Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Turbodevil

Pages: 1 2 [3] 4 5 ... 9
31
Builds / Re: Versatility pistol builds
« on: January 02, 2022, 04:34:39 pm »
Energy Pistols are also better than regular pistols overall, since they have much better crowd control with the electroshock pistol, up to a 40% damage increase with high technicalities, and overwhelmingly higher damage with the plasma pistol, which can be boosted further with stacking crit damage and aimed shot. The only advantages standard pistols have over energy pistols are lower ap cost with gunslinger, an extra special attack with rapid fire, and bullet time, which is admittedly very good. Energy gun versatility builds are less feat intensive than standard firearm pistols, while being superior or equal in firepower to them.
Firearm pistols have much more benefits than that:

- ignore up to 40% evasion in close range
- specialized bullets that either pierce most of armor or boost damage to organic targets
- higher non-crit damage, even when compared to big brain High Technicalities
- higher crit chance
- higher hit chance thanks to laser sight
- bonus 15 AP on average thanks to rapid reloader
- extra 7 initiative thanks to Gunslinger
- lower reload cost thanks to bullet strap belt
- rapid fire consistently deletes strongest targets when paired with smart module
- bullet time is not just very good. It doubles your turn. Twice (thanks to Stasis)

I agree that pistols are feat intensive, but Versatility energy pistol builds take long to setup (as both crit and Versatility starts coming around mid-game and reaches full potential only on high-end).

32
General / Re: Immunity to damage and tanking
« on: December 10, 2021, 08:18:46 am »
Locus of Control gives immunity to damage dealing TC spells?

33
Suggestions / Re: Opportunist
« on: December 01, 2021, 05:42:30 pm »
What's wrong with it? You are not meant to attack stunned / incapacitated targets 100% of time because they pose no immidiate threat to you. You can choose to finish them off or ignore for now. The only time where Opportunist is easy damage is when it combines with Suppresive Fire. And even then, AR doesn't need this damage so it is potential problem just for SMGs.

Your suggestion of replacement is, well, do we really need more loot in this game?

34
Suggestions / Re: Gun Fu Buff/Rework
« on: November 23, 2021, 07:30:40 am »
> Guess how much is 90 skill?

It's 25% more damage. Tops. At the expense of feat, 5 spec points, maxing melee and being at melee range.

35
Suggestions / Re: Gun Fu Buff/Rework
« on: November 22, 2021, 07:37:39 am »
I don't like hybrid weapon types feats that only benefit one weapon. Additionally, pistols already benefit from point blank range due to evasion reduction and buffing it further is unnecessary. Would like to chage Gun-Fu into something like "Each pistol shot reduces AP cost of next melee attack by 1 AP and each melee attack reduces AP cost of next pistol attack by 1 AP, stacking up to three times", with 5 spec points increasing AP reduction to 2 AP.  So you actually have to use both melee and pistol to be effective, while pistols can also benefit from this while shooting at distant enemies.

36
Builds / Re: Versatility pistol builds
« on: November 20, 2021, 07:43:10 am »
Tips:

- Bullet Time should be max specced first

- Hit and Run is a must. I recommend you max spec it second. You have low AP instakill shots, 40MP after each kill turns you into god of mobility.

- 70 TM and Stasis is for extending Bullet Time duration, Premeditation before Stasis saves you 15AP

- Max specced bullet time makes your .44' cost: 7AP when 14 Dex, 6AP when 17 Dex, 5AP when 20Dex (final breakpoint). Versatility build shines when it reaches this breakpoint (and it can get there thanks to savescumming Junkyard Surprise, SSD or All-In).

- Special attacks are good because in addition to what they do, they get up to +60% damage thanks to Smart module. But you would need perception for Point Shot and Aimed Shot.

37
Builds / Re: Versatility pistol builds
« on: November 19, 2021, 12:12:37 pm »
Commando belt doesn't work well with pistols as they reload 1-2 times per round and bullet strap belt shaves 11AP out of each reload.

Versatility pistols are viable (and OP in endgame) but be aware pistols take long to setup for OP mode and Versatility route (in comparison to Perception) makes it even harder. I other words: prepare for pain during early and mid game.

38
Builds / Re: grug want shotgunnah
« on: November 09, 2021, 08:12:46 am »
Aimed Shot doesn't work with shotguns.

Grug has too much throwing points, they are only useful for Three Pointer feat.

Grug wants to haggle better to buy components for shotgun. 105 effective mercantile after buffs. Also, tailoring (and more electronics) points wouldn't hurt. Lower your stealth and put your points there. There is also too many oints in lockpicking/hacking/picpocketing

Grug eyes too good. Perception this high surely helps but it's not needed (if you take leading shot). I would consider spending a point on +1 dex for Three Pointer. 10 agility for Blitz is worth considering, but it's up to Grug to figure out if 20AP at combat start is worth the movement points.

Perfect scattering is good if Grug likes to gently tickle enemy belly so he laughs hard and then hug. But is no good when Grug wants to see his innards on the floor and pain.

39
General / Re: Ferryman with low int
« on: October 28, 2021, 06:42:05 am »
All-In coctail gives +3 to every stat, it's very rare and bought at Drag and Drop bar.

Hypercerebrix gives +2 to Int.

Philosophy has 3 tiers which require 7, 8 and 9 Int.

4 Int character can get it all if you visit the bar and have 70 biology for drug.

40
Suggestions / Re: Survival Instincts nerf
« on: October 24, 2021, 09:22:22 am »
It should get nerfed as the playstyle it encourages is, well, wrong. It forces you to get high Con, just so you trade most of your hitpoints into massive critchance, changing your tank into glassiest of cannons. It makes no sense from character building perspective. The feat should promote risky tanky playstyle, not forgo the tanky aspect.

I would change it into something like: gain 1% crit chance per 10hps lost during last turn, up to 30%, for the next turn. Reward tanks for tanking instead of turning them from tanks to twigs.

EDIT: Damn, Shoggothwhisperer came up with similar idea already....

41
Suggestions / Re: Idea for riot armor in Infusion
« on: October 10, 2021, 01:30:42 pm »
Nah for combining Riot and Tactical armour. They both have distinct look and purpose (light anti gun vs medium nice-against-guns-and-beast-against-melee).

What holds Riot back is 4th slot being shield rather than something useful. Shields are nice when specialised into shield bash, but I'm already wearing anti melee armor, I don't need anti melee tool on top of it. Riot gear should be distinct armor type with craftable 4th slot (can be padding, plate, or something unique to Riot Gear. Shields should be equipabble item where you get extra tool/defenses in exchange for armor penalty.

42
General / Re: Why Aegis troops are ally to Praetorians?
« on: September 28, 2021, 06:34:50 pm »
I meant luring. NPCs react to sound and TNT is loud. Can you plant the TNT out of everyone's sight to lure the soldier away so you can talk to Aegis?

43
General / Re: Why Aegis troops are ally to Praetorians?
« on: September 28, 2021, 06:00:12 pm »
Lorewise: because they are citizens of United Stations.

Mechanicswise: Have you tried luring the Protectorate soldier away with TNT?

44
General / Re: How do Gunslinger and Bullet time ap reductions interact?
« on: September 22, 2021, 08:21:55 am »
The order is as follows, using .44' and 14 dex as example:

32 AP base cost
1. Rapid reloader: 20% less AP, rounded UP: 26AP
2. Dex reduction: (14 - 5) * 3% less AP, rounded DOWN: 18AP
3. Gunslinger: -3 AP: 15AP
4. Bullet Time (max spec): 50% less AP, rounded DOWN: 7AP
5. Point Shot / Rapid Fire: 50% / 150% base AP cost, rounded DOWN: 3AP / 10AP

45
Other Games / Re: Suggest RPGs for new player
« on: September 17, 2021, 07:02:46 am »
My current favourites in no particular order

Turn based: Underrail
Nostalgia: Baldur's gate 1 and 2
Top down swords: Pillars of Eternity | Dragon Age Origins
Action RPG: Deus Ex (the first one, I dislike sequels, although playerbase finds the most recent ones fun)
Not really RPG but has stats and inventory: System Shock 2
Open World RPG: Gothic 1 and 2
Evil top down swords: Tyranny

I feel like a boomer...

Pages: 1 2 [3] 4 5 ... 9