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Topics - Bruno

Pages: 1 [2]
16
Bugs / Silencer works with other muzzle enhancements
« on: February 09, 2018, 10:01:32 am »
The various muzzle enhancements can not work together, so it says in wiki and when you try to craft.

But I currently sport a silenced muzzled 5mm jaguar that I crafted myself, without problem.
The compensator also work with the silencer. However, the compensator and muzzler do not work together, so the mechanic is in place.

So this is either a bug, or the wiki is obsolete regarding the silencer.

17
General / A few SMG questions
« on: February 07, 2018, 08:46:08 am »
Hello

Some questions related to how the game works, while thinking about SMGs.

1.
Laser Sight gives 10% bonus to "presicion".
Forward Grip gives 10% bonus to "burst presicion"
Barrel Compensator gives 15% bonus to "burst presicion"

It is rather obvious what burst presicion does, but the laser sight, does it give 10% presicion bonus to everything including burst fire?
If so, a laser sight is always superior to the forward grip, if you must choose one of these?

2.
How does the game round AP cost when using a Rapid Reloader?
Say I craft a Steel Cat 8.6mm with rapid reloader. APs go from 16 to 12.8. Do the game round down to 12, or up to 13?

Thanks! :)

18
Bugs / NPC action priority error
« on: December 28, 2017, 11:51:38 am »
Latest experimental version, hard difficulty, oddity, no mods or stuff like that.

Outside GMS compound, early on, I went there to do the GMS quest. I led the large rathound pack over to the SGS guard, to get some help in dispatching the rathounds.

We fought the rathounds, him using his SMG.

In one round, he fired his last shot from the SMG, with a couple of rathounds next by. But rather than reloading the SMG, he kept on firing single shots, while out of ammo. Like this:

Guard fires shot: *14 damage*
Guard fires shot: *out of ammo*
Guard fires shot: *out of ammo*
Guard fires shot: *out of ammo*
Guard fires shot: *out of ammo*
Guard fires shot: *out of ammo*

He clearly had ammo, as he reloaded next turn.
But he wasted an entire turn firing from an empty magazine.
I think that is a bug.

19
Bugs / [1.3.0.18] Lighters don't stack
« on: December 15, 2017, 08:38:48 pm »
As title says lighters don't stack. They seem to be identical and takes up inventory space, so they probably should do that.

20
Bugs / Game hangs up whenever I kill something!
« on: November 05, 2017, 07:42:10 pm »
Ok, this is pretty bad.

Current version of the game, a completely normal game (no mods, no other programs, pure vanilla). Normal difficulty, oddity.

Lvl 8, I walk out of SGS, towards GSM, to clean out some loose ends.

Whenever I kill one of the local rathounds, hourglass appears, and game stops.
I reload several times, try different rathounds, the same thing happens.
If I instead go down to the underpassages and kill a stalker, hourglass appears, game stops.

It seems like I can not kill anything without crashing the game.
What in the world is going on??
(I can access the menu, save/load etc fine, but not take actions in the game)


Edit:
I exit the game and start it up again from desktop, and then it is ok. Phew.
But I wonder what causes this hangup.

21
Bugs / Initiating dialogue with GSM Raider Leader crash the game
« on: November 05, 2017, 10:21:01 am »
As the title says.

I walk into the final room on GSM lvl 3 with the hostages and raiders.

Talk to the leader, who says something like "I dont know who this punk is who crash our party, waste him"

Only there is no wasting going on, because the dialogue window never ends, only the hourglass icon waiting, waiting, spinning....

Quite annoying having to redo much of GSM after the last autosave.

This is not the first time it happens either.

22
General / Do the ambush feat work with various utility attacks?
« on: August 27, 2017, 08:32:13 pm »
Hello again

The description says that ambush works with "a ranged weapon".

Okay that is fine, but what about ranged utility attacks:

-Special crossbow bolts?
-Throwing knives?
-Various grenades?

Would love to know, thank you.

23
General / Do critical damage multiplier work with Xbow elemental damage?
« on: August 25, 2017, 06:08:24 pm »
Crossbow elemtal damage (fire, shock, acid...) from special bolts can critically hit.

Do the critical damage multiplier from the bowyer feat, anatomically-aware scope, sharpshooter feat etc affect the elemental damage from the special bolts, or only the base mechanical damage?

24
General / Help with high making CON build?
« on: August 15, 2017, 09:05:22 am »
Hi, while eagerly awaiting the expansion, I'd like to play a game with a moving hulk of a man. Max HPs and/or damage migitation.
(Kind of tired with all con 3 squishy buids.)

I am thinking this:
10 CON, all increases go here (I know this is not munchkin optimal).
7+ STR for Juggernaut feat, wearing 50%+ armor.
Feats like Conditioning, to add damage migitation to make HPs last longer.
Also some Biology for drugs like Aegis/Morphine.
Other feats could be Doctor/Last Stand, for more and more HPs.
Probably not Dodge/Evasion as the Armor kind of negate it, although it would help even more.

For offense probably Sledgehammer and STR ->10, as Super Slam is the only feat I know of that can make use of a high HP pool.
Assault rifles could be another option, but would not be very impressive with mediocre PER, and that build is kind of over-hyped.

If anybody want to give suggestions or laugh at this idea, I'd appreciate it.
I could just need some ideas or help in making this character work somehow decently.

25
General / Chemical Pistol feats questions
« on: May 22, 2017, 10:35:37 am »
Hi

So I am trying to put together an interesting stealth+chemical pistol build.
Primarily because I like stealth and think chemical pistols are fun (not exactly because of overpoweredness)

But do the following feats work with chempistols?:

-Aimed Shot
-Sharpshooter
-Point Shot
-Ambush
-Opportunist

There are not a lot of info around on chemical wonders.

26
General / Special shop selection for Mercantile players?
« on: February 26, 2017, 08:14:13 am »
Good day!

Mercantile skill makes it so you will, at a few select merchants, get access to their "special selection", or, as it seems to be, the Good Stuff!

The question is: How good is this stuff?

-Is this unique equipment you can not buy anywhere else, or rather more of the same?
-Can you buy stuff of such high quality that it can justify skipping crafting?
-Do you on the top tier selection get to buy something really really awesome?

It would be cool if there was something sweet to justify Mercantile, and not just a trap for skill points.

27
General / Do smart bonus apply to burst fire?
« on: February 11, 2017, 07:54:47 am »
Question as in title.

Description indicates smart bonus applies to presicion shots, wich seems logical, right? But plenty of forum dudes say it also works with burst fire, wich seems very weird to me.

So is it right? And if so will it be corrected?
Maybe a better question is what exactly trigger the bonus, aimed shots & snipe obviously, but what about opportunistic shots, execute, rapid fire, point shots (last two are hardy "presicion shots!)?


(It is like, if smart bonus works with both presicion and burst fire, rapid and point, then why on earth does it not work with a normal shot???)

28
General / Please help suggest a nefarious poison-character? :)
« on: February 01, 2017, 08:01:04 pm »
Hello!

The Hypertoxicity perk, and the different poisons fascinates me. So I'd love to play a character built around the use of poisons! :)

Unfortunately, I am not seeing how to do this so easy, as poison seems to be kind of a special-case help tool rather than a primary attack.

So, perhaps some kind person can help suggest me a good poison build to craft and apply horrible afflictions upon my enemies?

29
General / Can this build work? (Electrokinesis+SMG or other gun)
« on: December 13, 2016, 10:46:28 pm »
Hello!

So I have thought about a character I wish to play, who can combine electric psionics with gunfire.
The idea is to basically use stealth, barbecue enemies with premadiated electrokinesis, and gun down any survivors with an SMG, like a glass cannon.

Stats:
Str   3   
Dex   3   
Agi   7   
Con   3   
Per   10   
Wil   8 to 14
Int   6   

Skills:
Guns
Stealth
Hacking
Lockpicking
Mechanics
Electronics
Tailoring
Psychokinesis
Persuation
+some adjustments of crafting skills, and only some in persuation, adding biology along the way, etc. But primarily the ones above.

Feats:
Expertise
Opportunist
Interloper
Psychosis
Premeditation
Spec Ops
Psionic Mania
Psychostatic Electricity
Commando
Neural Overclocking

Taken roughly in this order, with a couple to spare. Suggestions are welcome.

My thinking is this:
-stun from electrokinesis+opportunist will enable much damage from the gun
-premediated manic overclocked electrokinesis from stealth should be a nice, free opening of combat
-finishing off enemies with the commando SMG should give another, free burst, that I will need, with such low dex
-in emergency, cast force field and retreat. maybe take sprint, or hit & run too, or use a flashbang and get out

But I have not much experience, so I would love some input from veterans!
And, yeah, spreading out stats and feats like this is not maybe optimal. Really squishy, totally dependent on stealth, I dont know if that is doable, though I will play on normal difficulty.
Also, 3 dex is not really optimal for a light-guns build :), but I honestly cant find any spare stats, so better to just dump it and use something like a 7.62 caliber Jaguar maybe. I just want some kind of firepower to mop up after electric mayhem.

Thanks for answers.


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