Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - KnifegaF

Pages: 1 ... 3 4 [5] 6 7
61
General / Re: Does Psychosomatic Predation damage bonus proc on Yell?
« on: July 22, 2021, 06:40:03 pm »
Even then it wouldn’t be good since the CD is 6 turns. Really it’s just good for arena. I guess it can be fine for the final enemy but not sure I want to take up a spell sllot just to do extra damage to one guy when TC already is incredibly strong in 1v1s. You can also say it’s good for bosses but 2 innervations for one boss is a big no no to me especially if you can get the boss alone from the start of the fight.

62
Suggestions / Re: Make Hard and Dominating Harder (Spoilers)
« on: July 21, 2021, 07:22:58 pm »
I’d play this and a version that takes it a step or two further but it probably should be an additional difficult choice. People bitch about dominating as it is already

63
General / Re: Oddity or Classic?
« on: July 21, 2021, 03:32:47 pm »
All styles work. There are very few oddities locked behind checks that you can’t get elsewhere. You might get them a little earlier with the skill haze mentioned but most can get obtained through other means. Psi builds usually have a ton of points to play with since they need a fair amount of intellingence which will reduce the amount of points you need to invest into crafting. That said 90% of my builds do take stealth and pickpocket

64
General / Re: Oddity or Classic?
« on: July 21, 2021, 03:16:37 pm »
Oddity is more engaging and encourages exploration. Also rewards the player for finding ways around combat. Doesn’t mean you neglect it entirely but every living thing isn’t an XP bump. There’s the criticism that it’s tedious to dumpster dive but I rarely felt that and on subsequent playthroughs you’ll mostly know where the oddities are. Classic can be just as tedious and I would argue more on subsequent playthroughs assuming you want to milk every XP point that’s available to you. Locks, traps, boxes, etc. provide you XP assuming you have the skill to open/disarm.
Another criticism I hear is you get too much “free xp” in oddity after a certain point in the game when there’s one area that has enough traps to provide you a full level + and another area with enough lockers to do the same on classic. Even with that “free xp” on oddity you still won’t outpace your classic counter part. They’ll hit godmode much earlier and so much of the game will be left that you’ll have little to look forward to in terms of character progression.

I might be coming off as unfair to classic but I’ve played classic hundreds of times across dozens of games. This is one of the few games that does it different so I’d rather enjoy that experience that is more unique than the others. It’s ultimately up to you though, do what you think would make the game more enjoyable to you

65
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 19, 2021, 02:02:27 am »
Even if we go with the premise that Tichrome out classes the others it seems more appropriate to just make the other hammers more appealing. I don’t see the point in nerfing something that is incredibly far from gamebreaking.

66
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 18, 2021, 03:23:25 pm »
In a game where burst builds, nades, TM, firearmpistols, e pistols, shotguns, plasma beam, traps, fist, and sniper exist in their current state it makes little sense to nerf tichrome hammer. Everything I mentioned has greater Kill/damage potential than tichrome hammer with the exception of TM but it has its own reasons for being nerfed way before tichrome hammer.

Inb4 all those things get nerfed too

67
General / Re: Random useful tips you've learned?
« on: July 15, 2021, 02:42:32 pm »
All enemies will investigate sound while in turn based mode. You can abuse this by throwing a grenade while undetected and immediately entering stealth in turn based mode to force enemies where you want. Outside turn based mode, this only works on humans and death stalkers.

Works on more than just humans and death stalkers (coil spiders, spiders, Burrower spawn, dogs, mutant dogs, and I’m sure I’m forgetting something else) but this is an awesome tip I have to thank you for. I’m sure it’ll come in handy when I do pacifist or want to stealth encounters. Cheers

68
Need 9 but you can use buffs to get there with anything but 3 INT masterrace builds

69
Suggestions / Re: Reconsider PSI slot count
« on: July 13, 2021, 04:15:26 pm »
The major and minor idea was something I also had thought of. There’s meaningful choices between going NO, PK, distortion, or cryokin but less so for stuff like contraction and cryo shield. 999/1000 times you’ll take contraction over cryo shield when given a choice between the two and even then I’m probably giving cryo shield more credit than it deserves.

The other option is just getting rid of the psi reserve dump on innervations and make it so spells can only be changed out of combat. I get that having weight on your choices can add an interesting element to the game but the alternative at least allows for more use of the niche spells. You still can’t go into every fight with your full arsenal but now you won’t have to dump 2 inhalants for the one opportunity you find to use rewind or barrier

70
Suggestions / Re: Reconsider PSI slot count
« on: July 12, 2021, 05:22:23 pm »
I get his point. There are certain spells that are never used in a playthrough because it essentially means 2 innervations for one situation or particular scenario. Unless your playing Ironman it’s usually best to just try something else that doesn’t require the two innervations.  Or the other thing is maybe an unpredicted opportunity arises mid fight where a niche spell could be used but no longer can be.

I don’t hate spell slots overall mind you but I do think there’s something to the complaint of how niche spells aren’t really given a chance to shine. That could also just be a problem with spell balance though. There’s no incentive to use those niche spells so if they were stronger or less situational than it would make the choice more meaningful. Who is taking rewind over contraction, stasis, or LTI? I mean in a serious way, not out of ignorance or for the memes.

71
Dynamite, flashes, or stepping on your own planted MK1 mines with a shield on also work. The AI is highly exploitable as is.

72
Suggestions / Re: huxkey
« on: July 03, 2021, 07:27:43 pm »
You can put the huxkey on your quick bars in three separate slots and change each of them into one of the functions. Not ideal and it automatically picking the correct one would be best obviously but just letting you know of the option in case you didn’t.

73
100% agree with this

74
Builds / Re: thought control build
« on: June 27, 2021, 04:42:30 pm »
Viable and incredibly  good though you will want to have something to deal with robots. Psychokinesis or Temporal manipulation does well vs them and are both good options since you want to focus on WILL for TC anyway. For double school 8-10 int I feel is usually pretty good. Can even get away with 6 INT. You can also go hybrid to help deal with robots but if you do then 10 WILL is the absolute minimum. TC’s most powerful feat is locked behind 10 WILL and it’s definitely worth it.

75
General / Re: Apparently, rathounds can smell you
« on: June 13, 2021, 12:26:22 pm »
Recently I got stuck at the start of the game, because rathounds for some reason started to instantly see through my stealth. I tried to take off my armor to mitigate the stealth penalty and got struck by a crazy idea — what if they can smell you? I had armor and tabi boots made out of rathound leather.

So, I did a little test: https://youtu.be/cHI8DDsbDGs

And yeah, they indeed can smell you, if you have too much rathound stuff on you. Neat little detail.

What is your effective stealth with and without the armor? I think the armor penalty may actually be what’s happening here but I could be wrong

Pages: 1 ... 3 4 [5] 6 7