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Messages - VStraken

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Bugs / Ray's Shop Bug(s)
« on: September 25, 2019, 07:27:08 am »
I've noticed 2 (perhaps technically 1) bug involving the jet skis in Ray's shop:

1) The cameras don't recognize removal of parts from the jet skis as theft. Gib does, but as soon as he's out of sight you're free to take any of the parts out of any of the jet skis. Other actions such as attempting to enter/hotwire the jet skis, the cameras behave as intended.

2) Ray adjusts his sale prices for jet skis that have had their parts stripped/replaced. Probably not a bug given that when you sell a jet ski to Ray, the price adjusts accordingly to the prices of parts inside the jet ski.

Apropos of nothing, in my game Ray is possessed of a bunch of fancy but non-functional skis, and I have gotten over my buyer's regret of getting the Devastator and replacing it with an unusually cheap and part-less Glow that I proceeded to stuff with high-quality parts that I got for free.

Jokes aside, I've had the game since before release and I'm glad to have bought it and seen how far its gotten since then, I'm on the verge of my first thorough and successful play-through. Keep up the good work!

2
Thanks for catching that-it's actually 9 PER I've got. My experiences so far have me leaning towards the opinion that it does not have to be that high, and I could get along well enough with 7 minimum.

From my experience, Opportunist wasn't the best of feats to have that early. I would have replaced it with Hit and Run, if I knew then what I knew now. I did try using nets a few times but I just found it easier to lead in with a grenade, hose down the leftovers with bursts, and fall back if necessary. The flashbangs find the most value for the opportunist feat here and only now have they come into significant numbers, so it was essentially a waste to have opportunist that early as I experienced it. It might work better with more throwing skill in order to make those nets worthwhile, but that's just more points that could be used elsewhere.

The points in traps I'll agree are a waste. I was mostly just experimenting with the trapper belt and the jackknife to see if I pull something worthwhile out of it with a minimum of investment into the skill but so far it's just been a waste of time and points seeing as everything still explodes in my face or can't be disarmed, and mines are easily dealt with by using basic nades to trigger them (and sometimes chain them, though I haven't had any luck in catching some poor bastard with them yet).

The investment in chem/bio is definitely to get myself making the high quality nades, so I'll keep on with it. Thanks for the input!

3
Alright folks, here's the new character build that I've been playing around with. I've been satisfied with my combat with him so far, but would appreciate input again as a lot of my later skill and feat choices reflect that I'm experimenting with various things and are likely not completely optimal. I'll start with at creation first:

STR 3
DEX 9
AGI 6 (tops off at 7 for Interloper)
CON 3
WIL 3
PER 9
INT 7 (for Disassemble)

Guns 15
Throwing 10
Dodge 15
Evasion 15
Stealth 13
Hacking 12
Lockpick 10
Mech 10
Elec 10
Tailor 10

Nimble
Expertise

And here is how he is currently, just about to start the Core City line of quests and standing at level 17 currently:

DEX 12
AGI 7

1-Nimble
1-Expertise
2-Opportunist
4-Disassemble
6-Interloper
8-Spec Ops
10-Grenadier
12-Three Pointer
14-Commando
16-Doctor
(18)-Hit and Run

Guns 95
Throw 50
Dodge 93
Evasion 93
Stealth 44
Hacking 63
Lock 47
Traps 17
Mech 64
Elec 60
Chem 31
Bio 29
Tailor 64
Intimidation 10

The logic behind my choice of which skills to raise was basically just to ensure I got the SMG burst related feats ASAP, with evasion, stealth and throwing related feats being the next choices in that order, and everything else being an afterthought. As such my guns and defense skills were maxed (or close to it) each level, followed by my main subterfuge skills, then my main tailoring skills, then everything else. Doctor is there partially to get through a single quest and partially because I found it annoying to have to use a hypo if I got just a fraction of a percent below 40% health (which often gets displayed as 40%!) though I haven't run into a shortage of health hypos yet.

With regards to my tactics, I use stealth to close with the enemy, wait until they are bunched up and toss a grenade in (typically an incendiary), followed up by as many bursts as I safely can loose. I've found that opportunist doesn't really have a chance to be utilized with this particular style, and Hit and Run would have been a better choice as I would have been able to fall back and give myself space to make another strike, escape, etc. I thought I would be using flashbangs to utilize the benefit of opportunist but there just aren't many flashbangs available prior to, and even a quite a few levels/quests after, the drill quest. Sure Step would also have meshed well since I also like to use caltrops to create chokepoints and warn me of potential flanks and even kill flankers before they can get to me, but of course they deny the area to me as well which has been troublesome on more than one occasion, and I figure now that I ought to have picked that over Three Pointer. Fortunately none of these problems have proven crippling to this playthrough so far!

Guys, are we playing the same game? I have stacks upon stacks of 5mm, 7.62, 8.6 and that's without buying it. Remember, past the drill parts the economy of the game is never an issue. I view the usage of a single ammo type as a very small benefit, just one less thing to hassle with. Even after one shop run you can simply buy the type of ammo you need from every vendor that sells it and you should have at least 600 rounds of the ammo you need. 8.6 hits hard as hell so you never need to use a lot of it. 7.62 is probably the most common ammo type in the game. 5mm is probably the second most common. I never make decisions based on economics in this game, it's foolish.

I'm also going to echo this sentiment here. Even though my playthrough isn't optimal I don't find myself short for ammo, at least standard ammo; I do go through a lot of W2C and JHP but even then I rarely find myself having to dig in to the standard ammo. As a matter of fact I've started carrying less ammo since I find myself hurting for encumbrance more often than I do for ammo, and on more than one occasion I've found myself walking out of a fight with more bullets for my guns than before the fight! I'll say though that I think a lot of it is helped by, as one of us said earlier, using more than one caliber, at current I've been using a 7.62 and an 8.6 gun, with the 7.62 being nice for taking out trash and 8.6 for dealing with more threatening opponents.

EDIT: Forgot PER and Intimidation

4
Thanks for the input fellas. I've read a bunch of other topic about building characters and along with your advice I made a new character yesterday. Same general concept but more optimized and now with some throwing skill to account for the shortcomings of the SMG! I'll post the build as it is later on - as of the time I post this, I managed to get right back to where I left off on my old character, and now the enemies are much more manageable - at least, the thugs in the junkyard are. The burrowers in the GMS vault still wreck me but not quite as badly as with my old character! Thanks again!

5
I'm not the TC, but I'm kinda in the same boat as him and I've been thinking about starting over because of it - a bit of a drag but no big deal. I've noticed the burrowers you find in the GMS sealed vault seem to be kicking my rear, along with the thugs in/around Junkyard (for example the 3 thugs in the little shack 2 maps away from Junkyard), and I suspect that the TC may be having the same problems. My damage output against them is miserable and they're able to walk all over me. I've read the suggestions in this thread and have been slowly inching towards making a fresh start as I am now aware that I've definitely made mistakes with him, but wanted to get some opinions on whether or not my current dude is salvageable. He's an Stealth-SMG/pistol kinda dude.

Lvl. 7

STR 4
DEX 6
AGI 8
CON 3
PER 7
WIL 6
INT 7

(Omitted skills have 0 points)

Guns 40

Dodge 27
Evasion 27
Stealth 32

Hacking 40
Locks 43
Traps 5

Mech 31
Elec 29
Chem 13
Bio 13
Tailor 20

Metatherm 18

Persuasion 11
Intimidation 11

Feats:
Aimed Shot
Expertise
Nimble
Disassemble
Hit and Run

Certainly would appreciate friendly input! Thanks!

EDIT: Playing Normal/Oddity

6
Suggestions / Disassemble always available (with some changes)
« on: July 31, 2015, 12:04:23 am »
Hello there,

Just got the game a few days ago and have been having a blast! I've gotten into the crafting portion of it and am liking it so far but one thing has been on my mind ever since getting the Disassemble feat - it just doesn't seem right that it's a feat and not an always available thing to do - I mean, if your character is skilled enough to put something together, I feel like it should come naturally to be able to take it or other similar things apart (though not perfectly). I will also admit that I find it costly to have to put 2 of those precious ability points into intelligence just to get said perk!

Given that, here's my suggestion - remove Disassemble as a perk and make it available to all characters immediately, but have the ability to disassemble a given item and the quality of the parts gained from disassembling said item be based on the mechanics/electronics/etc. skill and/or intelligence of the character in addition to the quality of the disassembled item.

Thoughts? I'll say again that I am loving this game so far, it almost feels like playing Fallout 1/2 for the first time all over again, although I certainly am missing the voices - but that's another, very forgivable issue given what's already here. Thanks!

EDIT: Gonna take back what I said about humor, playing further has allowed me to encounter some rather amusing dialog and tidbits. Keep it up!

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