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General / Re: Tchortist crit hypos
« on: July 26, 2021, 04:29:32 pm »
There is no downside to crafting the enriched hypos except for not getting the other rewards, so it is worth it if you are a bio build.
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there is no need to commit, spear can be used in hammer build, its just better option against crabs, serpents.Your autistic yelps have nothing to do with itSpears aren’t great without spear feats, and you probably wouldn’t take spear feats on a hammer build. Serpents can be dealt with using electroshock module on a hammer and expose weakness, as leper and heartbreakers can be one shot with hammers and the jet ski melee bonus, while most sea wyrm encounters on Dominating only feature 2 wyrms. Regular Crab damage can be neutered with metal armor and Psi crabs can be tanked with Tesla armor, and the damage difference between spears and hammers against crabs is negligible. There is never a scenario where you should run spears over hammers on a hammer build.
you can surely do this, but what if i want do it other way, or my build dont want use utility name, all you suggest will be fit only for few builds and just reduce options in building characterWhen you say stuff like that you sound like a bigger wussy than Newton.
im not sure, that you can beat that many stealthed goliaths right outa depotYou don’t have to beat them, you just have to get past them. You can stealth past the silent isle goliathus fairly easily with just 60 effective stealth, and you should have access to even stealthier gear past depot A. Goliathus only have 83 detection, so they aren’t a challenge to stealth past. I just recently did the mind cracker dungeon on a character with ~100 effective stealth and it only took me a couple of tries to get through.
most of the changes are retarded, like alpha rathounds not afraid of flares or premed beatles.Very cool now my level 3 character cant walk to gms because i cant physically deal with rathounds anymore, or beatles casting psp out of sight or maybe worse they will start cast doppels because everything costs zero.Resolve has nothing with cheap shots, they are unresistible.I can continue debunk most suggestions, but you got my point:there are no second thought to your suggestion and those make sense only for guys who have more than 1k hours into the game.I swear I’ve had master skull smasher resist cheap shots incapacitation before, and things like pneumatic hammer incapacitation can be resisted, so I assume that cheap shots can also be resisted. I couldn’t find any info on the wiki or from the discord that cheap shots always incapacitates, but you could be right. If you can deal with dominating Find Newton, I’m sure your build can deal with early alphas by using choke points and doorways to prevent alphas from attacking you, or you can use Molotovs to disrupt their path finding and scare away their lesser companions. For beetles, their AI makes them always cast PSP as their first action, using up premed, and they will typically follow that up with psi interruption and/or disruptive field. Bilocation requires 2 other goliathus beetles with open brains, has a range of 7, and costs 35 ap, so unless you get detected in stealth Goliathus won’t cast dopples on you on the first turn. Premed also has a 5 turn cooldown, but if you manage to survive 5 turns against 3+ goliathus without killing them all, your build needs to focus more on damage.
Speaking of the mainframe, I only realized this playthrough that it says that only 3 "Godmen" remain. I wonder if one of them is staying on their moon to be ready to fire at Leviathans that get too big, or if we'll get to see all 3 in sequels.
Rassophore Armor? - https://stygiansoftware.com/wiki/index.php?title=Tchortist_Rassophore_Armor - what's so good about it to "rush" it? That armor won't even trigger Juggernaut. You will get melted by everything with 0 Stealth and 11 Initiative. This is for Normal right? But even there... Or am I missing something?
It seems that you want a Tin Can build, but with ultra low Gun skill and some Melee. Well you could get away with 18 STR and un-specced Versatility, but then maintaining higher CON and WILL becomes a problem. If you don't want MP, just go with Triple Reinforced Tungsten Armor and Boots and maybe 6 Dex to get Paranoia and Trigger Happy to get at least 26 Initiative without Soda. Otherwise, Armor Sloping, Nimble + Springed Boots and Super Steel.
Basicly, doing Triple damage sources, each with different derived statistics and being any good at it + Survivability is not how this game likes to roll.
Adrenaline gives on demand ability to kill more enemies now, when most of them are around and dangerous. It definitely should be used during prolonged fights. The fatigue turns won't really be toughter because there will be less enemies alive to harm you.
You can reduce grenades cooldown with Grenadier, LTI, you can alternate throwing damaging/flashbangs, you can consume medicine, there's plenty of opportunities to spend AP every turn instead of boinking.