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Messages - haze1103

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31
Builds / Re: Ultimate hammer guide
« on: August 31, 2022, 01:55:08 pm »
I've been having success with the Rathound Regalia as the primary armor for the light armor hammer build. Compared to the recommended pig armor, you do lose +1 con (and the infused leather health bonus), and lose some mech resist. But you do get +1 strength, which is also good for the build, and the +10 MP and the fear immunity are a nice plus. With 0% armor penalty from armor and tabi boots, you have 15%/25% free AP for wearing a big helmet, like a shaded metal helmet or the Warm Trapper Hat, without losing your Nimble bonus.

I still keep a pig armor in my inventory for fights where I have no choice but to tank lots of damage (especially Fire damage), but I think for most encounters, I prefer the offensive bonus.

32
You know, Dominating seems very front loaded in terms of difficulty. I'm not exactly complaining since I actually like the balance, in that for the first time I'm actually using meds and food to beat some fights (unlike Hard where your normal build clears literally everything), and normal encounters aren't a slog to get through. But I do find it weird how you see Industrial Robots and Azuridae Goliaths before beating Depot A, and by the time you've cleared all the base game that's still the big enemies you encounter.

At least, the 400% boost to bosses is a welcome addition. I thought it would get tedious, but at least my sledgehammer build has no issue clearing them in 2-3 turns regardless.

It's also my first time playing Classic xp, and I find it weird how much easier the level curve is by the endgame. I'm used to being level 24 by the time I've cleared everything but DC and Black Sea, but right now I'm halfway through level 27 and I still have a bunch of content left undone. I might try playing Oddity next time, even if I can't afford to pick any subterfuge skills; not sure you miss out on that much oddities, in the end.

33
General / Re: What's the lunatic dungeon in Upper Underrail again?
« on: August 31, 2022, 12:18:03 pm »
We should probably put a note on the wiki...

34
General / What's the lunatic dungeon in Upper Underrail again?
« on: August 31, 2022, 12:01:35 am »
I thought I remembered a dungeon in Upper Underrail with a bunch of lunatics. There were parts in a sewer or some garbage dump. Some annoying gimmick where you had to sneak and assassinate some targets on the first floor. I haven't been able to find it in two playthroughs these days. Was it random?

35
General / Re: Captured laser cat
« on: August 30, 2022, 02:35:52 am »
Okay, this is epic

36
General / Re: Captured laser cat
« on: August 29, 2022, 04:11:15 pm »
Was it bugged on launch or something?

37
General / Captured laser cat
« on: August 29, 2022, 02:21:50 pm »
Any interesting uses for a captured laser cat, or is this just for a meme item?
I guess I don't have too many ranged options as a melee build, especially that can do energy damage, but 15 ap for 15-30 damage is not really that great... Even for the Beast waves, I'd rather spend 30 ap to throw acid

38
General / Re: The Sleepy
« on: August 28, 2022, 12:37:36 pm »
Now each time I talk to him, he switches names: The Wanderer, The Crumpa, The Smeller, The Bountiful, and The Settler. I tried seeing if his AI changed with different names, found nothing so far.

39
General / Re: The Sleepy
« on: August 28, 2022, 12:31:52 pm »
Seems he's... emanating gas. Constantly. You can get him out with the valve to pipe 4, and he just roams about.

40
General / The Sleepy
« on: August 28, 2022, 12:26:17 pm »
What's the deal with The Sleepy, in the mutie dungeon with the pipes in the CC sewers? I climbed pipe 4 and found the guy standing in gas. His dialogue is like "I was dozing and ended up here, alright?"

I tried killing him, no special loot.

41
General / Any boost for melee special attacks?
« on: August 26, 2022, 04:34:23 pm »
From what I can see, smart goggles and smart module are only on ranged weapons. But the wiki lists Heavy Punch as an Unconditional Special Attack, implying that it wouldn't receive any bonus for boosts to special attacks - but are there any that work with melee attacks to begin with?

I'm mostly wondering if there's anything to boost Expose Weakness, Pummel, Super Slam, etc.

42
General / Re: Spikes on a hammer, worth it?
« on: August 26, 2022, 01:11:45 pm »
Update: yes Super Slam is very good lol. I can't believe I spent this long without this tool.

I just pop out of stealth, expose armor, then come on and slam, welcome to the jam.

This shit could probably carry a monkey on Easy

43
General / Re: Spikes on a hammer, worth it?
« on: August 25, 2022, 11:43:45 am »
I figured. That doesn't seem right, but I can't complain if it ends up carrying me through Dominating

44
General / Re: Spikes on a hammer, worth it?
« on: August 25, 2022, 01:26:31 am »
Oh no, I just took Evasive Maneuvers at level 18 :|
Guess I'll take Super Slam at level 20

45
General / Re: Hopperdrome cheating: any insights?
« on: August 23, 2022, 07:32:24 pm »
Maybe this is why my results sucked, I was trying to near-overdose my competition with adrenaline. Maybe health condition has little effect on the race, and it's really just a measure of how much drugs it can take on?

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