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Messages - haze1103

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1
General / Re: Video discussion
« on: December 26, 2024, 03:07:16 pm »
I don't think the system compares to RTwP at all, since there's no real time mode. The moment the game enters combat mode, nothing happens until you do something - it's a roguelike system, with enemies reacting after every action, which also includes moving one tile. But the video itself does show that sometimes combat starts in the middle of walking and you can waste quite a few turns walking around while the enemy sets up on you. I'm hoping there will be a setting to go on full halt the moment you enter combat.

I guess it's relevant to note that enemies didn't seem to always attack after an action (at least the rathounds seemed slower), so it seems still possible to take actions without immediately taking damage. It's possible the equivalent of this game's Sprint (I know there's a built-in run) will let you rush somewhere as a reaction.

2
General / Re: Video discussion
« on: December 26, 2024, 03:21:09 am »
I buy the point that the old full-turn system was pretty swingy. Lots of builds could manual enter combat and destroys most threats before the enemy had any chance to act. It was easy to put yourself in a situation where your build was quite fragile, but could pass as long as manual combat and initiative was in your favor.

We don't know enough to know how deep the new system can go. I wouldn't like if all the complexity was really just numbers crunching from all the ways weapons can be customized and used. In the current system, you can combine lots of cool perks and active abilities in one turn, and pre-combat drugs can give massive boosts based on encounter type. It would be sad if everything ended up into a strict action economy where most actions cost taking a hit from all enemies, and the intuitive thing is just to trade hits with whatever move your weapon has that hits the enemy best.

I'm interested but I admit I can conceive that it might take some balancing for many years before I start enjoying it. Like how I really didn't like the original psionics, which took many years to turn into a normal build with limitations

3
General / Where's Grampus?
« on: December 21, 2024, 04:15:51 pm »
I'm at the Lower Passages right in front of Core City, and according to the wiki, there should be a ladder here today. But I can't find it.
Should I wait for a 2 hours refresh? Can I use the CheatEngine merchant refresh to trigger it now? I want my barbed throwing nets!

4
Builds / Re: Optimal non-psi hammer build
« on: December 16, 2024, 12:31:27 pm »
I guess I'll finally try Nervosomnifer this playthrough instead

5
Builds / Re: Optimal non-psi hammer build
« on: December 16, 2024, 02:13:29 am »
Mind giving me any clues for why this has 79 chemistry? I get that it goes to 90 with workbenches, 105 with hypercerebrix, but I can't see much use going beyond 45, given that your original post claims not to use hand grenades.

6
General / Re: Coretech Tactical Respirator
« on: December 13, 2024, 12:14:35 am »
I could swear I did a playthrough where I killed Frowning Man and the only guy who cared was Detritus. It's significant if you care about his quest, so I only got the Coretech stuff after that. It's been a while, I don't play that frequently

7
Builds / Re: Optimal non-psi hammer build
« on: December 04, 2024, 10:57:31 pm »
Point taken

8
Builds / Re: Optimal non-psi hammer build
« on: December 04, 2024, 05:46:38 pm »
Currently trying out this build, needed something simple that could beat Dominating.

Would you recommend the new Greaves for this build? Seems appropriate for the build. You do lose the immunity to caltrops, for an immunity to kneecap shot instead. I don't think the 20% resistance to immobilization invalidates Escape Artist, but it might save you a cooldown once in a while. I'm just not sure from the wiki stats yet if they can be reinforced as hard as normal boots, but it doesn't seem so.

9
Builds / Re: Optimal non-psi hammer build
« on: November 30, 2024, 10:17:40 pm »
I don't see how you can do any build without investing in lockpicking and pickpocketing to steal insignia from NPCs.

Probably classic exp. I know people will swear they can do Oddity without lock/hack/pickpocket, and I believe it, but it's quite slow. Granted I'm probably too reluctant to kill useless named NPCs which might have some of the oddities you normally pickpocket

10
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?

11
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

12
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.

13
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

14
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

15
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

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