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Topics - jubisloviu

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Bugs / Getting cold immune with 0 gear/feat investment?
« on: February 07, 2022, 05:27:40 pm »
I was just strolling around upper underrail when i decided to try out the utility tower, for some reason after stacking up 45 stacks of the frigid environment my character got totally immune to all cold damage, not even the boss could hurt me.

dont have the faintest idea on why this happened or how this is possible, i have no cold res gear on me.

2
Bugs / Infinitely Respawning Lunatic Beamer
« on: February 03, 2022, 03:25:48 am »
Clearing up the zone from lunatics after dealing with the ones at the entrace i decided to do a quick save.
rightly after quicksaving and progressing further i got ambushed by a stealthed lunatic and had to reload.
but after i reloaded, to my surprise the lunatic beamer respawned exactly where he was.
Pictured is a newly spawned beamer standing in a tile with 4 more beamer's corpses.


3
Bugs / Shock Shuriken Bug
« on: March 26, 2021, 12:32:16 am »
Currently they use the generic animation of interacting with something instead of the throwing grenade/knife animation

4
Suggestions / Some suggestions for mechanical pistols.
« on: August 22, 2020, 02:05:34 pm »
Current pistols dont benefit as much from crits as other weapons, so one of the ways to make them have a marginally better damage is to get as many special attack feats as you can and stack special attack damage bonus.
Mechanical Pistols are in this weird spot where they arent good at any niche compared to other weapons, it's true you can still complete the game with them in all difficulties, but it's not a easy task compared to all other guns.

I made this topic to highlight some ideas that could marginally make pistols a lot better.

AP cost to fire:
It's common knowledge that for some reason mechanical pistols can take up to 32AP to fire a single shot. compared to SMG's, Assault Rifles and even Snipers it's a really heavy cost, pistols would benefit heavily from a general AP cost decrease across the board, the changes to the rapid reloader was a step into the right direction in my opinion.

Feats:
-Gunslinger is a great feat, pretty much a must on all Mech Pistol characters, maybe the addition of critical damage bonus to mechanical pistols as a specialization would make them better.

Enchancements:
-Scopes: Yeah, this is correct, this idea might sound weird but letting Mechanical Pistols use scopes would be a great way of making them better, the Laser Sight would still have it's niche since it increases your precision by 10% compared to the regular scope that only grants 6% precision and 2% crit chance.

Frames:
Neo-Luger: Currently the most consistent pistol frame, it deals alright damage with special attacks as long as you have a smart module and use special attack bonus damage goggles, while also having an alright increase on precision. i have nothing to add about this particular frame
Hammerer: This is a special frame, for many mechanical pistol users the .44 hammerer is the go for weapon, and with a good reason
it's the only pistol with a extra to it's critical damage bonus, but it has such a huge damage spread that many compare using it to playing slots, maybe some way to reduce it's damage spread would make this particular frame excelent.
Falchion: You'd think this frame is decent because of the extra critical chance, but it has a lower base damage compared to the neo-luger, and since only sharpshooter can give it a marginal crit damage bonus the damage falls off, even more because neo-luger can also benefit from sharpshooter while having a better base damage, a increase on the Falchion frame base damage would be a welcome buff.
Hawker: Sold as a middle of the road between neo-luger and hammerer, but it lacks consistent damage of the neo-luger or the big crits of the hammerer, all in all the only change i could suggest is for the hawker to have a lesser AP cost to fire compared to the other pistols.

5
Bugs / Throw gas grenades do not generate hostility
« on: October 27, 2019, 09:23:14 pm »
That's exactly what says on the tin, gas grenades arent generating hostility and you can use it to kill certain npc's that would be a bad idea to kill in certain parts of the game.

Like you can kill a certain someone in that bar on core city with a gas grenade without even triggering hostilities with anybody
and if they try to disarm the grenade you can keep talking with them to reset the disarming meter

6
General / (spoilers) Red Dragon and the Panthom Dancer
« on: August 01, 2019, 12:12:37 am »
I was wondering how to actually acquire those uniques.
i've finished the expedition DLC, got the Acorntalked about all relevant peoples about it and all
them i meet a dude with a questionable fashion sense in that remote bar in core city, and i kept wondering how nice would that armor and katana look together with all my unique stuff in my SGS room footlocker.
Told him i wasn't interessed to give him the thing.
He said he would meet me later.
i talked with some friends, they said you could kill him and loot his stuff on rail crossing, but so far i've been walking laps around it and nothing

7
Suggestions / Sword Handle oddity
« on: July 21, 2019, 07:05:24 pm »
well, now that peoples do use swords and machetes
i think this oddity description could use a little change

8
General / is High-Technicalities actually worth it?
« on: January 12, 2019, 03:46:48 am »
hypothetically speaking you'll always get 7 int when doing a energy pistols build for power management and practical physicist
with only 7 int, that's a "FREE" 16% damage boost
usually you'll want to pump out your DEX and PER to be able to fire consistently and hit enemies with your guns
is that 16% damage increase worth it after all?, would putting more points on INT flat-out be a better investment of your points than on PER?
i feel like it isn't the case on dominating since enemies have a higher dodge/evasion rate, meaning every extra point on PER will help you out, you could theoretically live with having to spam throwing nets/flashbangs/bear traps on every single enemy in single encounter, but that's more of a pain than it's actually worth it.

9
Bugs / Possible bug with Foundry's Prison
« on: August 25, 2018, 10:07:05 pm »
i was trying to get the Old Religious Scripture without triggering a prison lockdown
i thought that the prison would only enter in lockdown if you exploded the rocks in that room creating a exit to escape
soon after i got the scripture i managed to leave the foundry's prison normally and kept going on with my character

but later when i returned to it the prison was on lockdown and now i'm unable to speak with Todor to complete certain important mission

10
Suggestions / A way to deal doppelgangers without psi.
« on: February 02, 2018, 10:53:53 pm »
Honestly this has been bugging me for a while now, the way all my non-psionic characters are absolutely devastated by a mental breakdown + bilocation combo from thought controllers stops being hilarious after some dozen of hours in the game.

i've been thinking on ways to actually deal with them besides tanking or going in a short trip to reload-save town.
1- Killing the Thought Controller kills the Doppelganger.
2- A new unique helmet made to resist mental attacks, a tinfoil hat perhaps?
3- Doppelganger damage becomes mechanical damage because it's technically just you hitting yourself after all.
4- Black Dragon poison being able to make the Doppelgangers go alway upon poisoning the Thought Controller.

11
General / Bleed based unarmed build viable for dominating?
« on: January 19, 2018, 03:03:06 pm »
Hello there folks, i need help theorycrafting a decent bleed based unarmed build for dominating.
it all started when i was doing the institute quests and stumbled upon the Ripper's Glove on my psi monk playthrought.
and now i wonder how viable is it for dominating but honestly i've never played with bleed based builds so i have absolutely no idea what feats besides the generic ones (cheap shots, expose weakness, etc) i should take and what order should i get them.
Of course i'm fully aware i'll have huge problems dealing with enemies that have high DT/DR or enemies that can't bleed, but i suppose i can always use bear traps/grenades/power fist to deal with them.

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