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Builds / Re: Optimal non-psi hammer build
« on: April 29, 2024, 01:56:20 pm »
Nice. Yeah def deserves its own post, and I agree the lack of escape artist on the 10 agi version was very painful.
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Peet, if you had to pick one of your builds over the other, what which one would it be? Planning on starting a dominating campaign and have never used grenade launcher or shotguns, so both would be fresh for me from a game-play point of view.
Build looks great, just a few questions.
How does early game go pre thumper, I kinda suck on dom so does this build have a tough time?
How many grenades did it take to kill the 4 nagas?
What should my starting spread be and when should I level up my stats?
Do you think demolition man max stacks would be worth using spec points on or is gun nut working?
The masters are possible straight out of depot A but its kinda painful, I managed to kill them at lv 13 with bear traps, gas, and acid vials since their acid res is kinda low.
Hi. playing your build, I'm level 13 now and everything is going well, but its unclear how i supposed to kill Arena Masters with explosive damage. Do I need to level up and everything will be fine or is there some special strategy?
Now I seriously wonder what an actually very good tin-can heavy weapons build would look like, because lately it seems there have been many attempts at making one, all falling short for some reason.
I can spin one up for ya
Now I seriously wonder what an actually very good tin-can heavy weapons build would look like, because lately it seems there have been many attempts at making one, all falling short for some reason.
Also, the new grenade launchers cannot shoot plasma or flashbangs/gaz (etc.) nades... And the MOST important difference is the AP cost, 15 AP (!!!) (for projectile) and 25 (25>15) for the 25mm grenade launcher. Not even to mention the 40mm shots AP cost (which is even higher)... Considering that one can have up to 4 different (projectile) nades at the hand, without switching ammo or any manipulations... The only drawback is the CD (2 turns with Grenadier perk), for the projectiles, but it's largely covered up by the advantages of this class of weapons (throwing nades).