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Messages - kzwix

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General / Re: Profitable crafting recipes ?
« on: June 01, 2017, 08:41:28 am »
So... no replies after all this time :'(

Nobody knows about profitable electronics recipes ?  Especially now that I have a home to furnish, I find myself needing more and more charons :)

2
General / Re: GMS Expedition
« on: May 19, 2017, 12:16:09 pm »
I'm doing a crafter/crossbow build, as my first try. I'm playing with Oddity.

Honestly, yes, the big armored bots/turrets *were* a pain, at start. Because I did only minimal damage, if at all, with basic weaponry. However, the shock bolts really were my lifesaver, there. Not only do they disable the target, but they're cheaper than EMP, like, a lot cheaper, and easier to craft, too.

So, yes, I tried sneaking around floor 2 for some time, with no success (turns out stealth gear doesn't help much if you have no stealth skill - I only managed to fool some pigs, never anything else), and, when I got fed up of having to reload or flee, leaking from a dozen holes, to get patched by SGS doctors, I started blasting everything to pieces with grenades and shock bolts.

Worked like a charm :)


Also, now, with higher-tier crossbows, which I craft with scope and reloader (to have two shots per turn), I do enough damage even with regular bolts to see those pesky mechanical enemies drop by a significant fraction of their health (usually, it takes 2 to 4 hits for a sentry bot, and more for a turret - but, for those, I tend to lamely take cover out of sight, and wait for the shock bolt cooldown to expire. In fact, that's what I did when needed, against sentry bots: paralyze them, then hide if possible, wait, rinse and repeat. And if I lacked the AP, or got stunned, or whatever (and survived until I got another round), then I would use health hypo, maybe even adrenalin, etc.

3
General / Profitable crafting recipes ?
« on: May 18, 2017, 02:47:23 pm »
Hi,

My character is a high-intelligence, high-perception scientist/crafter, which uses crossbows as its main combat weapon (but also has some firearms training). I'm playing under the oddity XP system. That was for the context.

Now, I'm making decent money thanks to crafting (at first, it was mostly on extracted chemicals from rathounds, but now, weapons and armors are my bread and butter).

However, I've noticed that not all recipes are interesting, money-wise. That is, if you craft pistols and SMGs, you make a LOT of money (those my character crafts have the value of more than 2x the base parts, AND add 3x the value of most "extras" (for some extras, it's not as much, maybe only x2.5 or so, but it's still very interesting to buy parts, craft the weapon, and sell the result). Same goes for Tactical Vests, Riot Armors, and Metal Armors. Not very sure about leather armors (those are profitable, but kinda "beneath me", now ^^).

But, for other recipes, it seems that there's not much, if anything at all, to gain from crafting them (apart from the powerful item itself, that is):
Assault rifles are not as profitable, if they do not sport any extras (I'm guessing the base components modifier is lower - but it seems to be offset by the "extras" modifier, which is maybe higher).
I've NEVER been able to make a profit on a sniper rifle (they always sell for less than the buying cost of their parts, and even the premium on extras doesn't offset that initial loss). For goggles, extras seem to factor at 2x, merely reimbursing the expenses you went through to buy the amplification parts. And the list goes on.


So, I'm wondering: Is there a good reason for those differences ?  Is that a balance decision, to prevent players from being riddled with money too easily ?  Or is that merely happenstance (which could possibly be amended ?)

I'm asking because it seems to me it doesn't make much sense, story-wise (and, more generally, economically speaking), to "lose" value when adding work to something. Especially if you produce rare, and highly-sought, very-high quality items...


Right now, I find it hard to monetize most items, to the point where I don't even bother with anything electronic anymore, don't bother with traps either, only build grenades for my own use (which is pretty high - I find that roasting people and other things tends to dramatically improve my survival rate),
mostly rely on medicines and weapons/armors for money, and I was wondering how I could (maybe) relieve those other merchants of the money burdening them.

I mean, sure, I also sell high-quality repair kits to some merchants, but that's usually very limited, and those guys tend to gobble up much more of my cash than I get back from them - blame the nice, shiny parts (or battered and rusty, heh - I'm not judging) used to produce the aforementioned weapons and armors.

So... Are there other good recipes I should try, or are electronics and those other recipes I mentioned a non-profit area ?

4
General / Re: Strength to Intelligence Stat
« on: May 18, 2017, 11:40:11 am »
Kilgore Trout, when you modified the file yourself, did you use a text editor (like Notepad, notepad ++, etc.), or a HEXADECIMAL editor ? (displaying series of two characters, like '8F 2C EA 87 A8' ?)

Because, if you used a TEXT editor, considering that the feat name had a NEWLINE character in it (and that the NEWLINE is treated differently whether you're on a MAC, Windows, or Linux system), that's likely your problem, here. So, I'd advise you to use a HEXADECIMAL editor instead, in order to change precisely the values to those needed.

The "NEWLINE" character is value 0A, and lower-case letters will be 61 (for 'a') to 7A (for 'z').

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