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Messages - trashplayer

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Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 08, 2020, 04:24:10 pm »
According to the wiki, Tempered: X feats are actually damage modifiers, too.
immunity to fire is bestowed by Exothermic Aura, bio by Bullhead, cold by Tempered: Cold.

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Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: September 06, 2020, 09:42:48 am »
Well done on outsmarting Styg: metal armor used to be able to do this, many moons ago.
This build doesn't actually stack mechanical damage resistance, which is capped at 95%, but damage modifier.
I am honestly surprised that damage modifiers stack additively and do not discriminate between general and specific type.
That means it is possible to be immune to bio, cold and fire at the same time.

Brace for the nerf hammer.  :-X

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Builds / Re: New Player Friendly Energy Weapon Builds
« on: July 31, 2020, 05:09:36 pm »
 You do read up on the game and you try to optimize too. Good start.

1. Energy guns are reliant on crit, so get anything that gives crit chance. Read Expertise again.
2. Defence are not bad at all on normal difficulty but some focus is required for dividends. It might be limiting.
3. Stealth is a very effective engagement mechanism and also handy for quests. Can be boosted greatly by items.
4. 7 Int is a major feat breakpoint. Power Management and Practical Physicist stand out. Read High Technicalities again.
5. Hacking and Lockpicking are mostly QoL and level to breakpoints only later. Boosts for them exist in the game.
6. The other crafting skills give a lot of options too. Again, level to breakpoints only. Boosts for them exist in the game.
7. Check out all the combat utilities available to you. Grenades, tasers, meds... These can trivialize encounters difficult otherwise.

The wiki is a very good resource, even if not everything is up to date. Happpy gaming.

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General / Re: Perception affects chemical pistols?
« on: July 31, 2020, 08:49:08 am »
Chemical pistols are just a type of pistol, so anything applies to pistols in general applies. They can take up a lot of specialization if focused. However, chem guns come with a good spread of damage types, so they function well even with a modest investment. May as well check out energy pistols.

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Well, the new patch makes the cave wizard power fantasy alive again, if that means trivializing the game only and nothing more.
Even a dipper has 3 slots now, which is enough for the static tempo buffs+Stasis. A real cave wizard will have 6 at the very least, which is more than enough. 10% per school is very livable. It counterbalances the Expedition power creep somewhat but not enough to challenge the vets, yet quite deterring to a lot of players. Make the whole thing optional sounds like the right option.
Reserves is a real pain in the ass though, more bookkeeping + crafting + backtracking for little effect. Fill up for free in Pasquale's for early game?
As for Rapid Reloader, the change is a bonus on top of what it does, so it is a buff. People needs more than bland technical writing for laundry lists, Styg should have formatted the whole thing better. Snipers also get a new crazy feat that plinks 2 punks with a big boy for free in a turn, so they are bonkers now.
Contraction works as an additional shot of Adrenaline now, which is more fair if not fun. Psi cost reduced in new patch helps multischoolers.
Forcefield is still very powerful, if more situational, for a dedicated build. Force User is among the better Psi feat anyway.

Meanwhile, knife and firearm pistol cry in the corner with Critical Power nerf and no compensation. Weapons are generally in a good place though.

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The Unarmed Combat tree is for really unarmed, e.g. bare fists, only. It is not obvious but gloves are fist weapons, so the feats don't work on them.
This is explicitly distinct in the game text but not necessarily pointed out to players, so don't feel bad.
DEX based punchers are considered better than STR based ones due to AP reduction + crit chance from DEX being much better than the damage bonus
of STR. It still works though. Melee skills are for all melee weapons, the bigger ones benefit more from strength, retooling for them isn't a bad idea even with a few underutilized feats. Base Ability points are more precious than feats after all.
6 INT and 7 WILL will give Premeditation from the former and Force User from the later. Premed is considered THE Psi feat and Force User is nice to have but skippable.
Investing 55 skill points into Temporal Manipulation for Psycho-temporal Contraction is a cheap powergaming option.
Stealth is very strong, so is Throwing with Grenadier feat. No need to max them out. Reasonable score + buffs from equipment for the former and passable grenade accuracies for the later are enough.
Most of these are bullshit if you are going for a theme. Grenades and traps are your friends if there is a hump, even with little or no skills. Check out utilities ones. Game is playable for everyone until spoilery end game land, a dreary place not for everyone for all reasons, good or bad.

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Builds / Re: Help required (existing build or a new one)
« on: August 20, 2019, 09:08:11 pm »
You missed Ripper, which requires 5 Will, and pretty much the only thing that makes blades stand out among other melee options.
Like Gortsky said, you can finish the game relying on clutches but will find a easier time starting over.
I second switching to gloves by taking Lightning Punch as next feat. That and pneumatic hammer add-on will help a lo .

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General / Re: Too bad the stats aren't what I need...
« on: August 04, 2019, 04:06:23 pm »
Sick looks. It is at best marginally better than CAU armor even going through the infusion roulette though, without even the acid resistance.

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For ammo, the caliber specific ones are nice but W2C is an allrounder that outperforms them consistently. It is just really boring. But so is AR.

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