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Messages - mahe4

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1
General / Re: max skill needed?
« on: October 19, 2014, 10:40:57 am »
I think I've seen somewhere a lock, not sure if regular or electronic, that required a 100?

[spoiler]






yeah the electronic lock in the gauntlet for example, but you don't have any hack equipment in that situation...[/spoiler]

2
General / max skill needed?
« on: October 18, 2014, 06:22:06 pm »
hi, my second thread :)
i wanted to ask everyone, what their experience is, about how much skillpoints you need in every skill.
for example, how much persuation do you need for the hardest persuation check.
after what evasion/dodge level haven't you noticed much change anymore?
what what the highest crafting skill requiremt you had?
etc.
when can i invest my skillpoints somewhere else?

would like to hear your experience, because it can help everyone in their character building process.

3
General / Re: assault rifle build
« on: October 17, 2014, 07:36:17 pm »
Base:
Strength 7 (weapon and feat requirements)
Dexterity 5 (for throwing and lockpicking a bit)
Agility 3 (since i don't use stealth, dodge or evasion, since i want to use heavy armor)
Constitution 7
Perception 10 (for the guns skill)
Will 3 (since i don't use psi or persuation skills)
Intelligence 5 (for hacking and maybe, if recommended, some crafting skills)

Skills: (the ones i definitly want to use)
Guns 15
Throwing 15
Hacking 15
Lockpicking 15
Traps 15
45 points left


For the time being I'd make more of a general gunslinger; as epeli says there aren't many pure rifle feats at the moment.

In fact there aren't many high level feats at all atm =\ { nothing like Sniper or Slayer at least! }

It can take a while to get the first assault rifle which should get dropped by the Raider leader in GMS Compound.

I prefer to not set attributes below 4 but I decided to go with:

Strength 6 (+2 at level ups)
Dexterity 8 (+2 at level ups)
Agility 4
Constitution 5 (feat: conditioning)
Perception 10
Will 3
Intelligence 4

Guns 15 (max per level)
Melee 5 only (make the early rathounds easier)
Hacking 15 (max per level)
Lockpicking 11 (keep at same level as hacking)
Stealth 10 (up to 40 for feat: ambush)
Mechanics, Electronics, Tailoring  10 each (focus here!)
Biology, Chemistry 5 each (Up to 60 or so for the advanced blueprints?)
Persuade 13
Intimidate 11 (keep at same level as persuade)

Possible feat selections (in no particular order) would be something like:
Aimed Shot*, Recklessness*, Gunslinger, Kneecap Shot, Execute, Steadfast Aim, Ambush, Snipe, Sharpshooter, Full-Auto, Doctor, Conditioning

With the aim of landing as many critical hits or conditional damage boosts as possible. You want to get your hands on a 7.62 Hammerer type pistol ASAP switching to whichever weapon does the job later on.

*starting feats

thanks, but i already read some build topics, and i know how a gunslinger build would look like, thats why i specifically asked for an assault rifle build.
and i tried it, and it really isn't fun to play without any assault rifle specific feats, atm.
what interests me is, why you suggested persuade and intimidate, if you only have 3 will?
can you use those skills without the base stat boosts any good?

anyway, i already scrubed that build.

4
General / Re: assault rifle build
« on: October 17, 2014, 01:23:07 pm »
thanks for the help, i appreciate it :)

5
General / assault rifle build
« on: October 17, 2014, 10:52:23 am »
Hi,
i wanted to try a build that mainly uses assault rifles for combat.
i wanted to use heavy armor with it, so dodge and evasion won't help me much.
the problem i found is, that there are almost no feats affecting assault rifles...
most of the really nice skills only affect smg's or pistols.
can someone help me with getting a good idea for an assault rifle build?
what stat would be my mainstat? if i didn't miss something, it would be perception.

i thought about this:

Base:
Strength 7 (weapon and feat requirements)
Dexterity 5 (for throwing and lockpicking a bit)
Agility 3 (since i don't use stealth, dodge or evasion, since i want to use heavy armor)
Constitution 7
Perception 10 (for the guns skill)
Will 3 (since i don't use psi or persuation skills)
Intelligence 5 (for hacking and maybe, if recommended, some crafting skills)

Skills: (the ones i definitly want to use)
Guns 15
Throwing 15
Hacking 15
Lockpicking 15
Traps 15
45 points left

With feats i would really appreciate your help.

i thank you for any help i get.

6
General / Re: evasion and dodge, what is it good for?
« on: October 20, 2013, 08:17:50 pm »
thanks to you two.
that were exactly the information i was searching for :)
for now i won't make an martial artist.

7
General / Re: evasion and dodge, what is it good for?
« on: October 20, 2013, 08:02:16 pm »
ok i expected, that it could be to high.
another question. is there a viable way yet to play an unarmed character without that immensly high psi cost of "psi punching"?
and back to evasion. is it later a reliable stat? i mean, will you evade most attacks from guns and such?

8
General / evasion and dodge, what is it good for?
« on: October 20, 2013, 07:35:48 pm »
hi,
i tried to understand the game mechanics a little better, because the wiki is a bit vague with it's explanaitions.
so i cheated a character with all base stats to 10 and all skills to 500
i had 500 dodge and evasion 754 with the base stats bonus.
i thought, that is incredibly high and just attacked a guard in the start basement.
3 shots 3 hits and i was dead.
so now my question. what is evasion good for if guards still have 100% accuracy on you?
does evasion even matter?

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