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Messages - A_Clever_Monocle

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1
Suggestions / integrally suppressed (non 5mm) uniques
« on: November 13, 2023, 03:45:20 am »
K&H MK24 MOCOS  Suppressed pistol in .44 comes with a custom suppressor No bonus crit chance, low crit damage 12 round magazine 

Description-A beast of a handgun, hard to handle, harder to shoot, and practically indestructible.

refurbished description- with a bit of oil, a custom suppressor, and an extended magazine, the once cumbersome handgun handles like a dream.

refurbishing requirements- 600 charons, a silencer, a 140 or higher quality hammerer frame, and an extended magazine

refurbished ammo capacity of 12 and becomes silenced
 

BSS- A 9mm sniper with poor range, and poor crit chance, but gets bonus damage for snipe and ambush
-an integrally suppressed old-world sniper rifle the stock is made from a strange fibrous material and has an inscription that reads: from Chornobyl with love.

refurbished description- replacing the magazine, the stock, and adding a digital scope has turned the weapon into a terror of the night.

refurbishing requirements: 1200 charons, a digital scope, and a reaper frame of 120 quality or higher

would recommend adding the weapons to a certain someone belonging to a certain organization that deals in more clandestine matters or better yet some follow-up quests.

2
Suggestions / More gas grenades, and perks
« on: November 13, 2023, 02:40:37 am »
Possible gas grenade additions

Sleeping gas grenades (midlozam as the active ingredient) makes characters "drowzy" decreasing initiative, dodge, evasion and movement speed, after 10 stacks of drowzy accumulate, they are knocked out similar to tranq bolts
Smoke grenades (coal as active ingredient)  makes people within the cloud untargetable but also unable to target others)

Feat: Fast-acting vapors, gas grenades immediately occupy a 2 tile radius upon activation and spread twice as quickly

feat: subtle dispersion: people do not react to your gas grenades (mutually exclusive to the above feat)

3
Builds / The thumper is pretty interesting
« on: November 05, 2023, 03:26:41 am »
as far as I can tell its the only grenade launcher without a strength requirement, and really strong for when you get it. early game it makes killing a certain someone in depot A a breeze

4
General / Re: Tabletop
« on: December 20, 2022, 03:54:52 am »
I would pull out the chrome books from CP2020 and take a look at those for any faceless personally

5
Suggestions / how make throwing knives better
« on: February 11, 2022, 08:18:55 pm »
if you think throwing knives do or don't need a buff comment below

6
General / List of viable uniques
« on: February 03, 2022, 12:23:00 am »
what uniques are viable late game with the new update

any unique weapons you have stuck with for a long time, any that you think could last you the whole game with the rebalancing

7
General / Re: 30-40 hour beginner's review (very long and intense)
« on: February 02, 2022, 06:45:10 pm »
well well well looks like we have an edgelord

8
Suggestions / Old world parts kits to expand on refurbishing
« on: February 02, 2022, 01:26:15 am »
similar to how refurbishing works but simply provides a flat damage boost to the weapon it is used on (say 15% or so) or possibly to add an enhancement to one (maybe random)

possible locations
-depot A
-protectorate warehouse (core city)
-a certain military base that you reach through... unconventional means
-on the body of a certain eldritch entity
-as a reward for giving the redacted to one of several characters or in the area where you find the redacted
-from random events (that can only occur a limited number of times in a playthrough)

9
Suggestions / Gun Kata feat
« on: February 02, 2022, 01:15:29 am »
damage of the next attack increases for every movement point spent between attacks

passive and requires hit and run

10
Bugs / Re: I am having Zone Transition fail error
« on: February 01, 2022, 10:08:25 pm »
i disabled save on zone transition, and that fixed it but I cant delete save files so yeah....

11
Suggestions / Gun Fu Buff/Rework
« on: November 22, 2021, 04:29:28 am »
Gun fu is a meh feat not really worthy of the slot (unless you just want the bump so versatility scales just a little bit better), so I'm figured I would propose something a bit more fun than what is currently offered

12
Pistol frames

Cylinder- .44 only, tight damage spread base crit chance of 12% base crit damage of 115%, max range of 12 optimal 9, but limited to 6 round capacity and is incompatible with both extended mag and rapid reloader but can use scopes.

Sniper rifle frame.

Stinger- 5mm only, average damage spread 23 ap to fire, a lower range than other snipers, and a strength requirement of only 4, can be suppressed (obviously)

Spear molds

Glaive- wider damage range and a boost to sweep

needlepoint- higher critical damage and tighter damage spread but lower overall damage

Barbed- Bleed chance, higher ap cost

Sword molds

Short mold- lower ap cost, lower strength requirement, but larger damage spread, bonus to crit chance, turn machete into a short sword


Attachments

Green Laser- increases the precision of special attacks by x% (decided by quality)

Miniscope- scope for pistols and SMG's gives a small crit damage boost

Bayonet- allows for a special melee attack with the weapon ap cost of 15 (and is affected by dexterity), damage decided by the component, and incurs 125% dmg resist and threshold, barrel attachment.

Thermal Scope- weapon is no longer affected by darkness penalty for mammals, and humanoids, robots, and insectoids are still affected

Rail accelerator- barrel attachment that increases the maximum range of the weapon by 25%

13
Builds / Re: Suggestions? Melee-Pistol for Dominating Oddity
« on: April 10, 2021, 09:27:57 am »
drop ripper and the will that goes with it

put the points into strength and take steadfast aim

cutthroat is meh I would recommend sprint (goes well with blitz and just getting into range)

hit and run > fancy footwork

finally, drop critical power in favor of lightning punches and take pneumatic fists instead so you can combo it into execute. you are not going to get a lot of crit damage with firearm pistols. I would also steer clear of smart modules and take an extended mag(you reload a lot) or laser instead, you will be using so many regular attacks that it wont matter if you had point shot it would be ok due to the fact that you would be getting it every round. but you dump per for agi so...

fatal throw is a great feat that I throw on all my dex builds (18 or so free ap a round and a free crit yes please)

14
Builds / Re: question on gun fu
« on: March 10, 2021, 12:28:51 am »
If that's the case with all of its limitations it would only be worthwhile if it was 80% or greater of your base skill in melee range, that or if unarmed/, melee attacks became usable with pistols (while still expending ammunition for said attacks) then it MIGHT be worth the feat

if I could use expose weakness, crippling blow etc with gun fu it would be an amazing feat

15
Builds / Re: Desparado Firearm pistol and knife build
« on: March 09, 2021, 11:26:12 pm »
huh well guess you can get away with having next to no lockpicking then

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