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Messages - Valor

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1
Builds / Re: My Most Powerful Shotgun Build
« on: April 02, 2023, 08:20:14 pm »
Newbie here, this build looks fun for my first play through. One question though, why all the points in melee instead of more points in guns?

Because the build uses versatility feat to convert melee into gun skill. And as the build maxes dexterity which scales the melee skill and has low perception you end up with much higher effective gun skill than otherwise you would. So you only take as much gun skill as you need for the feat (6th shell)

2
Builds / Re: New Player: Help with Ninja Melee build?
« on: February 26, 2023, 10:24:54 am »
You can check this build, could be close to what you could like

https://stygiansoftware.com/forums/index.php?topic=7739.0

3
Builds / Re: Absolute beginner looking for help with Tank/Pyro build
« on: February 25, 2023, 11:09:36 am »
I'm a complete noob, I bought this game a few days ago, and I already like it quite a lot, but I have no idea what I'm doing, but I know what I want to do.
I heard about the amount of build diversity in this game, so I had to try it out.
My goals are:
1- Tank as much damage as possible
2- kill people and things, with extreme heat
There are no flame throwers in this game (sadly), so the next best thing is Granades, Incendiary Ammo, and Metathermics
If I were to use weapons I'd prefer assault rifles, but anything that can deal good damage and burn things in the process is good for me
I prefer to use weapons and grenades instead of Metathermics, since it's my first build and I want to keep it simple and not spread my stats too thin.
Any and all help and advice will be appreciated, thank you for your time.

I would suggest exploring chemical pistols. One of them is incendiary and is basically different version of flamethrower.

4
Bugs / Impossible sledgehammer spawn
« on: February 17, 2023, 02:33:12 pm »
I found this hammer in Darkdweler random event, I dont think it should be possible


5
Builds / Re: Temporal Sniper build
« on: February 12, 2023, 03:19:58 pm »
Still snipe is once per combat if setup properly, dealing less damage than aimed shot. Only advantage of snipe is that it works well vs enemies immune to crits, which are few and far inbetween. Just not worth the feat as utility is extremely low. If it was free attack like special tactics for crossbows I would support it 100%.

6
Builds / Re: A mechanical immune sledge build (AKA The immortal drunkard)
« on: February 11, 2023, 07:02:48 pm »
Build viability - you can no longer be immune to mechanical damage. Caps at 95%. Its still fine, but some adjustments might be needed.

Lawgiver is there for better Yell imho?

Anything works with AR, but there are plenty builds for AR so you can pick whichever you like, even simple tincan AR is great (most likely strongest and consistent overall build in the game)

7
Bugs / Re: GMS compound STUCK
« on: February 09, 2023, 01:39:01 pm »
You learned valuable lesson here that if you leave location while in combat you get -1000 initiative when you return making you alway go last.

Solution to your conundrum, go back to GMS, and go south and east from there, basically entering from another angle. Stealth your way there, as there are enemies you will not be able to handle, but are easy to avoid.

8
General / Re: Bleed based unarmed build viable for dominating?
« on: February 08, 2023, 02:16:06 pm »
Either you use serrated boots/metal armour (still possible to be under 20%)

Or most people use Nail Bomb in hard fights, as you dont really need TfB bonus unless you are fighting something hard.

9
Builds / Re: Temporal Sniper build
« on: February 06, 2023, 07:39:26 pm »
I took Strafe with my level up just to see how it is now that I actually have a rifle. Yet my tests show that it only mitigates 10% instead of 15%. Using a Spearhead, Strafe should completely elliminate the aiming penalty after moving right? That was never the case. My chance to hit the target was 95% (I've chosen an easy one). Then I move a tile away and it is 90%. This is a letdown and just reinforces me to reload and drop it just get Sharpshooter instead and save a slot, focus on shooting while keeping still with a Reaper.

Anyway, I won't be using a shotgun which would require me to invest in STR with tons of feats and sure as hell won't be using some spear.
Snipe is awesome. It's damage is scaling with Stealth so it gets better with each level up while my armor and boots will also contribute to the damage. On opened up areas I was able to Snipe, Aimed Shot and then disengage two rounds where I was able to re-stealth again. Repositioned myself and repeat. I also learned that with Flashbangs, I am able to re-stealth on spot and even END COMBAT TO QUICKSAVE MID BATTLE. That is waaay to OP.

Anyway, the main topic I wanted to talk about is to defend Pistols. They lack the damage output, but the with the introduction of the rifle and Shooting Spree to shoot twice, there's no point. It is an unconditional firearm, it doesn't have any STR requirement and I am able to shoot for less AP with Gunslinter - which gives me a very sweet Initiative bonus. I'm just roaming around with my handgun on default and able to shoot first all the time as with Paranoia (that is a very nice anti-Crawler perk for many reasons), my Initiative is 31. I initially looked at Trigger Happy, but Paranoia gives me so much more in exchange for that -2 point.
Pistols can be quite pleasant if they crit, but their main role is to provide utility. Their range is near double of the shotguns which is absolutely crutial for Kneecap Shots to stop incoming melee's. Are more precise, doesn't have any stat requirement, cost far less to shoot (especially with Gunslinger), gives huge Initiative bonus, gets a hefty damage increase from Sharpshooter - which now benefits BOTH my guns.
Though I'm not going to take Bullet Time as it will just give me a single extra shot per battle at the cost of a feat-; and 2 stat points. Ideally, I won't fire much with it, it's just to dish out that occasional Kneecap Shot.

Ambush seems great as there are a lot of bandits circling around lid up barrels, so I will definitely intend to pick it up in the future. Using Flares more is something I should be doing probably as well. However, Hit and Run while seem great to use but it implies me moving first to the point to use up most of my MP and shoot afterwards with the criteria to have a fatal shot. Upon observing, I rarely found any usecase for this and I don't want to tailor my approach around this. Even in cornerfights I always had enough MP to move back to cover. Which reminds me to mention the importance of Interloper. After restealthing behind a corner, it gives me 15 MP to step out and Snipe again the next round. That is very useful to have, as without it I was left without any MP and had to move using my precious AP. Also, the move speed while being stealthed is amazing. It really boosts my ability to carefully maneuveur between enemies and get far away from them before they notice me. Can't wait to get Quick Tinkering and just drop a Bear Trap in front of an enemy then dash away quickly, so that when combat begins, they will be stopped immediately allowing to distance myself better in confined areas. BTW 50 biology will be just enough to produce Crawler poisons, so that's great:) Nimble gives me more Stealth (thus more damage) and MP. Grenadier seems good as I just dipped into Molotovs and Gas Grenades. Their utility is great, but Frag and HE seems lame - the damage is far to small. But all in all, I rarely use grenades to be honest, so I might drop Grenadier in favor of something else, like Opportunist or Future Orientation.

First strafe - the 90% can be due to lack of skill or lightning (nightvision goggles ftw). Hard to judge. But I am 100% sure it negates 15%. Best way to judge is to move one tile back and then forward to original tile, just to loose focus.

Shotty - Many shotguns require 5 STR which you already have. And when used at closer range no feats are really required. Shotguns already deal high damage (way higher than pistols can ever hope for). I find them way more reliable than pistols with low dex builds. As for AP cost - depends on pistol caliber, but shotties cost 20 AP. Rapid 7.62 falchion goes a bit lower, but not that much.

Snipe - When each of your shots is guaranteed critical hit (ambush), snipe deals less damage then normal shot. Simple as that, just wasted feat.

10
Builds / Re: Temporal Sniper build
« on: February 04, 2023, 11:28:21 pm »
I think snipe is bait, dont use it. Cant crit and crits will be very important for you. Better get Ambush earlier.
As for armour, I would opt for infused rathound just for those places where you cant get ambush to work.

Pistol is imho bad offhand as your dex is low. I would use a shotty and later just have Hodduform for easier ambush (darkness works even in offhand, also helps with ranged defence).
Even if you choose to use pistol as offhand, I would not take a feat for it if you want to focus on snipers 99% of the time.

Getting Strafe so late will be very painfull.

11
Been thinking about energy pistols for quite a while. This is gonna be my first versatility build, so quick question: why do you need perception at all? I thought damage and accuracy both scale with guns skill which gets versatility override anyway. And is there an option to go with knives early-mid game, since you have high melee anyway? And is it possible on difficulties lower than DOM to invest into some CONST and sturdy vest to be able to take a hit or two?

PER in this build is for the feat requirements only. 7 for kneecap shot. If you can live without that, 6 is minimum for a lot of other important feats.

12
Suggestions / Re: Tasers are in wierd place
« on: January 29, 2023, 02:46:42 am »
Their chance to stun is so high its basically guaranteed. I would say its between 96-99%.

As for sentry bots, yes, they are the only enemy that has them and I think human enemies should have them as well.

13
Suggestions / Tasers are in wierd place
« on: January 28, 2023, 11:37:31 pm »
Problem:

I think tasers are too strong in current iteration. Hit is guaranteed, AP cost is low and stun chance is very high.

I think tasers dont scale well enough and there is very low incentive to ever make a good taser. Most players make basic taser from like q30-40 components and never touch it again, the 8-16 damage it deals is enough to bypass DT of basically any enemy encountered.

I think tasers are too exclusive. They cant be bough, found and NPCs never use them (dont crucify me).

Overall give all that, for most builds tasers are hard to pass, you dont need any skill to use them. You need low electrician skill to make them, and with low AP cost they nearly always work.

Solution:

1. Make quality more relevant.
A) Either make them deal way less damage so even low electricity DT will block low quality ones (like 1+ (0,3-0,6) per 5q, ie 100q is 7-13, quite reliable, but can be sometimes blocked by good galvanic component)
B) Or make the stun duration scale with quality. 0-50q == 0-1T stun. 51-100q == 0-2t stun, 101-150q == 1-2t stun and 151+q == 1-3t stun.

2. Give some random human enemies (about 10% of population) chance to have taser and use it. I will be pain to fight against. I know. We will hate it. But it makes sense they would have such a simple tool at their disposal.



14
Bugs / Re: Cooked shot does not get increased damage from Smart Goggles
« on: January 24, 2023, 09:32:04 pm »
And another proof with 44 damage only.

15
Bugs / Cooked shot does not get increased damage from Smart Goggles
« on: January 24, 2023, 09:30:02 pm »
My damage in offence tab is 43-64, and I have 49% smart goggles.

I only did 49 damage (damage + evaded), minimum should be around 65.


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