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Messages - harperfan7

Pages: [1] 2 3 ... 103
1
Bugs / Re: Warmed up turrets
« on: April 07, 2026, 06:37:33 pm »
Can't heal, can't move, practically immune to cold already, already immune to freezing....why contain it?

2
General / Re: Prednisone Solution after beating the original game?
« on: March 30, 2026, 02:52:16 pm »
You can go back to DC, but you won't find any more brains.

HD is as hard as it gets.  I was popping SSDs for every fight, but like you I made a ton of them first.

3
General / Re: Prednisone Solution after beating the original game?
« on: March 29, 2026, 04:06:24 am »
You need to farm them here.  There is at least one outside of DC somewhere (can't remember), but basically just DC.

4
My first run was a sneaky xbow trapper as well.  Try a sledge metal armor juggernaut build for your second run; it's about the most opposite thing you could run and will feel very different.  If you're like me, you'll walk out into a hail of gunfire that tickles you and you'll laugh.

5
General / Re: Oddities
« on: February 19, 2026, 06:10:02 pm »
.

6
Builds / Re: On Ammo Calibers and Weapon Building (Early Game Spoilers)
« on: February 17, 2026, 08:51:59 pm »
It all depends on your ap costs and your available ap per round; if you can get two shots/bursts with a lower caliber but only one with a higher caliber, the lower caliber is generally the better choice, but if its one each, the higher caliber is better (though you could use remaining ap for grenades or medicines or whatever).  Earlier on, higher calibers are better for sniper rifles because you will struggle to 1hko enemies.  Later on, smaller calibers are better because you can fairly reliably 1hko but get more shots.  SMGs only really make sense as a weapon if you have high dex + spec ops feat; otherwise ARs are better if you can meet the str prerequisite.  Marauders are the worst frame for ARs; hornets have the lowest ap cost, huszars the highest damage per shot, and chimeras the best critical damage.


7
Suggestions / A problem with current crafting
« on: February 13, 2026, 06:53:07 pm »
In my humble opinion, its too hard to craft a good suit of metal armor, and too easy to craft a good psi headband.   Metal armor builds have the least room to buff int; a lot of good tincan builds got neutered pretty hard by the update.  I think that right now its too hard, but before the update it was too easy; something in between would be ideal.   Psi headbands dont get an increase in crafting difficulty from enhancements, which is odd.  Metal armor gets harder with each enhancement. 

8
General / Re: Oddities
« on: February 09, 2026, 01:49:19 am »
an opalized-fossil (look that up)

a rat-king, or the corpses of one (look that up too)

9
its "rogue", btw
rouge is make-up

10
Builds / Re: Has anybody tried Explosive Ammo out of a .44 LMG or Minigun?
« on: February 08, 2026, 01:22:34 pm »
No, nobody has ever thought to do that

11
Bugs / Re: caught on tile outside foundry
« on: February 04, 2026, 07:34:15 pm »
This is an old one too.  I've been getting stuck there for years.

12
General / Re: Oddities
« on: January 30, 2026, 09:04:18 pm »
Roman dodocahedron

13
Builds / Re: 10 INT Jedi Knife
« on: January 26, 2026, 05:07:24 pm »
Shame to pass up on high-technicalities with a 10 int build.  I wouldn't take flight response.  Power management would be a good one. 

I think electroshock is the best choice for knife overall.  I understand wanting to use energy; I use energy on my sword builds, but thats a sword build where damage is already high enough.  I wouldn't pass up on both the +15% damage from not using energy AND the +10% from sharpening; your mech damage scales, your emitter damage only scales a bit and only if you take the feat, and even then it doesnt scale on crits.  Nail bombs do make serrated knives and vile weaponry a lot less useful, but it'll be a while until you get them and even then you won't always have them equipped or ready to throw.  That said, I'd probably stick with a combat knife and not take vile weaponry.  However, you could use a combat knife in one hand and a serrated in the other, and just not use the glove; the glove is nice but I dont think its worth a 2nd knife.  You save 3 ap once a turn with the glove, assuming you just do your one fatal throw, and the +5 precision is nice but you're probably not going to have much difficulty landing t-knives anyway with maxed throwing and near-maxed dex. 

Also I'd really max tm and take 30 pk as well.  I'd also try to fit premeditation in there somewhere.  Your crafting skills are too high overall; you need to consider the various crafting boosts when deciding how many skill points to spend on crafting. 

14
General / Re: Some poisons related questions
« on: January 24, 2026, 03:32:07 pm »
I would say the best use for hypertoxicity is traps + caltrops. 

As for weapons, t knives are the true poison weapon; nothing else comes close.

15
Suggestions / Re: Barbaton as a spiked sledgehammer
« on: January 22, 2026, 01:38:56 pm »
It is a doubly-serrated hammer already

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