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Messages - WakingComa

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1
General / [Minor spoilers possible] Psi combos
« on: April 08, 2018, 04:33:18 pm »
Over multiple playthroughs, I've used some combos that seem to work quite well and thought to list them and their uses. Most of these combos require certain feats and a heavily psi-oriented build to be able to pull off such as Premeditation (50% psi cost reduction and 100% AP cost reduction) and Locus of Control (adds AOE affect to thought control psi abilities). Other helpful feats include Tranquility (5 point psi cost reduction when at full health), Neurology (up to 15 bonus to max psi points on headbands you craft), and Meditation (25 bonus to max psi), but a larger psi cost reduction can be achieved though crafting psi headbands.

Group combos:
Premeditation->Locus of Control->Enrage
Just this start alone can wreck groups of enemies since the affected ones tend to attack targets close to them and other unaffected enemies attack the affected enemies.

Premeditation->Locus of Control->Enrage->Thermodynamic Destabilization/Electrokinesis
Why not follow up a chaotic start with more chaos? Add an explosive finish or whittle down enemies to a quicker demise.

Premeditation->Locus of Control->Bilocation
If you're in a decent defensive position with a bottleneck, this works well to clog it up while enemies get whittled down by their doppelgangers which happily ignore pesky shields as a bonus.

Premeditation->Locus of Control->Psi-cognitive Interruption
When facing a Psi-heavy group of Lunatics, this can stall their relentless barrage of Psi abilities while doing a good chunk of damage.

Premeditation->Locus of Control->Neural Overload
Up against a group of shielded enemies? Try this for decent AOE damage that bypasses shields.

Single enemy combo:
Premeditation->Mental Breakdown->Bilocation->Cryo-Shield/Pseudo-spatial Projection
With mental breakdown affecting the target, you get not one, but two doppelgangers to help with the fight. Follow that up with something to avoid damage based on your enemy and you should be able to put them down.


Feel free to post your combos!
 

2
Bugs / Bug or intended?
« on: April 08, 2018, 03:10:22 pm »
Basically, if an ally walks over fire from a molotov cocktail I just threw, his faction becomes hostile. The same thing happens when I affect an enemy with thermodynamic destabilization and an ally is damaged by the resulting AOE after the enemy's death. Both cases usually happen due to a melee ally and is super frustrating.

While I'm on board with mines and AOE abilities like pyrokinesis and cryokinetic orb causing hostility, I'm not sure if the 2 cases mentioned should be classified as a hostile action allies. This makes me tend to completely ignore such abilities and items when fighting with allies even though they should pose decent tactical value in a group combat situation.

3
Suggestions / Re: Core City Residence
« on: April 01, 2018, 10:48:50 pm »
There should be some storage options for the basement workshop rooms, but I see that your screenshots had none of them. Have you talked to Jyles after you got the workbenches?

Indeed this was the case. Had to zone out and back for the option to show up. Updating screenshots for what I missed.

4
Bugs / Re: Report spelling/grammar errors
« on: April 01, 2018, 02:38:25 am »
see attachment

Conversation with Lt Stratford after passing Merc check for additional inventory.

5
Bugs / Re: Report spelling/grammar errors
« on: April 01, 2018, 02:37:47 am »
See attachment

Ending conversation with Trenton after Free Drone quest line finished.

6
Suggestions / Core City Residence
« on: April 01, 2018, 02:21:50 am »
While I'm loving the boosts the workbenches give to crafting, I'm personally a little OCD on where I store my items. Food goes in the fridge or freezer, weapons and armor in the armory, etc... So I find it slightly disappointing there is no storage in the basement. I'd love to be able to put all my pelts, skins, cloth, etc... in the tailoring area and likewise for the other areas, even if i have to nag Jyles about it.

resolved

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