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Messages - Fins

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1
Builds / Re: Glass cannon minigun
« on: December 03, 2023, 06:28:36 pm »
Very true. Can't make every burst contaminated - only used for hardest fights. Also, it's major pain to craft - steel is heavy, toxic barrels is limited resource, although with experience one learns which vendors can sell toxic barrels and checking their inventories becomes a habit. And it's micromanage hell to load mixed ammo - meaning, loading only some bullets contaminated into a belt. Can't be helped.

2
Builds / Re: Build for a complete noob
« on: December 03, 2023, 04:42:37 am »
Having ample accuracy is one of main reasons i proposed Perception 10 and maxing Guns skill at every level. This alone quickly buffs up accuracy to max in Normal mode, where enemies' Evasion is not scaled up nearly as much as it happens in harder difficulties. There's also Night Vision goggles possible to find from loot starting in Depot A, on top of that.

Trying to fight at long range even early in the game - is useful, due to early game enemies having limited (often, none) ranged attacks, and when they do - their range is limited, like dogs' spit and burrowers' ranged attack. Further, early game enemies don't have huge mobility (except burrower spawns, which are very low damage melee attackers), making it possible to effectively kite them. It's a YMMV / playstyle thing i think - some prefer the safety of long range, some prefer higher early game hit chances pistols can indeed provide, especially for lower perception builds.

Low-AP shots for pistols available early game - automatically means low damage, as it's lower caliber non-Hammerer pistols. Low-AP if to compare to assault rifle single shot mode, that is.

Very true about sniper rifles, these need core feats taken to really shine. However, Aimed Shot + Snipe + Shooting Spree are not late game feats - one can very well get all three before even stepping into Depot A. If not, most likely 3rd one will be taken during or very soon after Depot A. Enemies after Depot A become lots more tough, and sniping rifles give a big edge then. Personally, i always felt Depot A and everything before it - is a kind of tutorial part of the game, and the real game - is everything after it, btw. Can't rule out sniper rifles for a Guns build, me thinks. They are good for most of the game.

One other thing which always make me hesitate to recommend pistol builds for anything close to the base stat distribution i suggested above - is low Dex. Any great pistol build must go high Dex, and careful distribution of stats elsewhere. I even dare say, any good pistol build - must be 3 Perception and Versatility, just because it saves so many stat points while going for real high Dex. But that's not a beginner-friendly type of a build...

Last but definitely not least - it's not "either-or" for Pistols and everything else. Like you yourself mentioned, SMGs can complement pistols well - but so can any other gun type. Pistol + sniper rifle is a classic combo, as is pistol and assault rifle. Can also switch setups for specific fights - mix in grenade launcher here and there, for example.

3
Builds / Re: Build for a complete noob
« on: December 02, 2023, 09:23:37 pm »
Pistols and SMGs are a good part of Guns-based character i roughly outlined above, but both have one significant limitation: their range. Assault rifles and sniper rifles are so good because anything you see - you can shoot at.

Beginning of the game, there is more than enough money in Normal mode to buy any type of a gun from SGS merchant (or better, from Junkyard merchant, higher quality there), which is very early in the game. Until then, yep, pistols do great, but they do without investing any feats into it, too - at this stage.

P.S. Like Leon said in Leon movie, easiest to master - is the sniper rifle, and then as one learns more and more of the craft, one gets closer and closer to the target, knife being the weapon mastered last. :)

4
Builds / Re: Build for a complete noob
« on: December 01, 2023, 05:42:30 am »
explain the use of psp on a tank build, where you shouldn't be maxing TC.
I provided an explanation for psp in there topic, and i did it well before you mentioned psp in this topic. No idea why you ask for it in this one; it's pretty off-topic here as i did not suggest any TC ability, psp included, in this topic. I can't help it if you for some reason are unable to see it.

5
Builds / Re: Build for a complete noob
« on: November 29, 2023, 05:37:01 pm »
If it sounds good to you, then you should. If it sounds "gibberish" and/or "shitty advice" to you, then you shouldn't. Your game, your decision.

6
Builds / Re: Build for a complete noob
« on: November 27, 2023, 12:49:26 pm »
"If you were of the world, the world would love its own; but because you are not of the world, but I chose you out of the world, because of this the world hates you."

Bible, John 15:19

7
Builds / Re: Build for a complete noob
« on: November 27, 2023, 04:47:55 am »
Hello, im a total rookie newb to under rail from classic fallout. I was wondering if someone could help me make a build that could get me through the game on normal (doesnt have to be anything special or any specific playstile :) )
For a total rookie, i suggest this:

Str 6
Dex 3
Agi 7
Con 3
Per 10
Will 3
Int 8

These stats:

 - Str 6: allows to use all sorts of Guns (not Heavy Guns). Guns include grenade launchers, assault rifles, sniper rifles, SMGs, pistols (including energy and chemical pistols). Guns are "bread and butter" and is the most versatile and reliable offense to start playing the game with. Some few guns require Str 7, which you can easily get with food buff if desired;
 - Agi 7: Stealth is very useful in this game, and Interloper is the best Stealth feat by far - requires Agi 7. Sprint requires Agi 6 and is very good, too. Agility also increases mobility - great for a new player;
 - Per 10: increases Guns accuracy, Guns damage, required for some great sniper feats if you'd go that way. Also detects hidden enemies, secrets, passages, and mines. All great for a new player;
 - Int 8: increases effective values of crafting skills, hacking, mercantile - the latter two skills i highly recommend for a new player (Mercantile to effective 105 is enough, Hacking to effective 130 is enough), as these two skills (at said values) unlock lots of high quality goods at merchants and various extra goods and quest paths in all sorts of places. Crafting skills - best way to figure out if you like them is to try them, and higher Int helps not to waste most of your skill points into crafting skills only;
 - Con 3: normal mode is quite forgiving about health and medicine efficiency. Con 3 builds are most powerful for most types of characters. And it's not oh so massive extra health from a few extra points in Con. You're likely to get higher health bonus from a certain crafted high quality armor;
 - Will 3: if you're not planning to deal main damage with psionics - and as a Guns build you ain't - then you don't need higher than 3. That said, lots of useful Psi abilities are great at Will 3 nonetheless, if you decide to learn any;
 - Dex 3: most of the time this is "all or nothing" stat: dedicated pistol and SMG builds go max Dex and Versatility feat, but normal Guns builds go Perception as a main stat and not much if any into Dex.

Skill-wise, i recommend:
 - maxing out Guns and Stealth every level,
 - getting 60...90 effective Lockpicking ("effective" means actual value shown in character screen after all current bonuses / synergies are applied),
 - ~80sh effective Hacking ASAP,
 - 20sh in effective Biology and Chemistry not later than level ~10 - for basic crafts and Toxic Gas grenades (these are extremely powerful - up to +200% damage taken to affected foes at max 20 stacks of the debuff),
 - ~80...90 in hard-point (actually spent skll points) Electronics: energy shield emitters, smart night vision goggles, cloaking devices are all great things to make;
 - ~80 in hard-point Mechanics, to craft all sorts of high-quality guns (you'll find parts both from loot and sold by many merchants)
 - ~90 in hard-point Throwing (hand grenades are useful and don't occupy a weapon slot, especially higher grade ones - up to mk5 - if crafted with higher Chemistry / Electronics, but using them with any tolerable accuracy requires about that much skill in Throwing);

Overall, there's enough skill points to max out exactly 8 skills - or get more than 8 skills somewhat developed if you don't max out some of them, so keep that in mind. Over-spending in some skill can make you regret it later. All proposed above - sums up to some 700sh skill points spent, out of total 1280 skill points earnable by maximum level (30, assuming you have Expedition DLC installed). There are many various items (equipment, consumables, even work benches in your house once you get one and buy some) to boost some skills, and some more items to boost some stats - which in turn add to all skills based on a particular boosted stat.

P.S. Good luck, whichever build you decide to go with. o7

8
Builds / Re: Tin can + shotgun?
« on: November 27, 2023, 04:18:27 am »
Crossbows and sniper rifles are weapons that work rather weak against tincans because they deal mechanical damage and with metal armor you can easily reach mech 95% resistance by end game. Psi enemies are ones that are most dangerous to tincans and against them best defense is a thrown grenade in their face.
All true. Though crits and W2C ammo / special bolts is still a thing here and there, hence the suggestion for that extra layer of defense. Experienced players can sure go without, but OTOH the whole deal of tincans is to pile up all possible defenses, so it's sorta thematic thing.

9
Builds / Re: Tin can + shotgun?
« on: November 26, 2023, 12:58:53 pm »
1st, no need to max it, even 80 effective is good protection vs snipers / crossbows. 2nd, because its chance to work does not depend on user's Will nor user's skill, but instead on attacker's resolve. 3rd, because tin cans are low mobility, meaning it's sometimes difficult or impossible to get into proper cover vs out-of-line-of-sight attackers, which is, again, often sniper rifles and crossbows for their long range.

10
... Synesthetic Refocus is good to pick up for just a bit more accuracy and damage from the perception. ...
Nope. Smart goggles - no matter crafted, bought or looted - provide much more damage via +XX% damage to special attacks than +3 Perception would give at any high Guns skill levels, and accuracy bonus from +3 Perception pales in comparison to accuracy bonus obtainable from Night Vision, for many if not most areas of the game.

11
Builds / Re: Tin can + shotgun?
« on: November 24, 2023, 10:06:18 pm »
does tin can + shotgun work?
If yes, tell me how to do this.
Why, it should work even in Dominating, if you get and do these:

- enough chemistry (was it 45 effective?) to craft Cryogas grenades. Always carry a good amount of 'em, then
- enter some map, find nearby corner, place a cryogas grenade to where enemies will be coming from, and go agro one or few;
- get back behind the corner once you agro enemies;
- stand your ground, blasting off enemies as they come, chilled, around the corner. Some few might still do an attack or two, but that's what your armor is for;
- have and use Pseudo-spatial Projection as needed, which is excellent against snipers and crossbows (which are the most penetrating weapons vs a tin can build);
- have and use Stasis for last resort "i need an extra turn here", and all the other usual time manipulation stuff for good measure;
- plasma and EMP grenades, both crafted mk3s with some 90sh or so effective Throwing for an extra high damage 15 AP AoE attack - meaning you'll need 105 (iirc) effective Electronics;
- Sturdy Vest for crafted armors, and possibly some extra Con on top if you'd want extra health;
- for particularly hard fights stay near an exit zone, and if things get too tough, just bug out of the map. When reentering with all cooldowns refreshed, have your shield activated and Stasis yourself as needed then finish off remaining foes and/or exit again.

Considering you're supposed to craft your armors, plus grenades, and obviously also shield emitters since you go with 105+ Electronics anyway for grenades, with some Chemistry on top - i'd say at least 7 Int for the build would be a good idea to do. I'd even take 8 for extra psi slot (this would be dual psi school build, per above), even more effective crafting, Hacking and Mercantile skill point bonuses. 8 Str for armors, 8...10 starting Perception for having good accuracy/damage shotguns, 3 Agi, 3 Will - meaning some 2...4 starting stat points left for Dex and Con both. 6 Dex gets you Grenadier, which is always good, and 7 Dex gets you that feat which allows grenades to crit, so that's one way. Or can go some 6...7 Con instead. Getting some good amount of skill points into Evasion - even with 3 Agi - is most likely a good idea to reduce AoE damage taken. No Stealth, as it's a tin can anyway. Or can get 6 Agi and Sprint, too.

12
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.

13
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?

14
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!

15
Builds / Re: Psychosis Cryokinetic/Electrokinetic/Temporal Theorycrafting
« on: November 18, 2023, 03:39:04 pm »
...

My standard innervations would be as follows:
- Cryokinesis
- Cryokinetic Orb
- Electrokinesis
- Electrokinetic Imprint
- Psycho-Temporal Contraction
- Limited Temporal Increment

Other spells I'd learn and keep as backup as necessary:
- Pyrokinesis
- Thermodynamic Destabilization
- Exothermic Aura
- Plasma Beam
- Stasis

...
Based on my psi builds times in Dominating, i'd rather propose the following:

base innervations changed to

- Cryokinesis
- Plasma Beam (instead of Cryokinetic Orb)
- Electrokinesis
- Electrokinetic Imprint
- Psycho-Temporal Contraction
- Thermodynamic Destabilization (instead of Limited Temporal Increment)

for the following reasons:

- Plasma Beam is no-cooldown, unlike the Orb; deals 3rd different damage type - energy damage (quite many things are resistant to cold and you already got Cryokinesis for things which aren't, and Electrokinesis is relatively low damage attack, while Plasma Beam is a very heavy hitter); Plasma Beam works great to make massive Thermodynamic Destabilization explosions happen, while the Orb simply extinquishes TD's debuff on a target; Plasma Beam can and will crit on multiple targets per cast whenever there are more than 1 target hit by it; it is simpler and much more reliable to deal heavy damage to multiple targets with Plasma Beam than with Cryokinetic Orb.

- Thermodynamic Destabilization deals 100% of target's-health-when-debuffed-by-TD as half mechanical, half heat damage - which in many circumstances is _the_ highest damage possible to deal with any psi ability; TD's psi and AP cost is very little considering its damage potential; TD generally scales with number of enemies: the more there are, the better it gets, meaning it's best exactly in most difficult situations; benefits from your build's use of Psycho-Temporal Contraction, which allows significantly easier times about inflicting TD on a full-health target and killing that same target all during a single turn, thus ensuring multiple enemies being hit by TD exactly the way you want them be: the more AP you have to work with, the more damage you can burst out in a single turn; and, with Cryokinetic Orb removed, Limited Temporal Increment would only be beneficial for reducing PTC cooldown - which in practice is rarely important, as everything is either dead by the time 1st PTC cast ends, or you just ran away and reenter stealth (vanishing powder grenade if need be) anyway. It'd also reduce grenades' cooldowns, yet with TD readily available, it's similarly rare you'd need more than 1 frag/HE/emp grenade to be used.

By the way, note that you can use Cryokinesis for very last (killing) blow on a target with a TD debuff on it, if need be - which works especially well whenever you're too low on AP to do another Electrokinesis / Plasma Beam, but got enough AP to do a Cryokinesis cast, and/or when Electrokinesis is a couple tiles too short range to reach the target.

Of course, if you'd be making the change i proposed above, then most likely you'd want certain feats and gear adjusted to better suit the changed psu setup, as well - but i think it'd be no big problem for you to do it. Well-made post, man. Good luck!

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