Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - haze1103

Pages: [1] 2 3 ... 9
1
No, we will not be providing official character builder.

I am not a fan of it, it promotes this stupid idea that you have to use a super specific completely mapped out optimized build or the game cannot be beaten.

I get that veterans use it to create their powerful and/or exotic builds, and I don't mind it, but overall I think its prominence has really skewed the perception of the game.

I agree with you there on the perception thing, and how the first three difficulty modes do not need a build. Maybe the builder could be unlocked only after reaching the ending slides once?

2
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 06, 2023, 02:26:26 pm »
I made the mistake of putting a compensator on a ratchet which reduced the spread way more than i expected. A word of advice is to put one of those on an LMG that you intend to use as a single target weapon otherwise you will be wasting ammo expecting to share some pain with a group of foes

That is something that should be improved in future installments, more detailed information on weapons and attacks
Burst is a total black box and the inability to have a good idea where i am putting hundreds of charons down the firing line cripples the heavy weapons

Spread angle is shown in the description for LMG and miniguns, just between Base AP and Range. This can be determined before crafting, before going to go for a field test. I agree there could be more emphasis on which stats are being affected by a component somehow

3
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 03, 2023, 02:44:51 pm »
Yeah I suppose Tricky Trajectory is only useful for the Fusion Cannon... which might be good? I have no idea where it is and what its stats are.

4
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 03, 2023, 02:13:22 pm »
That's a good starting point, I'd first go to 11 str for brute aim then sink the rest of the ability score increases into perception. [...]

Actually, if I'm going versatility LMG/Minigun + Sledgehammer, I should probably put only 80 points in Heavy Guns, fully invest in Melee, and keep Perception at 8 for Concentrated Fire, and max Strength instead. Heavy Guns would probably still be subpar, but I'm wondering if it wouldn't be sufficient. It's just that I can't have both the Command Belt and a lifting belt

You're right about the Con though, gonna redo this char after playing a bit in Depot A

EDIT: I should probably check how much skill I need to equip endgame heavy guns too. LMG seem to have no skill requirements, but miniguns do. Not sure if intended

5
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 02, 2023, 11:23:31 pm »
I could drop melee and go versatility I suppose

6
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 02, 2023, 11:22:27 pm »
I'm thinking of running 10 str, 3 dex/agi, 6 con, 8 per, 5 will, 5 int. So far for skills I got Heavy Guns, Melee, Hacking, Mechanics, Tailoring, TM, Intimidation. Gonna have to do a dummy playthrough to figure this out I suppose, maybe I'm spreading myself too thin. Or maybe I should pick up Psychokinesis. Maybe drop melee? Who knows

7
Builds / Re: General Build Guide for Heavy Duty DLC (Minor Spoilers)
« on: November 02, 2023, 10:37:18 pm »
Any advice for a character build that can use the new weapons well? Mostly wondering about Str requirements, and how much I should train in side weapons. Any need for Guns for feats?

8
General / Re: Heavy Duty speculation
« on: October 06, 2023, 01:21:27 pm »
If heavy weapons requires a lot of strength, I hope the skill and feats scale with strength and not perception, that would be a serious faux pas in game design that the new weapons in a new dlc called Heavy Duty requires a lot of strength but only scales with perception. If you did this mistake Styg, you get a couple week to fix it.
[...]

It's nice when there exists builds that are not just about maxing one stat.

I get your point when it comes to High-Technicalities, which always seemed to me like a poor excuse for investing in Int with guns.

But Strength checks are usually like, 10 at most. You can get that at level 1, and still max Perception after that without compromising anything. Your dex, agi, and will are probably gonna be at 3 anyway.

9
General / Re: Heavy Duty speculation
« on: October 04, 2023, 03:48:04 pm »
It could have a high AP cost on the first Burst of the turn, with a very low cost for subsequent Bursts. This way, you can adjust the target mid-turn.
Keep the Burst low on bullet count, but expect 3-5 bursts per turns

10
General / Heavy Duty speculation
« on: September 29, 2023, 02:59:41 pm »
Are grenade launchers going to be the new meta, or a useless gimmick for people who already invest in Throwing regardless?

Post your expected character builds for your November 1rst playthrough

11
I think a built-in merchant refresh would make players bring even more loot. Really you might as well let merchants buy infinite supplies of what they're interested in, and have infinite money. It would save the trip back and forth from the bed.
Even SGS credits shouldn't exist, since it'd be just a trip from the bed to Jonas/Blaine.

The two time-sensitive events I can think of (merchants and super steel) are there exactly so people don't have to do scummy gameplay. They're meant to make you move on and take what they get.

The only thing I agree is that certain components can be essential to certain builds and legitimately not appear anywhere until you're way past level 15. Even some parts like a low quality electroshock generator for your taser might just never appear before Ezra moves on to higher quality goods. I think this should be mean more fixed goods on vendors and more guaranteed loot in critical spots, not vendor refresh

12
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: July 07, 2023, 07:47:25 pm »
Turns out with this much agility and Sprint, you can just electrokinesis the goliath, grab the cargo, and run back to the boat.

If it sucks, hit da bricks.

13
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: July 04, 2023, 04:35:57 pm »
Off topic, but Silent Isle is required to get to Blaine, right? Or am I missing some other path. That's usually why I force myself to rush it before Depot A. Hard to get tabis without him

14
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: July 04, 2023, 04:06:06 pm »
Shamelessly necroing.

I do like the build, though I admit I've never played without stealth or heavy armor before. Hopefully I can get through Silent Isle.

In the second iteration, you removed EW because of the availability of "blasting cap". I'm not sure what's that supposed to mean. Is this about using a Firecracker Cap with the crowbar? I've never ran these before, but I guess it might work for some key targets. Swords seemed decent enough at destroying small bots without needing armor exposure, but I'm concerned about fights like the Beast (though I guess I can throw acid vials and gas grenades still)

15
General / Re: Clarification on Armor DR vs DT
« on: January 03, 2023, 01:44:24 pm »
Mind blown, I thought the game was working out of "better of DR% or DT" (then damage modifier) this whole time.

I already thought all those armor that trade away DT for more DR% were bad, it makes them even worse if the DT is always active, IMO

Pages: [1] 2 3 ... 9