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Messages - KnifegaF

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31
Suggestions / Re: Newton can die before you talk to him
« on: January 05, 2022, 02:45:08 pm »
Nuh uh

Shame on you, Harper, for believing a random nobody instead of Shoggoth

p.s. no I didn't talk to Newton before hand and yes I did loot his body after

32
Bugs / Re: Dirty Kick does not get stealthed melee accuracy boost
« on: January 04, 2022, 03:03:28 pm »
Was undetected trying to dirty kick a dude, missed 6 times from stealth. bug or just rng? 6 times seems a bit too much for 95% hit chance. Normal accuracy is 73% with a sledgehammer while not in stealth.

I was having issues with dirty kick as well then I was informed by the discord that it could be that I’m being detected before it actually lands. I never noticed this before but there’s a quick instance before the kick lands where the enemy gets a little time to add more to the detection eye. You can actually see right after the kick is executed that the bar fills up a little more or changes to the next stage. I did some quick tests.

I had a 46% chance to normally hit the JKK xbow woman at the core city elevator. If I made sure to connect the kick while still having orange eye by the end of it then it landed 15/15 attempts. If I waited long enough for it to be about 1/4 filled up orange eye, manually initiated, then casted it would flip to red by the end. During those tests I hit 6/15 so pretty similar to what you would expect out of stealth. I also tested this on ratking who had a 56% chance to hit and it produced similar results. It seems like you are always safe and the enemies dodge will not be a factor as long as you initiated manual combat during any phase of yellow eye. Orange can be done but it has to be at the very early stages of it. After about a quarter it could turn to red before the kick is executed.

I know it’s a small sample size but I’m too lazy to do much more and it sees pretty clear to me that this is the case. Props to Raven for bringing this to my attention. May do more extensive tests when I get time but figured that’s good enough for something on the fly and with limited time

33
Flares are nice, also if you have 20 pts in intimidation, you can pick Yell. Some Stalker encounters are straight up F5-F9 to pin point the locations though through the use of flare and laying traps beforehand. 3 per and 3 con is completely okay on dominating, you get used to it :)
I see. I get that it's playable, but I can't stand this level of metagaming and savescumming.

Shame there's no "immersive" alternative :\

Save scumming still isn’t a requirement for these sections. Still completely doable on the first try with the method I mentioned. Also another great way to bait them is just using stasis. Gets them out of stealth and you get to attack them before they attack you. With the stealth noise upon entering and area and the red mushrooms as hints the game gives you everything you need to get them before they get you outside of a few very specific situations. Black crawler is the only one that really comes to mind but even then with stasis you can still get away unscathed

34
Yeah it’s mostly metagaming and knowing placements beforehand. Having stealth yourself also helps. The stealth noise is a nice warning for the player. What you can do when you hear that is make a trap wall or put traps at a choke, bait the stealthed enemies with a nade, then once one is trapped start using AoE behind them to reveal the rest. Be sure to still LoS in the case of snipers and TC users

35
Suggestions / Re: Opportunist
« on: December 06, 2021, 05:42:32 pm »
The problem with balance discussion is that at some point people are going to turn a mosquito into a horse. 1.15x damage means that you need to apply that damage 6-7 times to get what is essentially an extra hit worth of damage, and 1.25x is 4 times. It's not that much of a damage improvement, given that slowing effects are rare and incapacitations break after only one hit. If anything the only rear non-conditional buff is for acid pistols because they tend to root with every shot, but that's it, everything else you need to apply that debilitation by throwing nets, stunning with tasers, throwing flashbangs etc

Burst with suppressive fire is a better example since it applies immediately and Chem guns are pretty far from getting a root with every shot by my scale. Plus you only get the effects of opportunist on the follow up shot of the Chem gun root. Either way though I agree with the sentiment, the damage buff is far from being strong enough for a nerf. Especially with the change that was proposed. More money just from conversation checks? Yuck

36
Thanks very much for the input.

Cut-Throat - I don't know, i just love the flavor of Cut-Throat, but i see your points.

Interloper - again, i see your points, this is just a quality of life Feat :), just like Traps Expert. The Quick tinkering AP cost is huge now.

Expose Weakness - i just Googled Energy Knives and i think you may be right.

I could easily replace Interloper and Expose Weakness with, for example, Vile Weaponry and Quick Tinkering.

I am getting very concerned about the easy game play of Depot A so far, which is supposed to be a hell for early game.

I am seriously considering starting a new game on hard, and focusing on Knives (Throwing and Melee) and Traps, along with Poisons and Electronics ( i very much want Tasers, EMP and the cool Spying Endoscope) and WITHOUT Mercantile, so that i get a balanced challenge at least.

Also, i am very annoyed that i cannot get both Dodge and Evasion without sacrificing a lot of skill points.

What are your thoughts on Parry??? Seems like a good supplement to Dodge? or Just go dodge to 40 and get Uncanny Dodge instead?

No problem, and don't get me wrong those are just personal nitpicks. The build is more than fine. With regards to trap expert vs. quick tinkering. Yes it costs 25 but the idea is it doesn't matter outside of combat. You drop your trap, leave, and your AP is replinshed before it's an issue. If you mean it's a problem in combat well it's still better than expert since it can't even be used in combat.

I'm not a fan of parry, dodge, or evasion. I don't like my survival hinging on chance but I can sorta get behind uncanny since its guaranteed. I typically favor High MP and CC to stay alive. Preference though.

37
Cut-Throat - It is VERY thematic for me and ALSO a one shot kill for most solo enemies. The fact that it ignores armor makes killing lone armored soldiers pure gold. It also works on humanoids, so getting Mutants from Stealth is just a bonus. I have a feeling i will use this a lot in Expedition, saw a lot of humanoids and tribals in the trailers.

Electronics - i wanted to focus on poisons (again theme), because i love bear traps combined with Opportunist, but as i said, it seems i can buy anything i want without crafting for now...
The damage i deal now is pretty huge, when i get ripped it will go sky high.

Interloper - i wanted something that will ensure my Cutthroat goes off and so that i can be more mobile when going through an enemy camp (Also theme). I considered dropping it, but it seems to go really well with Cut-throat, and to set up some traps. I am thinking of getting Trap Expert so that i can fast plant traps while in stealth. The whole idea is that i start combat under my terms without needing to run around killing everyone, let them come to me (or my traps :) )

Expose Weakness- i thought i would need something against armor that would combine good with Opportunist and Taser. But again, i did not expect to be flooded with cash..

Cutthroat has a bunch of issues. It requires either incap or stealth, it costs 25 AP, it doesn't work on anything that isn't humanoid, long CD unless specced, it requires specific positioning, and there are also enemies immune to stun. That's a lot of drawbacks to take out only one enemy type at the cost of a feat when there's so many feats a knife can benefit from universally upfront. The AP cost alone is a huge problem. You can eventually reach 5 AP swings and with a proper build you will more often than not spend less AP just using auto attack to kill an enemy than you would using Cutthroat. For theme I get it though

Electronics-As you said you can buy most of the traps.

Interloper- I've just never had a scenario where I couldn't do what I needed to do without interloper but by all means go for it. Just gave my two cents on the feat. I would suggest quick tinkering over Trap expert. You can lay your traps down instantly so you can do it right in front of someones face and then scoot away without anyone noticing. That won't work with trap expert

Expose weakness- Shock knives and energy knives make it irrelevant in my eyes but it's not like its a terrible waste or anything.

38
Looks pretty good. I suggest fancy footwork when you can. Cutthroat is pretty shit but if you are doing it to fit the theme then I get it. I suggest investing in electronics more too. Shock knives and energy knives can really boost your damage output. Also interloper is pretty meh except on a couple weapons. I haven’t encountered a section I couldn’t stealth without it. The MP out of stealth is also less than what you would have gotten with sprint

I also don’t think EW is necessary with knives but skipping it might hurt

39
I got a question.
Can the Plasma Beam Crit?
e.g will it work on Psionic Mania?

yes

40
Suggestions / Re: Survival Instincts nerf
« on: October 24, 2021, 04:42:28 pm »
This feat is antithetical to tanking. The rare occurrence it actually helps isn’t worth it on a tank build IMO. I’d say you are tanking wrong if it is getting lots of action. Maybe a heavy leather build with TM and specced Stoicism but I think you are going to just reduce build variation by nerfing it this way and turn it more of a niche feat or a low priority one. Or you’ll just have the crit junkies do work arounds for the fights that really matter. Not seeing the upside to a nerf here.

Edit: I would also like to add cutting the duration would mostly hurt tankier builds anyway that can survive fights at the low of HP since they typically sacrifice DPS for survivability. They’ll get a few shots in sure but if you make it 2(3) turns your glass cannons will still end their fights before the duration is gone. Make it 1(2) turns and it’s useless to anything that isn’t glass.

That's fine.  As a tank, there are a handful of things that can hurt you quickly, in which case even a couple turns can make a big difference for you.  And even if you're getting worn down slowly, a few turns of higher crit chance can win you the fight (especially if you're ranged or psi).  However, consider in the OP I said "when you drop below 30% or maybe anytime you get injured when below 30%" in the latter case it would likely get renewed every turn.

I admit people might just start walking around with 40 or 50% health so they can get hit and trigger it.  Using the "bonus equal to damage just taken idea", what if, anytime you get damaged you get a buff for 1-3 turns (not sure, but I'm leaning towards 1) to your crit chance that scales with your hp percentage like stoicism?  So each time you take damage you get a boost, and the more wounded you are the bigger the boost gets (caps at 30%), but it only lasts a short time each time you get hurt.  This doesn't stop a near-death glass cannon from stepping on a caltrop and going nova for a turn, but at least they'd only get a turn (and be almost dead and very squishy afterwards, whereas a tank is still tanky).

A handful of things is the problem. This "oh shit" button won't see much play so that's why I don't think its worth a feat slot for tanks most of the time and even less so if you make it duration based. I suppose a refresh on damage (hit would be better for when you get immunity) could fix that part for them but I still don't think its that great of a feat for most tanks. If you did the math how much crit did you really end up getting by the end of the game over the course of the playthrough? Not much.

The stoicism idea will still be abused with nades or other outside purposeful damage so I don't think that's a great solver for the problem you have with SI but I do think it would make it a much more appealing feat for tanks. Also a glass cannon will often only need 1(2) turn anyway. Guess on super big fights it helps the problem but for your typical encounter and even some of the larger ones a pistol, sniper, AR, etc. can finish the fight in those 2 turns. I don't think it addresses the issue that it boosts offense for a stat that is based around defense.

41
Suggestions / Re: Survival Instincts nerf
« on: October 24, 2021, 02:50:43 am »
This feat is antithetical to tanking. The rare occurrence it actually helps isn’t worth it on a tank build IMO. I’d say you are tanking wrong if it is getting lots of action. Maybe a heavy leather build with TM and specced Stoicism but I think you are going to just reduce build variation by nerfing it this way and turn it more of a niche feat or a low priority one. Or you’ll just have the crit junkies do work arounds for the fights that really matter. Not seeing the upside to a nerf here.

Edit: I would also like to add cutting the duration would mostly hurt tankier builds anyway that can survive fights at the low of HP since they typically sacrifice DPS for survivability. They’ll get a few shots in sure but if you make it 2(3) turns your glass cannons will still end their fights before the duration is gone. Make it 1(2) turns and it’s useless to anything that isn’t glass.

42
Knee cap shot is meh for AR. None of your feats require 9 agi, the highest I saw was 7. You can take those two points and put them into STR so you can take Full auto. Ambush spec is pointless. With how high your stealth will be you will hit over 100% crit rate without it. Commando spec is incredibly strong so that should be something to consider. All that per is pretty unnecessary and I’m personally not a fan of 3 con builds if I can help it. Gun nut is meh and if you are going to take suppressive fire you may as well get opportunist to get an extra 15% damage on all your bursts.
So, reduce agi to 7 take str 9 - full auto, ambush to commando,suprresive fire is already in the build . but perception is what gives me that high stealth, no? without it, I have to take ambush? plus perception gives that sweet mechanical damage

Perception doesn’t give you stealth. You’ll hit 100% crit easy with other sources plus ambush. No need for spec points in it. Also I know suppressive fire is in the build. I said to take opportunist since you have suppressive fire since suppressive counts as a slow thus proccing opportunist every time you use burst

43
Knee cap shot is meh for AR. None of your feats require 9 agi, the highest I saw was 7. You can take those two points and put them into STR so you can take Full auto. Ambush spec is pointless. With how high your stealth will be you will hit over 100% crit rate without it. Commando spec is incredibly strong so that should be something to consider. All that per is pretty unnecessary and I’m personally not a fan of 3 con builds if I can help it. Gun nut is meh and if you are going to take suppressive fire you may as well get opportunist to get an extra 15% damage on all your bursts.

44
Builds / Re: Is this build viable on Dom?
« on: October 15, 2021, 05:11:26 pm »
It could work sure but I’m personally not a fan of having that little of mobility and health. Spell slots are a bit of a concern. I think it’s spreading yourself a bit thin. I also think that your spear will take a backseat to your AR on tough fights

45
Suggestions / Re: buttstroke punch with AR/SR/SG/SMG
« on: September 23, 2021, 03:14:20 pm »
I don’t see the point with maybe Sniper being the exception. The other three guns already do exceptionally well in melee range so it would have to be a pretty strong feat to make it worthwhile

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