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Messages - Sat

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1
Builds / Re: 3 PER Shotgun Tank
« on: February 06, 2024, 08:25:17 pm »
Hi, out of curiosity, in what difficulty are you playing this build?

2
Builds / Re: Optimized LMG/Minigun Build? (Morphine Druggie PER-max Heavy)
« on: February 01, 2024, 09:44:21 am »
10% is even sometimes enough... You could kill 4 targets while only 1 is really in your vision with around 20-30% hit chance. I guess you would do the same with AR (with less impact as less bullets per shot).

Why move and shoot? You have no movement points so you move with your action points (Heavy metal, metal armor, no agility). Very often you cannot hide behind cover but your metal armor and other feats help there.
Not an expert on Fusion canon beyond collecting it, there is a build that was played in the forum that looks more appropriate.

The difference between 5 con and 12 con is huge especially when you factor Juggernaut and bodybuilding (+ Protectorate Tatoo), if you add Last Stand, conditionning, thick skull and fast metabolism you will end up with something very resilient that still pack an extremely high amount of damage.
There is no point in using all-in on this type of build, you expose for little offensive benefits (better to use mushroom salad or chips).

Side note, to optimize an lmg build for dominating,  tempered electricity is appealing and would make life easier as TC users are a big pain with neural overload and bilocation. But cannot confirm yet if this -30% damage would be significant enough for the compound/expedition.

It is a very different playstyle where you accept of being hit... The good point is that you often do not need to reload when being hit (hello snipers and crossbow).
If you write Ultimate or Optimized, you should at least look for real synergies... a high Int or high Per LMGs or even agile in light armor is very playable if it is your preferences but not really optimized...

4
Been playing (very slowly...) with LMGs recently on Dominating so many remarks may not be accurate on Normal or Hard or for very end game as I am still far from it.
As you are putting a question mark, I will answer that I think that there are more optimized builds for a LMG/Minigun build.

First, you can use ambush with LMGs to get crit chance and reduced evasion. It is a good addition to any LMG/Minigun build especially for the early game.
Expertise is not very efficient in my opinion as the damage raise is rather low. Many other options are better.

You did a good summary of the useful offensive feats: Suppressive fire, Opportunist, Brute aim, Full auto, Concentrated fire, Mag Dump, Heavy Metal. It will shred most enemies including bosses.

You are right to mention accuracy as an issue for LMGs but you do not need max Per even on Dominating to clear maps. it is more important to have survivability which means more hit points (and with feats like thick skull, juggernaut, fast metabolism, bodybuilding). I would trade Int points for more Con and reduce even Per as well to reach either 10 or better 12 Con. It will raise a lot surviving chances during long fights and you can be (a bit more) sloppy and do not rely on cheese. This way also, mobility is not really missing. You mention to use drugs instead but it will not be as reliable on many fights with enemies arriving from all sides at different timing.
Back on accuracy, with something as low as 20%, you will kill a target in one burst.
With 16 bullets (Muzzled ratchet + Full Auto + Specialized Mag Dump) and 3 shots per turn (4 on the second turn), you can kill more enemies than you mention. I was surprised several times that some enemies not visible on the screen got killed just for being in the cone.

Balor hammer is a good idea but you will need most of the time another heavy gun instead to avoid reloading and have something different (Barrel compensator or minigun or different ammo size).

On the economy, I faced no issue except during the very first part of the game (up to level 6?). The most annoying is carrying enough bullets. Metathermics is a good addition that I am not using so far and I should probably, you may add some skill points for Electrokinetic Imprint (very situational but very useful on some selected fights).

With low int, you would probably reply that crafting is very delayed. This is very true and you will have to use collected gears on first levels. After depot A, you can start Heavy Duties and come back without any fights to the main map with high end gear from your partners.
With Hypercerebrix, Jons special and house, you cannot craft a top end armor (like 4xSS metal armor, is it really needed?) but you can reach high enough resistances  with mix of different metal and vests.

If you are looking for someting optimized with LMGs, no need of Int and have Per around 15 or 13 (cannot say yet for sure but 13 is looking far enough so far). This is what I found more balanced and synergized between damage and survivability. 5 con is definitely not enough on Dominating unless you plan to rely a lot on bear traps, gas grenades, reloads. LMG appears to be a stronger weapon choice than AR. They lack versatility but they can pack much more damage on targets. The way of playing is still fun and is really interesting as you can have a very brutal approach from almost the beginning of the game. All in all, I think that it is a solid weapon choice for having a not too difficult early game on dominating oddities (a bit tough up to level 4).

5
Builds / Re: NOOB - Advice on LMG Tin Can
« on: January 15, 2024, 12:33:33 pm »
Having now more experience on LMGs.

SI is not very playable on an LMG Dominating game... With Heavy Metal, you are tied to zero mobility (Except from TM or jumping bean if you can squeeze it prefight) and you cannot avoid being hit. 30% health is too low for the difficult fights where you would need this extra damage.

On the other hand, I found Recklessness +  Scrutinous an interesting addition on Dominating difficulties (it is probably overkill on hard or lower) as you could reach 30+% crit chance with Focus Stim. It often means a trade off from 2 survival feats...

Brute Aim is a must have on any LMG build. It cost a feat but you get the same than if it was invested on Per (so you can use Tungsten and bigger guns than a Ratchet).
The combo with Brute aim: Full auto, concentrated fire, mag dump, heavy metal is crazy efficient.

Evasion is not that impacting, even with 10% hit chance, you will kill enemies especially when they are grouped with 16 bullets of a Ratchet. Otherwise, there is barrel compensator that has a huge impact on accuracy or N60 that is a bit better than a muzzled ergonomic one (and Ambush as well that goes usually well with lmg).

I agree that the stats to dump on a LMG is Will and Int in favor of Con and Per. Then, you can have high Con and high Per.

6
Builds / Re: Does anyone have a full grenade launcher build?
« on: December 29, 2023, 02:09:15 pm »
It goes rather bad with LMG by lacking power compared to them for the AP cost.
On the other hand, it synergize well with AR (Str requirements, gun skills,...). However, it will also stay situationnal.
It also has low feat needs with Tricky trajectory being important, the others may not be worth the investment depending on stats distribution and side weapon.
Also, it should complement well a sniper build or some versatility ones.
Playing only with it is very annoying when enemy close in so better to have a side weapon planned.

7
Bugs / Frame rate issue in the compound
« on: December 02, 2023, 08:01:06 am »
Hello,

I wanted to check if I am the only one having an issue with frame rates in the new areas from the latest dlc. It never really happens to me in the past (maybe during the elevator attacks). It looks like it is linked to the number of bodies on the ground.

Is there something that can be done to resolve that?

8
Builds / Re: NOOB - Advice on LMG Tin Can
« on: November 29, 2023, 09:34:16 am »
Hello, is there already a sort a consensus on what would be the best route on this type of build ? The crit one (with SI, critical power, Recklessness, Scrutinous and high perception) or the survival one (lower per for con/will and surviving feats instead)?

9
Builds / Re: Feat Priority List (Feedback requested)
« on: April 19, 2022, 06:56:51 pm »
Ballistics does not have a lot of love as many think that bullets are usually not the worst danger. With a high Int, you will craft several tac vests that will cover your needs before level 18. And after that, 6 threshold will not change much of the damage you take.
It has its use but it is not a game changer as many other feats could sometimes be.

It was already mentioned but feats really depends on skills, synergies, strategies,... Probably, in your build, it could make sense and has its place.

10
Builds / Re: How can I improve this stealthy knife build?
« on: April 19, 2022, 01:19:51 pm »
You should be fine by investing all stats in Dex for more damage and cuts.

Your first 6 feats are fine. The following ones are fine as well.

Blitz is great as you have 10 agility and fancy footwork. Taste for blood is also worth looking at but you could find better.
You have high agility and high evasion/dodge. Evasive maneuver and uncanny dodge would be good defensive options.

You may think of having psi so you can take premeditation feat with your 6 int. You can invest some points in TM and in PK for more ap and crowd control.
You have traps to help you (with too many skill points by the way if you think of raising dex), you could invest on throwing for using more often grenades for support and backup (you could even take Grenadier and even three pointer if you max it). To have easier time, you should add either psi or grenade or both.

For knives, kukri is a good choice for early/mid game with high crit chance (Before, it is what you find or buy). Due to vile weaponry, you want to craft a serrated with tungsten for crit damage with a high damage module that your electronic skills will allow.

Hope that it will help.


11
Builds / Re: Looking for pointers on my Tank AR/Sniper build
« on: April 04, 2020, 07:57:34 am »
Build is very balanced and not much to add.

If you plan to use seeker, it may be better to side with Coretech. The quality is much higher than at occulus (Quality at 150+ are very often popping granting a +18% crit chance). For frames, other merchants will sell. The equipment that you will not find at the same quality is sturdy vest (difference will be 10-15 health points).

9mm is a very good choice of caliber for free burst as you can load it with acid bullets.

For skills points, you could raise Lockpicking versus other stats like persuasion, throwing or electronics. Methatermics is not a bad investment.You may want to add a couple of points to Biology for SS drug as you are not very far from crafting it.

For traps, 0 point is far enough as you can use simple bear traps and caltrops for CC.

Personal opinion, not being a fan of expertise > You are going to have high crit chance and expertise is adding little damage at early level. I would swap it for recklessness or remove it completely. You can easily reach 70% chance after depot a with focus stim.

For veteran points, you may check the difference between investing in critical power and full auto. I am really not sure that investing in full auto is better than critical power. You have invested for extra action points and, if it gives an extra burst, then very good calculation and choice :)

Have a nice run


12
To build on DerivativeZero answer:

Plasma is not AP efficient versus Energy. They may have a better ratio damage per AP but you cant fire a lot so you will waste AP. With 18 dex, a regular energy shot will do from level 25 around 750+ for 9 AP, a regular plasma shot will do 2000+ for 24 AP. You rarely need to spend 24 AP to kill 1 enemy. Energy pistol is far more efficient. If you count the possibilities not to crit and not to reach, it is better to miss with energy than with plasma. On your build, you will end up with 14 dex, this favors even more Energy over Plasma. Other points for Energy over Plasma, it is that Plasma has half damage on heat that is more widely resisted than energy and it is shorter range.

A pistol that is very useful on energy crit build is Electro pistol. It is very interesting because it may kill 4 enemies with 1 shot.

Regarding the module, amplifier is obvious on a crit build, smart module is interesting as it may replace Plasma when you Aimshoot, energy converter is a must in my opinion as it could reduce consumption from 11 to 3 energy per shot (numbers are estimations with high quality component). You will almost never lose AP for reloading in a fight.

Polarizer is very useful for enemies with energy resistance. You may see particularly nasty enemies with very high energy resistance later. With a polarizer, they will die in 1 round. Very situational.
One last point on Polarizer, a high quality one will have 50% chance to add +3% crit chance so it is very very small. The good point is that it decreases energy threshold in 50% so next shots will be painful for unprotected enemies.

The best set up could be: Amplified Efficient Energy + Amplified Smart Electro (For super high opener that will kill 3-4 enemies).

13
Quick tinkering would be missing for me. It is useful at any level and helps to block enemies on a door.
It is also important to have enough hacking for disrupting plasma turret (55-60 needed?).

IIRC correctly all turrets can be attacked with laser pistol and then moved out of their range. Might be a bit grindy if you have to use Electrokinesis to get some more time for that, but hacking would not be strictly necessary. But I think it is hacking 60 that is needed for the console.

I get the point on Quick Tinkering, but this seems QoL, especially now that it costs AP. Conveniently placed bear traps beforehand go a long way.

You are right about turrets, you can do without hacking them. Plasma are very very long to get down. It is QOL definitely, it will save a lot of resources.

For quick tinkering, it is more than QOL. It helped me to CC Depot A enemies with guns or crossbow. It is one of many solutions to clear peacefully some maps. It depends on your playstyle, you can finish the game without using it. I found it very convenient for early stages as your damage output per round is low.


14
The build as many builds based on critical will shine from level 14 with critical power.
If you have a good smgs, you should use it (more damaging per ap) with a lot of molotovs, flasbangs, and grenades. I used laser only for bots before completing depot a.
Quick tinkering would be missing for me. It is useful at any level and helps to block enemies on a door.
It is also important to have enough hacking for disrupting plasma turret (55-60 needed?).

15
Builds / Re: My best build for no death domination
« on: March 09, 2020, 08:01:23 pm »
No death on Dominating, this is a real challenge. So, congratulations!

I always prefer Psychosis over Tranquility but in that case wouldn't it be less risky to go with Tranquility? Also, I do not understand the point of Survival Instinct with the vest.

In the list of very important feats for a Dominating run, I would go for hemopsychosis which synergise very well with last stand. Psychostatic Electricity is very good if you go crit road and Thermodynamicity to have more actions per round.

I would swap TC skills and TM as well... You may refer to TheAverageGorsby psi guide which will detail more.

Also, for Spe points, there may be better investment than last stand cooldown, you will almost never use it twice in the same fight.

In any case, the build is very vulnerable to stealth enemies with low detection and low initiatives... Industrial bots and plasma sentry are also going to be tricky even with emp grenades... A lot of reasons to die at every corner anyway :)


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