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Messages - sqeecoo

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Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: September 17, 2021, 08:21:14 am »
Thanks for the responses guys. I'd like to take the opportunity to also thank you, RewRatt, for your amazing builds and videos that helped me a lot. Your TC/TM trapper is amazing and perhaps the most well-rounded psi build I've found, and your chem pistol build convinced me that going all-in with dexterity is the right way for pistol builds - I just prefer the range of the laser to the otherwise totally amazing chem pistols.

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Builds / Re: A blind laser pistol build (aka Stormtrooper)
« on: September 16, 2021, 10:03:55 am »
Koveras, I'd just like to thank you for your build here. After restarting twenty million times and trying out all kinds of different builds, I really think this one is the one I'm gonna use to finally finish the game. Thank you very much!

It really works well, you have the skillpoints to focus on grenades early, and once critical power gets going the lowly laser starts getting incredibly powerful. The lack of perception-based feats I haven't felt at all, and the mediocre precision is offset by the incredible amount of shots per turn.

I have a quick question, if you see this: should I join Coretech for laser pistol parts? I'd prefer to go with JKK for the vest and stealth gear as well as story, but obviously I'll take Coretech if it's the best way to get energy weapons components. I guess Constantine and the University dude sells them as well, I'm just not sure if that's reasonably sufficient to replace the Coretech guy.

Anyway, thanks a lot for your build!

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Development Log / Re: Dev Log #51: New Weapon Types
« on: March 07, 2017, 12:55:42 pm »
This looks great, I'm already considering a shotgun-sniper combo :) Will energy weapons be getting any love? An energy rifle maybe, or more viability for the chemical stuff? In any case, I'm now looking forward to the expansion even more!

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Thanks a bunch man. I made a viable build! Yay!

I think you're completely right on force user, I'm finding forcefield more and more useful, and while I don't use punch all that much I understand it can be a great tool for those tough battles.

Fast metabolism is neat, but not crucial, I think. Though perhaps better than Nimble, you may be right there. Psychostatic electricity didn't impress me either, so I may drop those two. I like the neural stuff, don't want to drop that.

As to crafting, I dropped tailoring a bit as you suggested, and dropped BOTH lockpicing and Hacking. If there are no secret areas or such that need it higher, I'm going for 115 effective with both. Containers don't have anything truly crucial, and not being able to open a few will hurt my OCD but won't actually hurt my game :)

I bumped Mech a bit as well, but I'm not sure what I'd need it for, unless I'm going for Super Steel plate in my vest in which case I'd need it a lot higher.

Just for completeness sake, my new build: https://postimg.org/image/wgycd0t0z/

Again, thanks for the tips!

Now I'm starting to be tempted to try out an energy weapon/grenadier build as well :)

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Thanks Altos. After testing out two different characters, I've settled on the CON 9 Psychosis variant, very similar to your suggestion. I play on Hard as well, and you're right, more hp is extremely nice. Especially with those annoying stealthy enemies, gives you a chance to survive their alphastrike. The added flexibility of choosing whether to run on >30% hp for more crit or 100% hp for added tankiness is great as well. And the crits are so satisfying :)

Anyway, this is the build I've settled on:
https://postimg.org/image/o5sekxsiv/

Does it look ok? I can't seem to figure out how to save my build on the actual page.

The skills are based on destroyor's Steam guide, although I'm puzzled as to why Tailoring is set so high in the build in the guide. I assume the equipment is non-steel psi sturdy tactical vest, psi band/motion goggles, siphoner tabis, which would require less tailoring from what I can tell. Then again, it's hard to figure out the exact values needed. I wish there was an item builder as well :)

And why does everyone seem to pick mental subversion? The benefit seems a bit minor. Perhaps it's for repeated Neural Overloads on isolated targets, or for use after AoE Mental Breakdown?

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Thanks a lot! Yeah, 3 CON with Psychosis is kinda suicidal, I agree. I think I'll stick with Tranquility + Blitz for my first playthrough, in vein of destroyer's suggested build. Still a bit suicidal with dodge/evasion dropped for lockpick/hacking, but hopefully the plentiful CC will keep me alive :) I'll probably take your advice and invest in enough evasion for Evasive Maneuvers, but I'd prefer to craft the very nice PSI assault vests. I take it no-one thinks Meditation/Neurology are good?

My only irritation with non-perception builds are stealthed enemies and to a lesser extent traps; motion goggles help but are not fool-proof, and while I'm not crazy enough to play ironman I hate reloading.

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Thank you, this guide collection is incredibly useful for a new player like me! All kinds of crucial information in one place.

If I could offer a small suggestion: while you explain why you play without lockpicking and hacking, as a new player (and with a preference for the oddity system) I'd want to play with them. However, some of your builds only have the non-lock/hack option available. Specifically, I'm looking at pure PSI builds (both tranquility and the juicy, juicy crits of Psychosis) and racking my brains how to fit in those skills in there, and, for instance, if a CON 3 Psychosis build would be viable. Anyway, that's the only thing missing from your guide in my view, and would be greatly appreciated.

In any case, thanks again for your incredibly useful effort, and also thank you to all the excellent posters who contributed.

Cheers!


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General / Re: First Impressions
« on: October 10, 2012, 07:23:19 pm »
I won't make another topic, since I just want to say the following:

This is awesome! Feels like I'm playing fallout! I'm sure you understand how much of a compliment that is :)


Two minor things though: It'd be nice if your character could run, and if it was clearer whether psi is viable as a main weapon (it seems that it is a supplement, right?).


Keep it up, can't wait for the full version!

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