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Messages - haze1103

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16
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 02, 2023, 10:37:18 pm »
Any advice for a character build that can use the new weapons well? Mostly wondering about Str requirements, and how much I should train in side weapons. Any need for Guns for feats?

17
General / Re: Heavy Duty speculation
« on: October 06, 2023, 01:21:27 pm »
If heavy weapons requires a lot of strength, I hope the skill and feats scale with strength and not perception, that would be a serious faux pas in game design that the new weapons in a new dlc called Heavy Duty requires a lot of strength but only scales with perception. If you did this mistake Styg, you get a couple week to fix it.
[...]

It's nice when there exists builds that are not just about maxing one stat.

I get your point when it comes to High-Technicalities, which always seemed to me like a poor excuse for investing in Int with guns.

But Strength checks are usually like, 10 at most. You can get that at level 1, and still max Perception after that without compromising anything. Your dex, agi, and will are probably gonna be at 3 anyway.

18
General / Re: Heavy Duty speculation
« on: October 04, 2023, 03:48:04 pm »
It could have a high AP cost on the first Burst of the turn, with a very low cost for subsequent Bursts. This way, you can adjust the target mid-turn.
Keep the Burst low on bullet count, but expect 3-5 bursts per turns

19
General / Heavy Duty speculation
« on: September 29, 2023, 02:59:41 pm »
Are grenade launchers going to be the new meta, or a useless gimmick for people who already invest in Throwing regardless?

Post your expected character builds for your November 1rst playthrough

20
I think a built-in merchant refresh would make players bring even more loot. Really you might as well let merchants buy infinite supplies of what they're interested in, and have infinite money. It would save the trip back and forth from the bed.
Even SGS credits shouldn't exist, since it'd be just a trip from the bed to Jonas/Blaine.

The two time-sensitive events I can think of (merchants and super steel) are there exactly so people don't have to do scummy gameplay. They're meant to make you move on and take what they get.

The only thing I agree is that certain components can be essential to certain builds and legitimately not appear anywhere until you're way past level 15. Even some parts like a low quality electroshock generator for your taser might just never appear before Ezra moves on to higher quality goods. I think this should be mean more fixed goods on vendors and more guaranteed loot in critical spots, not vendor refresh

21
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: July 07, 2023, 07:47:25 pm »
Turns out with this much agility and Sprint, you can just electrokinesis the goliath, grab the cargo, and run back to the boat.

If it sucks, hit da bricks.

22
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: July 04, 2023, 04:35:57 pm »
Off topic, but Silent Isle is required to get to Blaine, right? Or am I missing some other path. That's usually why I force myself to rush it before Depot A. Hard to get tabis without him

23
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: July 04, 2023, 04:06:06 pm »
Shamelessly necroing.

I do like the build, though I admit I've never played without stealth or heavy armor before. Hopefully I can get through Silent Isle.

In the second iteration, you removed EW because of the availability of "blasting cap". I'm not sure what's that supposed to mean. Is this about using a Firecracker Cap with the crowbar? I've never ran these before, but I guess it might work for some key targets. Swords seemed decent enough at destroying small bots without needing armor exposure, but I'm concerned about fights like the Beast (though I guess I can throw acid vials and gas grenades still)

24
General / Re: Clarification on Armor DR vs DT
« on: January 03, 2023, 01:44:24 pm »
Mind blown, I thought the game was working out of "better of DR% or DT" (then damage modifier) this whole time.

I already thought all those armor that trade away DT for more DR% were bad, it makes them even worse if the DT is always active, IMO

25
Builds / Re: The Best Build
« on: January 02, 2023, 01:31:27 am »
Love it, mostly because it's an oddity-friendly stealth build.

I haven't checked people's builds in a while, do people often skip Mercantile nowadays? Did Styg finally add enough endgame optional dungeons for reliable high Q components?
I guess it helps that you only need 1 or 2 good super steel, in terms of spending.

26
Bugs / Rude Bob buys a single piece of scrap?
« on: December 31, 2022, 10:55:49 pm »
Not sure if intended - I feel like it must be some kind of joke. But I just wanted to make sure.

Rude Bob can buy a single piece of scrap from you. Not a stack, just a single unit.

I feel like if one wanted to make it useful, Bob should probably accept an infinite amount of scraps.

27
Suggestions / Re: Don't unequip items newly equipped belt can hold
« on: December 30, 2022, 12:18:32 am »
Necroing this. I swap a lot between my Bolt Quiver and Trapper's Belt, and it feels arbitrary that only my 3rd slot item gets unequipped. Either actually attach items to the belt (so I can keep different item sets on each belt), or keep my full utility intact.

Pretty sure this affects most people now, since we have to swap to the waist pack when doing purchases or turning in quests.

28
General / Re: Captain Grim negoations: how to negotiate other topics?
« on: September 04, 2022, 06:45:14 pm »
damn, if only I was ever in the mood to run a playthrough with Persuasion

29
General / Captain Grim negoations: how to negotiate other topics?
« on: September 04, 2022, 04:29:52 pm »
So during the Captain Grim negotations, I see people claiming you can negotiate things like:
- free passage in and out of the Bay for Aegis
- free access for you to Health Center/Manufacturing Complex
- allow unarmed laborers into pirate territory (to recover the mines)

As a character with 300 Intimidation and no persuasion, I tried approaching the free passage topic, but that just made Captain Grim drop the case. Do you absolutely need Persuasion to negotiate anything else, or did they unblock only after you offered supplies? I ended up negotiating only for professor release at the cost of 1/4 of jetskis, since nothing else seemed available

30
General / Re: Hard difficulty Veteran struggling to move on to Dominating
« on: September 02, 2022, 02:12:36 pm »
God dammit the sormirbaeren invasions are kicking my ass (as usual). Seems like I'll have to either 1) figure out the fastest way to activate the naga protector 2) rush upgrading Phil's chip to activate the plasma turret 3) rush the native massacre

Not even sure I'm gonna make it through the 2nd invasion. Let's hope switching from nades to mollies will turn the fight around. As a tanky melee build, what's kicking my ass is mostly the casters, since my only option against their evasion is to wait for it to expire, and their neural overload is the only thing doing me any real damage. I can't really afford to sit back and wait, the crossbows are killing all the Aegis soldiers, including Yahota

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