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Topics - Easyprey

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General / A few Psi related questions
« on: January 04, 2025, 01:11:08 pm »
Hi, y'all.

I'm messing around with a possible Psi build. I know is common to copy other's build as a reference but I don't do that, I prefer to understand how things are supposed to work.

So a couple of questions came up:

- Several talents use a wording that seems to exclude psi form their benefits (Opportunist, Ambush, Blindsiding), is that right? I mean, are these talents useless to a psi user? Generally speaking, does psi damage have to be specifically included by the wording of an effect to be taken into account?

- Since playing psi essentially means having a kind of a second AP bar to manage in addition to the standard one, is there any point in taking the usual 70 points in Temporal Manipulation?
As I see it, adding a third school to the mix (I'm assuming a 2 schools build here, MT&PK ) would increase the general cost of spells and also would probably eat up your premeditation with Contraction (on non Psi focused build Contraction is just free AP ), both things increasing your psi expenses and thus ultimately countering the whole point of picking 70 TM, i.e. to be able to cast more spells per turn.

-As consequence of of the previous question, is there any point in off-speccing 70 points in either Psychokinesis or Thought Control? (thinking always of two schools builds here, either PK&MT/TM or TC&MT/TM). I'm leaving out MT as I don't see a point in half-assing that one.
I can see 70 TC being useful for Locus control and some additional crowd control.
70 PK doesn't seem much worth though.

Thoughts, anyone?

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General / Junkyard Gang Showdown question
« on: November 26, 2024, 09:46:34 am »
Hi, y'all.

I was meaning to ask if anybody knows if there is some scaling involved in the junkyard showdown between Black Eels and Scrapper.

While I was doing an old playthrough I came upon a discussion that explained how to exploit the showdown in order to loot a few Protectorate corpses:
  • pick to fight from old junkyard
  • start fight an hide
  • wait (reload) untill protectorate have it bad

Apparently sometimes the 4 protectorate soldiers should freeze after entering the Scrappers' hideout. I have never seen this happen though.

But, in that old playthrough, I managed to get serveral times where one, two or even three Cans where lying dead afterwards. (I was aiming for four, doh!)

Now that I'm doing a new melee playthrough, I gave a shot at it and this time the Protectorate soldier are just wasting everyone without losing more than 10% of shields (did a few reloads).
It doesn't really look like the Scrappers have the slightest fighting chance. I think they're non even drawing their weapons ::)

So, what gives? Are the odds so unfavorable to the scrappers that they can't kill even one measly Protectorate?

That would kind of make sense, storywise, but if so, how did they manage to kill 3 Cans it in my old game?

My question is: has it something to do with my level\the game difficulty\something else I did?

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Builds / Newb Sniper/Ar build
« on: November 13, 2024, 12:54:44 pm »
Howdy.

After a few test runs, I started my current playthrough on Hard difficulty.

I'm currently lv 22, considedring to go in Expedition. I have to admit I'm pretty satisfied with my build (combat wise at least ...), I didn't follow any precompiled build, just read around casually, mostly to understand what feats actually did, gameplay mechanics, etc..

Since I've got snipe, I open fight from stealth with it. Got my hands on the Dragunov, refubished it pretty soon. Added killing spree, then commando.
I regularly kill 4 target during first round, if things don't work out smoothly I pop premeditation+ time contraction + adrenaline.
I use traps only but seldomly. I made vast use of molotov cocktails early on for area denial and setting stuff on fire, now much less.

Ofc if I somehow miss a 95% snipe & aimed shot I'm done for, but that's acceptable I guess.
Crawlers have been a major pain in the ass, especially those leading to the Black Crawler Lair near Rail Crossing.

What gives me pause is the crafting section of my build. I took 7 point in intelligence, but at the moment I only took Power Managment from the crafting feats (and I'm even second guessing it...).

I tried to craft weapons and armors, to get use of mechanics and tailoring past 50 points, but utill now I'm not very satisfied with the results. Unique weapons are more than adequate, (Dragunov, K&H KH416 , Thumper). Recently I managed to craft Rapid Precise Chimera which is arguably better untill I can refurbish the Kh416.

Leather armors, and hence tailoring, are the true let down though. I don't need dodge and evasion. Neither damage resistence really. Rat King Regalia was very good untill I decided to move from 5 to 6 strength, now I really don't know what to use and crafting doesn't help with that at all.

Jkk tactful jacket is meh. Crafting a new cave hopper leather for that useful +1 agility? I guess that's an option, but going from +20 stealth to + 40 stealth doesn't feel like a bouns worth of the points I spent in tailoring.

Electronics has good payoff at least, the crafted shields are good, taser is a must, but I doubt I will really feel that +35% capacity in the end.

Chemistry
will stay low, I find much more granades of what I make us of lately, but it has been pretty helpful early on.
Same for biology. I find so many hypos right now, though It has been pretty helpful to be able to craft adrenaline a few level ago.

I guess on my next run I won't give 7 points to intellect, I didn't see much benefit in it. And keep tailoring at lower levels if my build doesn't need specifically a good armor.

About specialization points I guess I made a mistake in taking the opportunist ones instead of the concentrated fire ones, but I'm not feeling my damage output hindered at the moment.

I guess this post was to ask for any general advice and see if there's anything major that I've missed.

Would this build work on Dominating? How could I optimize it?

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