made for this fight on DOMINATING.

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General / Re: Post your experiences with the new Dominating difficulty!
« on: January 15, 2018, 08:06:38 am »
Traps and grenades works fine without single skill point in it.
They need slight nerf. Molotove will solve all problems of early game.
I think you can eleminate all mutants in Deport A only by using traps and molotovs with 0 in Traps and grenades.
can't disagree with that on traps, but grenades are kinda balanced because you'll miss a lot without any investment in the skill making it so you need to savescum hard if you plan to use them on that place full of muties in the junkyard
I'll say this, playing a dodge/evasion build on DOMINATING without a lot of CON practically requires either decent Throwing or savescumming when it comes to grenades. While fighting some Rathounds with a couple Alphas in the back, I lobbed a Frag Grenade and ended up flubbing the throw and if my CON was any lower while sporting a PSI build, I would have finally gotten Steam's You Throw Like A Girl achievement and been looking at yet another reload screen. When playing Classic on Dominating, simply clearing most of the map and doing the major missions/quests in each city as well as side areas can lead you to being level 23/24 as you step into Core City. Playing DOMINATING on Classic XP once the expansion hits and yeah, you'd hit level 25 and Veteran feats long before actively pursuing some of the later Core City quests/missions. In fact, I'd say that you could easily hit the level cap post-expansion by doing so before stepping into the Institute, especially if you choose to support the Protectorate/Free Drones.

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General / Re: Post your experiences with the new Dominating difficulty!
« on: December 15, 2017, 05:04:40 pm »
but i feel really conflicted about the fact that i can see new enemies and encounters only along with difficulty that is pretty grindy.

They are present in all difficulties.
So is it merely a difference in how many enemies there are in the game? Like, will I see the Death Stalker enemies on Normal, or just DOMINATING difficulty?

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Suggestions / Re: Improve floor quality value for Super Steel?
« on: August 03, 2017, 09:00:09 pm »
Hmm, yeah, perhaps we could make some improvements for the super steel creation process to make it more reliable, at least in the later gate. Personally, I like the idea of introducing a follow up quest in which you can improve Gloria further to produce plates of more consistent quality. We'll see. It'll have to wait until we're done with the expansion though.
I know this is a late reply, but have you considered making it so places like the Hecate Research Labs that has the Coil Spiders and such have information on dealing with the impurities in the Super Steel/Charons? Maybe some out of the way areas like labs, bunkers, bases, vaults, etc, would have data detailing how to deal with improving the quality of the super steel. The more places you visit and collect the data from and bring back, the higher the minimum or maximum (depending on what the data goes into detail about) for each new set of Super Steel gained. Make it so that if a player wants to ensure a minimum of 140 quality and a maximum of 160, they need to scour every last inch and look in places they would normally consider very dangerous. It's just an idea that I came up with at the top of my head when reading this thread.

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Suggestions / Re: We should be able to craft W2C and JHP ammo
« on: April 27, 2016, 02:37:59 pm »
If you don't bother buying special ammunition whenever you go about doing the 'silvery rounds', you're doing it wrong.
And by 'silvery rounds' I refer to when you got from merchant to merchant buying the items you want/need, wait 60-90 minutes, rinse 'n repeat.

Nope, I am doing it right. Remember Al Fabet - that guy that goes around core city selling useless junk? I am that guy, but in larger scale.

I am always cycle most of the shops in the game through Core city -> Foundry -> Rails crossing -> SGS -> Junkyard -> Camp Hather -> Core city.
And guess what, You don't get much of those bullets at all because they are not being sold or build sold 6 rounds at a time.

Turns out that 6 bullets x 5 cities(camp hather doesn't sell those) = 30 bullets, per round. Needless to say this is incredibly low amount.
One thing I think Styg could do is take a quick page from Fallout: New Vegas and introduce feats that are similar to Hand Loader and Recycler, so we could craft normal ammo, JHP, W2C, and even batteries for our energy weapons. Maybe make it require being in Foundry, our home in Core City, or something.

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I know it was mentioned in it's own thread over a year ago, but one thing I think would be nice is to either give more Charrons for higher quality Super Steel Plates, or maybe have it based off of our effective Mechanics skill (the number on the right in the Skills screen) because let's face it, whenever we see 3k Charrons go down the drain for a mere Q71 Super Steel Plates, we're just gonna reload the save we all made before giving the Charrons away. Considering how vital is it to have Q160 (slightly less with the appropriate feats) for making top-tier armor for going into DC, I think we should be able to influence the outcome of Super Steel Plates quality. There's simply far too much RNG involved. I know it's not what Styg intended, but I doubt Styg intended for people to get fed up with the RNG and just save scum for better results and coupling the wait with speed-hacks to speed up the passage of time either.

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