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Messages - A_Clever_Monocle

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1
General / Re: Tabletop
« on: December 20, 2022, 03:54:52 am »
I would pull out the chrome books from CP2020 and take a look at those for any faceless personally

2
Suggestions / how make throwing knives better
« on: February 11, 2022, 08:18:55 pm »
if you think throwing knives do or don't need a buff comment below

3
General / List of viable uniques
« on: February 03, 2022, 12:23:00 am »
what uniques are viable late game with the new update

any unique weapons you have stuck with for a long time, any that you think could last you the whole game with the rebalancing

4
General / Re: 30-40 hour beginner's review (very long and intense)
« on: February 02, 2022, 06:45:10 pm »
well well well looks like we have an edgelord

5
Suggestions / Old world parts kits to expand on refurbishing
« on: February 02, 2022, 01:26:15 am »
similar to how refurbishing works but simply provides a flat damage boost to the weapon it is used on (say 15% or so) or possibly to add an enhancement to one (maybe random)

possible locations
-depot A
-protectorate warehouse (core city)
-a certain military base that you reach through... unconventional means
-on the body of a certain eldritch entity
-as a reward for giving the redacted to one of several characters or in the area where you find the redacted
-from random events (that can only occur a limited number of times in a playthrough)

6
Suggestions / Gun Kata feat
« on: February 02, 2022, 01:15:29 am »
damage of the next attack increases for every movement point spent between attacks

passive and requires hit and run

7
Bugs / Re: I am having Zone Transition fail error
« on: February 01, 2022, 10:08:25 pm »
i disabled save on zone transition, and that fixed it but I cant delete save files so yeah....

8
Suggestions / Gun Fu Buff/Rework
« on: November 22, 2021, 04:29:28 am »
Gun fu is a meh feat not really worthy of the slot (unless you just want the bump so versatility scales just a little bit better), so I'm figured I would propose something a bit more fun than what is currently offered

9
Pistol frames

Cylinder- .44 only, tight damage spread base crit chance of 12% base crit damage of 115%, max range of 12 optimal 9, but limited to 6 round capacity and is incompatible with both extended mag and rapid reloader but can use scopes.

Sniper rifle frame.

Stinger- 5mm only, average damage spread 23 ap to fire, a lower range than other snipers, and a strength requirement of only 4, can be suppressed (obviously)

Spear molds

Glaive- wider damage range and a boost to sweep

needlepoint- higher critical damage and tighter damage spread but lower overall damage

Barbed- Bleed chance, higher ap cost

Sword molds

Short mold- lower ap cost, lower strength requirement, but larger damage spread, bonus to crit chance, turn machete into a short sword


Attachments

Green Laser- increases the precision of special attacks by x% (decided by quality)

Miniscope- scope for pistols and SMG's gives a small crit damage boost

Bayonet- allows for a special melee attack with the weapon ap cost of 15 (and is affected by dexterity), damage decided by the component, and incurs 125% dmg resist and threshold, barrel attachment.

Thermal Scope- weapon is no longer affected by darkness penalty for mammals, and humanoids, robots, and insectoids are still affected

Rail accelerator- barrel attachment that increases the maximum range of the weapon by 25%

10
Builds / Re: Suggestions? Melee-Pistol for Dominating Oddity
« on: April 10, 2021, 09:27:57 am »
drop ripper and the will that goes with it

put the points into strength and take steadfast aim

cutthroat is meh I would recommend sprint (goes well with blitz and just getting into range)

hit and run > fancy footwork

finally, drop critical power in favor of lightning punches and take pneumatic fists instead so you can combo it into execute. you are not going to get a lot of crit damage with firearm pistols. I would also steer clear of smart modules and take an extended mag(you reload a lot) or laser instead, you will be using so many regular attacks that it wont matter if you had point shot it would be ok due to the fact that you would be getting it every round. but you dump per for agi so...

fatal throw is a great feat that I throw on all my dex builds (18 or so free ap a round and a free crit yes please)

11
Builds / Re: question on gun fu
« on: March 10, 2021, 12:28:51 am »
If that's the case with all of its limitations it would only be worthwhile if it was 80% or greater of your base skill in melee range, that or if unarmed/, melee attacks became usable with pistols (while still expending ammunition for said attacks) then it MIGHT be worth the feat

if I could use expose weakness, crippling blow etc with gun fu it would be an amazing feat

12
Builds / Re: Desparado Firearm pistol and knife build
« on: March 09, 2021, 11:26:12 pm »
huh well guess you can get away with having next to no lockpicking then

13
Builds / Re: Desparado Firearm pistol and knife build
« on: March 08, 2021, 12:51:14 pm »
Expedition dlc has locks at 190 I believe there was one for 200 or 210, Im coming back after some time, but the dlc has some crazy high level locks

14
Builds / Desparado Firearm pistol and knife build
« on: March 08, 2021, 11:23:41 am »
This build is looking at the bonuses to firearm pistols and throwing knives

Starting Stats

Strength: 5

Dexterity: 10

Constitution: 3

Perception: 6

Will: 3

Int:6

All stat points from leveling will go into dexterity for a few reasons

at 18 dex

throwing knives are 10 AP to use

A rapid 44 hammerer is 15 AP per shot BEFORE bullet time and gunslinger are applied (12 ap after gunslinger, all the way down to 6 with BT, point shot with jkk might even reach 1 AP with eel sandwich)
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equipment

Bullet Strap Belt (this build burns through mags and that extra 10 ap is almost 2 more shots during bullet time)

jkk tactful jacket (mainly for the point shot and crit bonuses but feel free to swap for something else endgame)

Rapid Smart .44 hammerer of the highest quality

A rapid extended 9mm falchion or neo luger of the highest quality (for large numbers of weaker enemies)

Seeker googles

Energy (not shock) Dagger

high-quality Tabi boots

Utility slots (you get three unless you take quick pockets) there is an A(Organic) and a B(robotic/ high resist) loadout

A1 Throwing Knife                                             B1 Shock Shuriken
A2 Flashbang                                                    B2 EMP grenade
A3 Taser                                                           B3 Net

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Skills to dump and when

Guns: Dump at 70 as you have met all feat prerequisites

Lockpicking can be dumped at around 85 ish points (if you get a certain lockpick) due to the fact you get obscene dexterity scaling (+110.5%) on your effective skills meaning you can yet around 185 effective skill (enough to open most locks in the game I think the highest mechanical lock is around 190 or 200 in expedition)

for this reason, melee is also your main attack stat, and you want to start throwing spare points into that around level 6 or so and you should aim to have it at 90 base skill when you take versatility at level 16

Metathermics 40 (because Crystatis and Cryokenetic orb both trigger opportunist)

its good to have throwing high (if not maxed) but you can likely afford to dump when it reaches 80-90 base skill


EDIT: Got my happy ass over to the character builder

Guns: 70 (210 OR 245 with versatility spec of 5)
Throwing 97 (212)
Melee: 160 (350)

Dodge:0
Evasion:0

Stealth: 160 (200)
Hacking: 0
Lockpicking: 85 (186+ 15 if you can get a certain something from a certain someone)
Pickpocketing: 0
Traps: 0

Mechanics: 129 (150)
Electronics: 129 (150)
Chemestry: 38 (50)
Biology: 60 (75)
Tailoring 69 (80) Its worth it just for the ability to scrap clothes in order to make nets

dump all psi except for

Metathermics 40 (cryo orb) this ability is iffy to be honest but I think the ability to mass slow for opportunist proc is worth it

temporal Manipulation: 129 (120)

Persuade: 0 (65) (a total of +30 from jkk jacket and tattoo, 34 from mercantile)
intimidate: 0
Mercantile: 103 (120)


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now for feats

L1: Gunslinger/hit and run

L2: Opportunist

L4: Point Shot

L6: Steadfast Aim

L8: Rapid Fire

L10: Fatal Throw (3 spec AP bonus)

L12: Execute (2 Spec CD)

L14: Bullet Time (5 Spec)

L16: Versatility (way better than guns with 6 perception, specialty dump for any leftover points)

L18: Ambush (this and bullet time together are grounds for a massacre)

L20: Expose Weakness (for those tough nuts, also makes throwing knife kills more doable)

L22: Remote Surgeon (greatly improves chances of killing with fatal throw, ok spec choice)

L24: Psyco Temporal Accelleration

L26: Improved Dexterity  (a MUST)

L28: Player Choice

L30: Player Choice

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How this build fights

Open with a flashbang (or emp for bots), bullet time and any ability that boosts your AP

use execute on either the nearest enemy or the most durable one

If that does not kill said, enemy use rapid-fire, and if that does not kill the target start praying (or reload save and switch to AP rounds)

Point shot

use LTI and Point shot again

Be sure to use a knife on anything low heath (under 25% for the fatal throw crit, remote surgeon makes this more reliable)

Fire and reload until out of AP

round 2

Rapid fire and point shot should be up again So use those

Very rarely is anything alive at this point

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for large scale fights use bullet time do everything the same except instead of using execute you should throw a flare and absolutely massacre using ambush

save execute for when an enemy gets too close for comfort


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for bosses and super high res enemies open with a stun, expose weakness, and then execute with ap in the gun (very few things can survive) expose weakness can open up even the toughest opponents like a can of spagettios


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Feats I would not recommend

Aimed shot (its a wasted feat, rapid-fire is just better)

Gun Fu- poor return on investment, melee range should either be execute or your knife



Post your suggestions and opinions below

15
Builds / question on gun fu
« on: March 03, 2021, 08:47:23 am »
What does unmodified mean, is it referring to your base melee skill, or your melee skill after dexterity scaling

if it is the former I doubt it is worth a feat given the harsh conditions to activate, if it is the later however It might be one of the strongest feats in the game, either way, it is a must-have for versatility builds that use the dex/melee for their damage

the real question is whether or not it is worth the specialization points

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