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Messages - Bruno

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1
As in title. Rathounds and alphas are very afraid of fire, even flares.

It would make sense that they would become scared when seeing a walking fireplace right beside them, but this is not the case when shooting them with a chemical fire pistol.

I guess they are not afraid of burning foes of any kind, this seems like a bug.

2
When you activate Fend, you get the better spear guard status effect. As usual, this lasts for two turns.

If you attack someone with your spear on the same round that you use Fend, then the boosted spear guard effect stays.

However, if you attack with your spear on the next turn (and you probably need to do this), then the spear guard effect is reset from 1 to 2 turns, and in the process is downgraded to "normal" spear guard block amount.

This means that for practical purposes, the good block amount from Fend only lasts for one enemy turn. A bug, an oversight, a technical limitation or WAD?
In any case it devalues an already niche feat, so it might use a tweak.

3
10 con, Thick Skull, Conditioning and sturdy riot gear. Let them come.

4
General / Re: Thugs near Rail Crossing
« on: December 28, 2021, 03:14:18 pm »
This is a random encounter, the map is usually empty. I have also had a similar thing happen in this map, it is one of the maps that can get such encounters.
As you have experienced, this is also a map that you need to travel through the middle of, right where the hostiles are, unfortunately.

Your options are basically to either stealth past these guys, or wait until you are powerful enough to take them out. I had the same problem. Good luck!

5
Builds / Re: Pragmatic "psionic" build (as much tedium free as possible)
« on: December 12, 2021, 06:35:55 pm »
Yeah, I'm sorry, I meant it as a small guide for new players, even if there are open questions I would like the community to solve.

I'm working on lightening it.
No offence intended, it is a very well thought out and informative post :)

6
Builds / Re: Pragmatic "psionic" build (as much tedium free as possible)
« on: December 12, 2021, 09:13:27 am »
If there is some kind of award for "Longest Forum Post", then we might have a winner!

7
Builds / Re: grug want shotgunnah
« on: November 08, 2021, 07:10:30 pm »
Some feat suggestions:

-Leading Shot. If you play at high difficulties where enemies have higher levels, thus higher evasion, Leading shot is helpful. You need it to hit anything at medium range. Without it, your accuracy drops dramatically unless you just want to be in melee range all the time.

-6th Shell. When using Shotgun as main weapon, you will fire it a lot when fighting groups. 6th Shell is a great damage booster for prolonged fights. Lots of extra damage. Highly recommended.

-Ambush, if I am not mistaken, do not work with Shotguns, sadly.

8
Builds / Re: grug want shotgunnah
« on: November 08, 2021, 05:12:32 am »
I don't think the Wiki has this info, so here it is.
Both the single shot and the combat shotguns have three variants. You can only buy the first 2 types in shops, the third variant is crafting only. That would be the Vagabond and the Tyranny if I'm not mistaken.

9
Sprint - why is everyone so hot on this Feat, i don't get it. I fight from stealth, and with 10 DEX, 10 AGI and 0% armor penalty i can outrun anything...

I very much dislike playing against intentionally overpowered enemies just for the sake of it. But what i also don't like is breaking the game by playing smart, this just shows poor design. This is why i think Mercantile (which no one has yet commented on yet :( :( ) seems so busted to me, at least on normal.

Dominating - i simply don't see whats so good about it. The game is not fundamentally different, just more enemies that are tougher?

On my first play through with a build similar to this, i got all the way to Core City and the nearby Train stations (this was before expedition) and i was steamrolling everything from stealth. I got level 20 way before the final boss... Lunatic Mall was a breeze...they did not even register me..

Rather than just spiking the difficulty to the max, i want to intentional limit myself to Knives (melee & Throwing), Traps (Mostly Bear or whatever i can scavenge) and Poisons (all of them), to get the most Assassin feel i can get. I already see robots becoming my most hated problem. I figure without buying the more expensive stuff, Acid Flasks (however low their damage may be) are my best bet, but against high HP enemies it will be tough. And also DAMN BURROWERS. I hate them more than Death Stalkers....

Sprint is always nice to have, especially for melee fighters. However, with Fancy Footwork and a fast melee weapon you will have a lot of MPs. If you also get Psi Contraction, you have extra MPs on demand, so you really don't need Sprint.

On Classic mode, you get XP per kill, on DOMINATING there are a lot of extra enemies to kill. As mentioned above, you will level quickly. This is why I always play on Oddity (though I only play on Hard, it also has more enemies than Normal).

I mentioned the powered knifes because they go through mechanical armor and robots so well. The best are the ones crafted with an Energy Edge Emitter. They deal very high energy damage, but lower the mech damage of the knife by 10%, and cost a lot of power per hit. I recommend to craft a Tichrome Energy Knife.

10
For armor/robots, an energy knife is your best friend. If you can spare the electronics and mechanics to make one yourself, you are golden.
(I am not even sure you can find/buy energy knives, only shock?)

Dodge/evasion, since they are not 100% safe, those skills will only work well on a character who can take some hits, to minimize the hits taken. For a light armor, stealth character, this means a 10 Con high HP damage reduction build. For you, with low HPs, you have to not get hit at all, Dodge/Evasion is poor value for invested points.

Difficulty wise, I prefer oddity over classic, personal choice. Classic has danger of over-leveling, makes for poor progression and a desire to kill everyone for no RP-reason. Not cool.


Assassin is very fun. Once you discover smoke grenades, your assassin-ness will reach full power!

11
General / Re: Why is player chararter immune fo fear?
« on: November 01, 2021, 06:57:32 pm »
He/she is bad ass.

12
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 12, 2021, 07:57:14 am »
The example builds presented looks solid. If I were to play this myself, I'd absolutely take Pack Rathound much earlier, like lvl 1 or 2, as hauling special bolts, loot and heavy traps around with only 3 str is a massive chore. The extra carrying capacity is needed.

13
Builds / Re: Looking for Crossbow + Traps + Stealth build (no psi)
« on: September 10, 2021, 05:32:26 am »
Strafe at lvl 1, for moving and shooting, Quick Tinkering at lvl 4, for bear trapping. Pack Rathound early, preferably at lvl 1 or 2, because carrying loot and a bunch of traps around with 3 str  without it is not cool. Marksmar early on too, for firing special bolts. Electrobolts (stun on hit) is your #1 bolt  works on robots too.

Max out mechanics from start to craft crossbows, electronics for good crossbow scopes, goggles and shields. Keep stealth high, and traps too, with low traps skill humans will detect and avoid or disarm your traps, that is not cool either.

14
Builds / Re: Psi/Traps Build?
« on: September 03, 2021, 11:32:10 am »
If you want to use traps offensively, you should get a high stealth skill, and a high traps skill. Not mediocre skills.

High traps still means humans will not detect your traps, you will detect traps better, and you can disarm and recover all the traps you find, to use for yourself.
Stealthing close to enemies and placing undetectable traps in deadly spots are extremely effective.

Quick Tinkering is fantastic, so you can place a trap in combat. One of the best feats there is. Works well with LTI to reduce cooldown and place more traps in combat.
QT also helps a stealthy character a lot outside of combat, as you can sneak close by an enemy and place a trap instantly, without being detected.

Trap Expert is a trap...  If you want humans to not detect your traps, just increase your skill instead of wasting a feat. The time reduction is useless, just increase the game speed a bit.

With low strength, Pack Rathound is a must to carry a lot of heavy traps around.

15
General / Re: Make a Monster
« on: September 03, 2021, 06:33:55 am »
i had this dumb idea of a BOSS hopper that referenced the Holy Grail killer bunny, with expert sprint, uncanny dodge, evasive maneuvers, taste for blood, decapitate and escape artist, found in a hathor cave, and would let you tell a story of how you hunted it to the dudes that mention jumbo, obviously no-one would believe you,

You had better bring the Holy Handgrenade then.

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