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Topics - Fins

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1
Video at https://www.youtube.com/watch?v=YwW6b7wzdFU .

Raw recording gameplay (no edits). Music is some P5 tunes. No deaths / loads except one for bugged Faceless welcome party. I welcome any questions about it and any suggestions to cut this loot run time even further.

P.S. Character stats and feats in the end of the video. Funny bug when entering Faceless territory in DC: clicking few tiles too far in - results in instant hostility even while they are to be friendly based on in-game attitude.

2
I plan to be playing as a mutant for much longer than needed to just complete mutant quest line, and i'd like to replace default "mutant player character" portait for these times. Tried to search for "how to" about it, here and there, and found nothing.

Is it possible, and if so, how do i do it?

3
General / High quality Fusion Cannon - stats and couple test shots
« on: November 21, 2023, 01:40:08 am »
Gotta share this - i'm in total awe about the power of Fusion Cannon when assembled at very high quality and used with all the relevant stats, feats and specializations.

This one is made with q175 fusion emitter and q189 plasma core, while having Power Management and fully specced Practical Physicist feats. Shot fired with fully specced High-Technicalities and 14 Int, 262 effective Heavy Guns, Tricky Trajectory and Critical Power feats. No Heavy Metal - for i prefer mobility over extra damage, especially for such an overkill weapon.

P.S. The cannon's on-hit animation is real pretty - though it's so quick it can only be appreciated in slo-mo / standstill. I wish it'd happen a few frames slower in live gameplay, then it'd be totally dope!

4
General / Lore / references question
« on: November 11, 2023, 03:43:18 am »
In the attached screenshot, there are references to works of art about postapocalypse, which i instantly recognise - except one: the 2nd option. What it refers to?

P.S. The others are, i recon, this: 1st is a reference to Waterworld; 3rd is clearly about Underrail itself; 4th is Mad Max; and 5th is Nausicaa of the Valley of the Wind.

5
Builds / Glass cannon minigun
« on: November 08, 2023, 02:41:35 am »
This is a kind of high-risk, high-reward build designed to be much tweakable to user's preferences, while maintaining its ultimate firepower to serve as something to rely on whenever nothing else works.

STR 9 // +8 from levelling-up, so 17 by level 26
DEX 5 // for Strafe 
AGI 7 // 6 for Sprint, 7 for Interloper
CON 3
PER 8 // 8 required for Concentrated Fire, which is main specced feat of this build. Up to +800% damage per (Contaminated) bullet - is no joke
WLL 3
INT 5 // required for Versatility

This is a Versatility build (up to +5 specialization for 70% effective - and 80% if using the Commando belt). Max Melee and Stealth at all times. Get Guns to 60 hard-points ASAP, too. NOT Heavy Guns (keep at 0): no feats much desirable to this build require Heavy Guns exclusively, but two good optional fets - are Guns-exclusive: Aimed Shot and Spec Ops. 60 Guns (OR Heavy Guns) - is required for build-defining Concentrated Fire, and 40 for Full-Auto.

The main "procedure" of this build for larger fights:
- enter a map, scout (and silently clear if needed) some corner / corridor with a spot which can be used to break line of sight towards the direction enemies will come from;
- plant a TNT charge (doable in stealth) within area of vision from near said spot, sneak back to be near the spot, and wait for lots of enemies to come investigate the noise;
 // TNT charge produces 100 noise (in compare to say 12.7mm shots which generate only 25 noise), so in many if not most cases TNT explosion lures whole map of enemies to a single spot. If knowing that it's not needed to generate so loud a noise, or only wishing to lure a fraction of enemies - simply throwing a frag grenade for less noisy (and cheaper) bang will also suffice;
- once many enough enemies are in sight, manually start combat from stealth, buff up if/as needed, and spray away, mowing down one big pack of enemies neatly grouped up together all on their own;
 // If enemies are tough enough, use Contaminated 12.7 rounds to do the unique thing only miniguns can do: generate many (possibly over a dozen) toxic gas clouds per turn, instantly applying many stacks of +10% damage-taken debuff to enemies. The gas remains in place for several turns, debuffing any enemies getting in range during following turns - which they do, being attracted by loud 12.7 gunfire;
- break line of sight by stepping into the "can't see me" spot at the end of each turn, poke back out of it when next turn starts and keep firing;
- finish off single / badly wounded foes with a sidearm (e.g. the Stunner, Wyatt's revolver, some grenade launcher, AR burst, etc) whenever beneficial;
- possibly have some traps placed before starting the fight to make it harder for any strugglers to enter line of sight to our hiding spot, if needed;

Pros of the build:
- can wipe out whole map of enemies in one fight with sheer firepower of a 200-round 12.7mm minigun (JHP ammo for mutants, W2C for robots, standard or Contaminated for the rest);
- zero armor penalty and 7 Agility means high mobility and excellent stealth with Interloper. Plus it's often possible to effectively use Vanishing Powder grenades to exit combat in an emergency and sneak away safely;
- relatively to other Heavy Guns builds, this one is the least demanding on ammo: Versatility means effective Heavy Guns and Guns skills are exactly the same, meaning all calibers can be used with same efficiency;
- huge Strength: great carrying capacity (much more than needed to carry a minigun and its ammo weight). It's quite useful to carry multiple TNT charges around and to haul tons of loot, too;
- maxed Melee and Strength: massive damage boost for Unarmed weapons (e.g. Power Fist: +10% damage per Str point). Paired with high mobility, allows to deal with many enemies without spending ammo nor making noise;
- maxed Str and Melee allows to take some powerful melee feats, e.g. for swords, spears, hammers. Makes many melee / ranged hybrids possible and helps to deal with whatever manages to get close;
- rich selection of all kinds of sidearms based on as-high Guns skill, which together with maxed Melee skill means extremely high selection of doable tactics;
- sufficient perception to detect all sorts of stuff. With +detection goggles and/or relatively few +Per consumables - detecting traps, sneaky enemies and secrets is all easily doable even in Dominating;
- high DPS to any single-target "boss" character: fully-specced Concentrated Fire coupled with 20+ shots per turn is roughly equivalent to 65 non-concentrated shots, which is huge;
 // and if it's 20+ Contaminated Bullets hits vs affectable target, then most of them will be hitting the boss under +200% damage taken debuff, so up to ~200 regular 12.7mm hits, damage-wise, in a single turn. Crazy!
- 5 Dex: a few extra effective skill points to Throwing, Lockpicking, and possibly Traps and Pickpocketing, on top of unlocking Strafe and increasing initiative;
- lots of skill points to spend into "supporting" skills (named just above) due to not investing into crafting skills much;
- good combat ability early-game: Melee helps much before Depot A. 80sh or so in effective Guns when going Depot A, plus Concentrated Fire by level 8 - helps much in Depot A;
- 7 Agi allows to get Advanced Naval Combat from Razor, which is nice;
- very fragile. You gotta know what you're doing. Which can be very fun for a seasoned player all by itself, though.

Cons of the build:
- very fragile. It's possible to end up in a frustratingly difficult / impossible situation if not playing it right;
- requires good money management. 12.7 ammo is the most expensive ammo and this build will need a ton of it, plus this build relies on buying quite some other items - some very expensive - to be well;
- 95 (or, even 105 for Hanna) effective Mercantile by level ~20, and lots of shopping - is pretty mandatory for Dominating: this build needs high-quality goods in stores, as well as lots of money from selling loot.

Essential psi training: temporal manipulation to hard-point 70 (Stasis and other good stuff). Two 12.7 minigun bursts per round (with Adrenaline Shot) - or one burst and some other attacks, if so preferred. Can't get Philosophy III nor Philosophy II due to not enough Int - gotta plan psi costs accordingly. Remember to use Stasis (once available) to get an extra "free" round of combat if overran, or if willing to wait for some cooldowns to refresh themselves, or when wishing to get more enemies piled up (for example, to hit multiple targets with explosive .44 rounds bursts), or when wishing for enemies to get more Toxic Gas debuff stacks, etc. In many big fights, it's possible to keep enemies at range while being in Stasis - by using it while out of the hiding spot described (way) above.

Essential feats (no particular order):
- Suppressive Fire (it's a must to slow incoming foes)
- Opportunist (it's a must because we got Suppressive fire - equivalent to Blindsiding damage bonus applied each turn. Also works with unarmed attacks, e.g. Power Fist. 0...3 spec points vs slowed targets)
- Concentrated Fire (fully specced. Crits? Where we go we don't need "crits"! ;)
- Versatility (2 or 5 spec points)
- Sprint (don't need armor / shield / health if we're not hit; can't get hit if they don't see us; can't be seen if we ran away / behind cover enough)
- Interloper (it's seriously awesome)
- Strafe (hit and run penalty shall be no more for miniguns, LMGs, best ARs - and it's better than it looks on paper)
- Psycho-temporal Acceleration
- +2 Str at lvl 26

9 essential feats in total, so 8 more feats are optional.

Optional feats - special mentions:
- Full-Auto. It may or may not be desired, depending on difficulty and playstyle: some will suffer extra ammo spent and lots of damage going to overkill, others will love extra DPS and sheer power. YMMV.
- Commando. Getting this requires 20 more skill points into Guns (to 80), but it can be real good extra damage if doing minigun + AR + AR bursts each turn, assuming 1st AR burst kills something wounded by the minigun.
- Aimed Shot. Good for early game, and for lowering overall operational costs throughout the game by using sidearms with high crit damage in simpler fights. YMMV.
- Ambush. Further decreases operational costs, allowing to do ~100% crit chance late-game (lvl 20+) in many fights with single-fire AR / sniper rifle / Sonocaster / Stunner / etc.
- Spec Ops. 200% SMG burst cost can be useful, though remember Concentrated Fire does not apply from SMG bursts.
- Future Orientation. Some love it, i don't, but it's on OK feat relevant to this build.
- Tranquility. Some love it, i also do, but some say it's unreliable.

Other optional feats: melee feats, quality of life feats (e.g. Pack Rathound), Blindsiding, Expertise, Paranoia, Critical Power, Hit and Run, etc. Like stated above, this build can be tweaked in many ways.

Useful grenades: Flashbangs (and in some fights Stingball) to halt a crowd, or control some survivor(s); frag / HE mk2...mk4 (bought and looted), plasma and EMP mk2 / mk3 (bought and looted) for usual purposes; vanishing powder to escape certain situations; Cryogas grenades (must be crafted, 45 effective Chemistry required) - optional, but can be a good mass-slow in a chokepoint where the crowd will be mowed down. Dropped right before planting the TNT to gether the crowd, it becomes a full size freezing cloud by the time enemies show up. Toxic Gas grenades as a pre-placed 'nade otherwise, for extra Toxic Gas debuffs to anything coming through (unless it's robots of mutants, of course).

Notable gear:
- Rathound Regalia is a perfect fit: +1 Str, +Stealth, +movement - all benefit this build's major features;
- Industrial Exoskeleton, for its +3 Str bonus when powered for a slight increase to damage and accuracy of all attacks;
- Combat Exoskeleton, for its defenses, mobility when powered, and Wrist Stab attack (which scales with Str and Melee skill);
- Ninja Tabis (up to 2400 durability) from Constantine;
- Commando Belt: both +10% to Versatility percentage and +15 Throwing benefit this build much. Otherwise, Bought/Looted Large Waist Pack for non-combat times as needed;
- +crit / +detection goggles, with night vision as soon as found / bought;
- any bought / looted 12.7mm minigun: whatever best found, goes. Ain't like crafted ones take any many oh-so-useful enhancements, and ain't like there are many types of 12.7mm miniguns;
 // buy and spray lots of regular 12.7mm ammo to generate cases to make Contaminated 12.7 ammo, and collect / buy all Acid Barrels. Possibly even craft some 12.7 W2C ammo on top;
- all of unique LMGs, minigun and grenade launchers: refurbished as much as desired/possible, some if not most of these can be handy;
- Fusion Cannon (both normal and overcharged versions): massive AP cost of the weapon (50) requires Temporal Manipulation to use it together with a minigun in a single turn (with Adrenaline). Or even fire it twice with 5+ AP saved from previous turn;
- (Refurbished) K&H KH416: relatively early-game 5mm AR with 12 AP base cost and 9/10 (with Full-Auto) shots per burst. Good to do 1st burst to setup some Concentrated Fire debuff before switching to something heavier;
- Sonocaster and/or the Stunner: these can deal serious nearly-silent ranged damage if Aimed Shot and Critical Power feats are taken;
- Power Fist: can be useful for covert removal of a lone tough target via its incapacitation, when paired with the Stunner or such. Good for trivial fights, too;
- Balor's Hammer: this monster requires 20 Str, which this build can easily get by lvl 26 with either Rathound Regalia and +1 Str consumable, or using Industrial Exoskeleton. Hits hard;
- (Refurbished) W&S .44 Magnum: should be 0 AP Quick Draw at all times for this build;
- (Refurbished) Mini-Izu: can be good for certain silent assasination / patrol removal cases.

Optional ("more crafting, please!") skill points allocation:
- might want to go Mechanics almost maxed, which will allow to craft highest quality guns (up to 189 quality frames) of all kinds some time near level 26...27 (with Hypercerebrix, which can be bought and found, Lemurian Engineer suit, +3/+5 from food, and +15% from Your House mechanics bench bonus). This will cut on support skills much, but might still be a better option - depending on play stile and difficulty mode;
- might even want to go significant Electronics to craft 120...160+ quality goggles, energy shields and stealth devices - in addition to almost-maxed Mechanics. Should still be enough skill points if planned carefully to maintain 80+ effective Throwing, 120+ effective Lockpicking and 95+ effective Mercantile (using all the items which boost those skills as appropriate). Pickpocketing and any significant Traps won't be a thing then, though, especially if also going for effective 130 Hacking by end-game as well.

6
General / Milcore MGL (unique grenade launcher found) - SPOILERS
« on: November 05, 2023, 07:16:31 am »
See screenies. Mangonel q160 with short barrel and better scope for comparison.

7
General / Heavy Duty 1st impression
« on: November 03, 2023, 01:16:07 am »
Obviously - SPOILERS. Stop reading if you don't wanna get 'em, ok?

TL;DR: Heavy Duty is an OKish little addition, but there are some non-game-breaking issues and some things i especially liked, too, which i'd like to share.


So here goes, in no particular order.

- there is a rift right before entering the compound - near air vent, past the broken fence. Reachable without doing any combat / skill checks. A rift is very nice - thanks, Styg!

- outrageous Lockpicking skill checks: very 1st side way after arriving is behind Lockpicking 160 door (!!!), air vents require more than 95 effective (110 with Huxkey) to open (massive increase over both DC and Black Sea), about half of locked containers require 120+ skill to unlock. Thing is, i really doubt people are going to get 160 Lockpicking for Heavy Duty only other than on Dex-based (Melee and/or Versatility) builds - especially because the loot quality is quite low for such skill checks:

- most loot is q95...q130 range, with some few items in especially hard-to-get places being q130...159. So, in terms of quality crafting components - Heavy Duty is completely not worth it, shopping for crafting parts is simply better (up to q169 in shops for many parts).

- the exoskeletons are quite nice. Can get one of 4 possible kinds. Of note, Technomedical exoskeleton is a new best-in-slot for boosting Biology and Electronics, and by significant amount, especially Biology as we did not have any +biology body armor until now (afaik). One nasty detail about this one though: in 1920x1080, this exoskeleton's description fails to be completely displayed (no item price visible) - even while it occupies almost whole screen (see attached screenshot). Is this a "new UI, WiP" sort of thing? %)

- a number of locked double doors can only be unlocked when interacting with the "proper" half of the door; trying to hack the other half won't work.

- the fabulous companion can't fight a damn. Gets killed real fast - even couple goons wipe him out in a single turn. It is sure possible to keep him alive using available "tactics" conversation and such, but it is sure unknown - to me, - why would we want to do so. Other than just for a self-challenge of the "baby-sit a stupid weakling NPC" sort.

- there is no "global map" for the whole new area (all of the main compound plus caves plus rail tracks), which is many times bigger place than "no map" part of the spore forest in DC. The only thing this does to me - is irritation. If "unknown remote places" are not supposed to be added to the global map, then why all the caves in the base game and all the "natives" shores in Black Sea are? Don't know if this is intended, though, because:

- 1st quest objective of "Dark Territory" says "Marjorie is the best place to start looking". So i went and repaired Marjorie's "instrument panel", with 4 lithium cells and advanced electronic kit, having well over 100 electronics; repairs were a success, and this objective got completed, and the game said that i "took the time to study the map well" - but "global map" still has nothing, i.e. only displays big fat "?" whenever i open it and press "center on player" button. Even while the 2nd objective - is also completed (it reads: "you've studied the map of the dark territory north of Upper Underrail"). Bugged quest? Or maybe _this_ map only unlocks the way out, back to main game - not sure if it does...

- the puzzle for the Fusion Cannon: it ain't difficult to pass the laser beams without getting caught by any, but it is difficult to figure out why to do it. Can just waltz in and grab the thing right through the lasers, and it's definitely much faster, too. Why bother doing it the "right" way, then? Strange. If the proper "punishment" was disabled by that strange power box in the cave (which i flipped before grabbing the cannon, yes) - then it'd be sorta better to switch off the lasers too, me thinks.

- all the quest objectives, overall - are pretty useless. "Protect the crew" is marked as "completed" as soon as the crew dies - in my book, this should count a failure. Just like "The Gunslinger" quest objective is marked as a failure once he dies. There ain't no follow-up to neither of those, it least wasn't in my game. Next, "investigate the compound" - and again, no follow-up, nothing prior to it, too. Why should i investigate it? What should i be looking for? Any significant things i happened to encounter worth noting as a "job well done investigating: found this, found that" kind of note? Nope, there's just nothing. Next, charging up Marjorie's batteries: the game says these gotta be charged when interacting with 'em, ok, i charge them to full, the battery bay slides in - and then nothing happens. Maybe i failed to figure a way to drive her out, or maybe it's bugged as i really looked for it - in any case, there ain't no quest objective to get her running again. Nor any other objective once i got all the above mentioned objectives completed. There's just nothing to do according to quest log. So i ended up running back to proper Upper Underrail on foot. Feels weird to have this kind of "conclusion" for a quest line. Feels unfinished.

- Guns / Heavy Guns synergies being as high as they are: one excellent thing to see. New builds having one of these skills being much higher than level par - will automatically bring the other skill close to level par or even right to it, i.e. to 160 by level 30, etc. Means this "other, just synergy" skill - will allow to use corresponding weaponry as backup / situational weaponry, either saving costs or allowing more tactics, or both. Nice.

- Versatility feat now including Heavy Guns skill: another nice thing to see. With full specialization and a certain belt, 90% Versatility percentage is doable, and now that it gives not 2, but 3 other skills up to that high, Versatility builds are going to shine lots more. Which is good for Versatility-based is usually more complex and rich kind of a build to play.


P.S. These are my thoughts however silly or short-sighted they may be. Hopefully not too much. Good luck working on Fusion, Styg!

8
Bugs / Yahota went AWOL into some higher dimension
« on: October 24, 2023, 11:29:21 pm »
The attached screenshot demonstrates a talk with Yahota over Navcom which was made few seconds before taking the screenshot. She says she's here, but walking on every available spot of this small top of the tower area does not spot her anywhere. Also, another talk - exactly same words spoken - was made few seconds prior to entering the top of the tower.

Quests-wise, this happened after getting the thing in the mutant dungeon, opening the big old ruin in the camp, talking with professor after he went down there, then sailing around a bit, getting the messages and quests to investigate Nexus of Technology and Horticulture Center (which quests are still active and not completed), going through the former, sailing around some more and getting the message about professor being kidnapped, and then going back to the Expedition camp. No interaction with pirates whatsoever - nor with their spy in the camp - were made. Also, no interaction with Yahota after doing 1st (mandatory) camp defense - the tower stood closed all the way till "now". I.e. pretty usual going with Expedition quest line.

P.S. I conclude, assuming she's not lying to me, that she's indeed on top of this tower, but she's currently in some higher dimension, which is why it is impossible to detect, or bump into, her. :)

9
Suggestions / New feat: 3rd weapon slot
« on: October 20, 2023, 10:52:05 pm »
I'd like to be able to have 3 active weapon slots.

Reasons:

- sniper builds tend to go around weilding a side arm for low-AP ranged attack, which makes them unable to kick and punch when they possibly could. An empty 3rd weapon slot - or even, with some melee weapon - would allow that. Or, using two sidearms - one SMG for burst fire and one pistol to benefit sidearm single shots from Sharpshooter. Etc;

- energy pistol builds often go around with Eletroshock and Laser pistols in active weapon slots, these being definitive weapons of such builds - and then, again, no melee attacks are possible. Or they could happily use 3rd weapon slot to also equip Plasma pistol, which otherwise usually is not used at all;

- melee builds can always use larger variety of readily available weapons, given significant variety of both bladed and blunt melee weapons in the game, plus various (often expensive) temporary enhancements;

- all builds would have easier times switching to/from Jackknife, +1 Str glove, +10 electronics/hacking glove and such.

P.S. In real life, mediaeval knights usually carried three weapons into battle: a polearm or similarly heavy primary weapon, like a long two-hander sword; a short sword for closer encounters; and a dagger or knife as 2nd-arm / last-resort weapon. Modern times, a typical US marine combat loadout - as well as any other modern "infantry" kind of armed force - is an AR, a pistol and a knife, and that's carried not in a backpack, but within hands' reach at all combat times, even when handing some other weaponry (multi-barrel grenade launcher, an LMG, an RPG, etc).

P.P.S. Maybe this feat if added could be named "Third arm", or "Shiva".

10
Bugs / Heavyweight feat is not working for mutant form
« on: October 16, 2023, 10:21:36 pm »
The feat is available during level-ups taken after player character mutates, and presumably should boost critical multiplier of claws as these are either fist weapon or unarmed, or possibly even hammer for Huge Claw - but no increase to it is shown in combat stats, and practical testing confirms it: just did 399 damage crit with a Huge Claw, while under circumstances if Heavyweight would work - then any crit made would be 440sh or higher damage (for having not 125%, but 175% crit multiplier for Huge Claw).

Screenies with relevant data attached. Minimum crit damage with Heavyweight working - would be 162 + 162*175% = 445.5 damage. Couldn't be 399 if it works and just not shown in Offense stats.

P.S. I suspect that Improved Unarmed Combat and Expert Unarmed Combat feats do the same: while available in mutant form, it does not look like they work. If it's intended that these feats don't work, then the bug is that they remain available for taking while playing as a mutant - a waste of feat points, if they do nothing as intended.

11
Suggestions / Better mutation for player character
« on: October 12, 2023, 06:22:17 pm »
I'd like to be able to mutate better. Namely:

- i'd like to retain ability to use jet skis after mutation, seeing there are muties riding 'em in abandoned water facility just fine;
- i'd like to remain able to use psi abilities, provided i was able to prior to mutation, seeing there is a strong mutant able to use 'em in the game;
- i'd like to remain able to use crafting skills, provided i had some prior to mutation, seeing Booth who does just fine doing fine hand work - tatooes;
- i'd like to remain able to use grenades and other throwables, provided i had some Throwing skill prior to mutation.


And i'd love to be able to choose between various types of mutation, by injecting certain mutagen sequences into mutagen tanks in Deep Caverns and then mutating there into something different than "default" D5 mutagen produces. In particular, i'd love to see mutations which do not force player character to always wear claws for weapons, and mutations which produce body armor with various armor penalty and defenses - some as low as 30% armor penalty, others close to 90%. There are certain feats impossible to use or becoming inefficient when it's one and the same 50% body armor after mutation.

Seeing how it's still possible to be stealthy, and even develop Agility to 7+ hard points while mutated, hence also getting (or even retaining) Interloper feat and its specialization if any, we can reach lots of places in the game where it'd normally be impossible to fight into, like Your House in Core City with its crafting benches. Seeing how it's still possible to use the Juice and travel through Rifts after mutation as well, even more places could be reached. But being unable to do things listed above totally ruins lots of possible gameplay after mutation - which could be whole new "chapter" of the game, when we go to all the various places (not just the most like we can now) and fight or sneak our way into areas which previously were always non-hostile, and/or simply doing it in this new - mutant - form with its mighty different (to any regular build) abilities and features.

12
General / Endgame crafted psi armor - need advice
« on: October 10, 2023, 02:23:57 pm »
So i got some good parts - q183 laminated panel, q115 psi beetle carapace, and couple vests - one q167 giving bio resist and treshold, the other q169 giving some 80+ bonus health. What i can't decide - is which vest is better to use for Expedition playthrough. Thing is, i'm done with Deep Caverns (Tchort dead), and almost all side quests in the base game - but there's whole Expedition / Black Sea still to do. I didn't even start it. So, is it better to go Expedition while having bio resist / treshold or some 80+ extra health?

All opinions welcome!

Also, are there any sure ways to find / grind / buy any higher quality parts for a psi tactical armor than quality listed above, some time during Expedition? Planning to join pirates this time (never did before), so maybe they sell some higher quality (than listed above) parts?

P.S. ain't going to use Psi Crab plates, too: way too heavy. Black Cloth is merely q142, but i don't mind - carrying around Rathound Regalia for sneaky times, as its movement bonus is so great for stealth plus it has 0% armor penalty and bonus Stealth on it, as well.

13
Ain't native english here. I just wonder why the bot outputs "audience" word the way it does (see attached screenshot). Is it to indicate some gathering of people is singing it, all together? If so, why? Is there some particular recording of it where a number of people sing? Or it it to indicate someone signs the piece - as it's usually performed, i.e. single voice - for some gathering ("audience") of people? Or yet something else?

P.S. One great recording of this music piece is available on youtube: "Apollo Granforte sings Largo al factotum LIVE, 1932. Insanely powerful Italian baritone!". Imagining the repair bot playing this recording, in this dusty long abanodned maintenance room with devourers roaming outside - gives proper chills to me. The tragedy of failure of human civilization at its grimmest...

14
Bugs / Game crash - somewhat reproducible
« on: October 08, 2023, 04:00:58 am »
Did it three times out of 5 attempts. Game crashes to desktop without memory overflow nor excess CPU load. To reproduce:

- go Deep Caverns, be friends with Faceless, pass Faceless commander's mind reading on good terms;

- go Thortists' outpost, complete their 1st quest (scouting Faceless base), take the 2nd (free captive Rassophores);

- go back to Faceless' base and pickpocket the key to Rassophones' holding cell;

- go outside, enter stealth, open holding cell door without getting detected;

- go outside again, then stand where i do on the screenshot, manually start combat when no faceless is in LoS and cast Pyrokinesis, aiming it as shown on the attached screenshot, then end combat;

- now while everyone is going to Pyrokinesis' impact point, walk into the prison (no need for stealth), close the door once nobody's inside and quickly talk with a rassophore, take 2nd option;

- stand inside the prison doing nothing.

And then the game often crashes few seconds later - during real-time combat between Faceless and escaping rassophores. And if it doesn't crash, then there's visible hickups and lag during this real-time NPC combat - animations frequently pause for several frames. Probably depends on exact landing spot of Pyrokinesis and how exactly rassophores move outta their cell (sometimes one or two got semi-stuck inside, sometimes not).

15
Builds / Challenge build: HK-147
« on: October 07, 2023, 05:10:56 pm »
Been thinking a good while about shaping up a build for Dominating which would only deal damage with things which do at least some fire / heat damage, for a challenge run. This here is what i figured out so far - please advice if it can be anyhow improved: /build/?HgMOBwMGAwojMgDCoAAAwqAyMgAnUFAyPFoAAMKURksAKwE5HcKawqMWAj5aS8KFwpEwVsK0KeKnvgrita4F374&__cpo=aHR0cHM6Ly91bmRlcnJhaWwuaW5mbw .

Attaching a screenie of the same for convinience.

Basically, it'll use the following:

- Plasma and Incendiary pistols;

- frag, HE, incendiary and plasma grenades;

- incendiary traps;

- all the fire abilities from Metathermics (thus 140 effective for 100% damage from TD);

- all the fancy support stuff from Temporal Maniputation (thus 70 hard points for Stasis);

- 8.6 incendiary ammo crafted sniper rifle for special occasions when it's _really_ desired to have at least some long-range firepower (e.g. beach defenses).

Decided not to go SMG route with incendiary ammo - it's hella expensive to spray it any much, and requires a few perks to be good, which in turn require higher Guns so more skill points, too. Obviously, main trouble for the build will be robots with their very high resistance to heat, but energy damage from plasma pistol and grenades, plus sufficient hacking (meaning, AI scrambler and most of the time using quest paths relying on hacking to avoid fighting robots) - should suffice. The rest - all the squishy meatbags? Heck yeah, burn 'em all.

P.S. This challenge may look not much of a challenge, but consider this: only dealing damage with things having heat / fire component in them - means no bear traps _whatsoever_, no stuns, no damage-dealing incapacitations, no freezing things, no electrocuting things, no Toxic Gas, no Corrosive Acid, no mind tricks from Thought Control - i.e. pretty much nothing of the usual cheap crowd control stuff, the only CC thing being fear on living things whenever set on fire. No laser pistols nor electro pistols, too. This run is going to be my next, though i'm still quite far from completing my current one (to finish DC and then whole Expedition to do); thus, any good advice about this build - will be greatly appreciated even few months forward. Thanks in advance, too!

P.P.S. Why HK-147 for the name? Because one certain HK-47 robot enjoyed dissing 'em meatbags whatever way possible, and upgrading to flamethrowers and such feels just the way an upgraded model would deal with the squishy, sloshy, irritating sacks of bodily fluids. :D

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