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Messages - Turbodevil

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1
Suggestions / Re: Let us make gas grenades with the d5 canisters
« on: February 10, 2023, 08:14:06 pm »
And add ending slide for using them against Todd!

"Biocorp finally finished the work started over 200 years ago"

Poetry!

2
Development Log / Re: Dev Log #6: New Environment Renderer
« on: December 08, 2022, 11:33:00 am »
I see you are elevating the franchise to another level

*snort*

3
Bugs / Echoing Soliloquy high persuasion bug?
« on: November 09, 2022, 08:02:42 pm »
From patch notes: Echoing Soliloquy now gets a buff from persuasion (applied at the moment you obtain the feat and remains constant afterwards)

Wiki suggests the buff is 5% per 30 effective persuasion. (ofc wiki may be wrong)

I made a DOMINATING character and pumped persuasion to 150 for maxing this buff (25% bonus) so I can trivialize DC by slowing down creeping dread stacks, but buff proved to be unnoticable.

Napkin math:
- on DOMINATING I get 3-5 creeping dread stacks, average 4, per turn/6 seconds
- 75% chance per stack to not have it applied, so out of 4 stacks only 1 should get appied on average
- of course this is random, so I can get any amount from 0-5 stacks, but expected result should be 1 stack per turn on average, and frequent 0s and 2s.

Actual situation:
- consistent frequent 1-3 stacks per turn, 0s or 4s sometimes happen, 5s happen very rarely
- this is the same expected result as fully unbuffed (0 persuasion) Echoing Soliloquy, as it has expected stacks per turn equal to 2

Random is random, sample size is low and wiki can be wrong. Then again, if I can't see effect of 150 persuasion which should double my time to get Eye of Tchort debuff, I think it is a bug :)

4
Builds / Re: Boom & Zoom: Agile Shotgun, Crushes DOMINATING, Very Fun
« on: November 03, 2022, 11:32:56 am »
*Doom music kicks in*

Have you tried using Precognition with all of that evasion/dodge? Enemy chance to hit would drop to almost 10% especially when you are in the shadows (against ranged enemies).

5
Builds / Re: Max Int 0-crit LTI Electroshock Pistol Build (1-Turn Chump)
« on: October 31, 2022, 01:15:55 pm »
Interesting, I'm planning similar (kind of) build for my next playthrough to maximize int enefits, with main difference being: it's Thought Control - electroshock hybrid with 12 int and heavy reliance on TM for cooldown reduction. Do you have any issues with Point Shotting with Electroshock? (Ie: do you hit enemies and not yourself? :) )

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General / Re: What do you think about an SMG build?
« on: October 08, 2022, 12:25:56 pm »
1 shot every other round
No. This never happens on pistol build. You calculated AP cost wrong, probably missed gunslinger. 14 Dex = 15AP cost per shot, with Point Shot being 7 AP and Rapid Fire costing 22 AP. You get LTI to reduce their (already very short) cooldowns. Also, reducing your turn to 35AP requires many stars to align and can only happen late in fight anyway, after everything is dead (rapid reloader not triggering, not being able to cast Contrraction after spamming LTI and Stasis, using Norwegian Snuff instead of Adrenaline). Pistol build do not shoot once per turn, ever.

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There is a reason, people bemoan the 1x4 damage spread of .44 Hammerer's.
The reason being not understanding probabilities, game mechanics and historical record of pistols being bad. Every melee/range weapon deals between 0 (due to misses or low damage roll vs DT + shield) to bazillion damage per AP. Damage spread ratio is infinite. What matters is how likely you are to kill the enemy (and how many APs you are wasting). For pistols this probability is very high due to massive upper damage, high hit and crit chance.

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And the build you posted has no mobility, apart from gear
This one I can agree with, what was he thinking... Seriosuly though, Shoggoth's build is solid and clearly contains some thing for fun (like cutthraat) but pistol build can have highest mobility in this game due to Hit and Run.

7
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: September 30, 2022, 08:30:49 am »
^ I Don't know, I never tried it but Temporal Manipulation triples pistol's power.

That being said, ability to dominate everything in sight during 1 turn is so good in this game so such build should work. It would require some additional tricks to handle content, fortunately high Dex means you can get most of your grenades. I would add Grenadier, Three Pointer, possibly Sure Step, and Sprint. Typical fight would start with grenade or two, caltrops, Aimed Shot to the face, hide from line of sight, enemies come closer, next turn activate Bullet Time. I would reduce either Int or Perception and max Dexterity, possibly going into Versatility (probably not though, I hate Versatility, but still...)

As for SMGs, they are extremely viable with or without magic but I hate them as much as Versatility. Low hit chance + extremely high ammo consumption + low range + boring 'burst burst reload burst burst' playstyle = not fun for me.

8
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: September 28, 2022, 08:01:20 pm »
Lvl 30 build link is above the meme picture in first post. After lvl 20 you should have maxed Bullet Time specialization so next step is maxing Hit and Run spec and getting crit feats.

9
Suggestions / Feat idea: Controlled Burst
« on: September 22, 2022, 01:24:39 pm »
I have some problems with playing ARs and SMGs:

- consume ammo like crazy
- accuracy falls considerably with range, I melee enemies with my guns half the time
- boring to play (burst, burst, burst, reload, burst...)
- all that for pointless overkill damage

So I suggest the following feat to stir things up:


Controlled Burst

Unconditional special attack that costs as many APs as your burst attack. Fires half the normal amount of bullets rounded up. Lessened Accuracy penalty from distance. Cannot suppress enemies.


This would allow me to choose whether I want to empty half the clip at the enemy or rather conserve my ammo, while knowing the bullets actually hit distant target. 3, 4(Full Auto) or 5 (Full Auto + muzzle break) bullets per burst would lessen the amount of ammo wasted per fight (and I could reload less often). Each time I shoot I would need to decide how I want to deal with each enemy, so the gameplay would be less brain dead.

Also, consistent with how guns operate in real life :)

Thoughts?

10
General / Re: What do you think about an SMG build?
« on: September 22, 2022, 07:08:16 am »
SMGs are extremely viable but I hate playing them. Extremely low range + extremely high ammo consumption makes them IMO feel like OP high dmg melee build with high maintenance costs. I moved to pistols and never looked back.

Why do you rank Pistol so high? Just because of .44 Hammerer and Bullet Time + Stasis?
Yes

In my experience they are quite bad vs. enemies with Pseudo-spatial Projection
Yes, prioritise psi targets, projections are pistol's weakness.

and damage range is horrid - only becoming somewhat reliable late game.
'Somewhat' is unnecessary but yea, they become OP late game and damage range is much less disadvantage than it seems.

I can get 9(!) 300+ damage crits with a single burst from 8.6mm Muzzled Rapid Steelcat from a single unconditional burst at similar cost to a single .44 Hammerer shot.
No, you can't. Pistols are for Bullet Time and it costs between 7 to 5 AP per shot compared to 14AP SMG burst. And they waste less ammo so less AP is spent on reloading (not to mention the logistics of crafting and carrying it around). Each shot can kill an enemy, allowing to immidiately move to another target thanks to Hit and Run.

With anti personel ammo I could crit up to 2800 dmg in my playthrough. Compared to SMGs pistols have up to 95% hit chance that doesn't decrease with distance when target is well lit, SMG burst have only up to 80% which rapidly decline with range, also lower range. Speaking of hit chance, pistols ignore huge chunk of evasion on close enemies. You definitely don't get 9 crits per bursts unless RNG gods smile upon you.

Speaking of crit, crafted pistols have higher crit chance and crit damage.

Damage is important but remember that enemies have set hit points. If enemy has 400 HP, why do you need 9 300+ crits? For pistols it's different, overkill damage increases probablility of 1 shotting an enemy so you stack it as high as possible and watch everything dying after 1 bullet.


SMG's cut through PSP like its not there and burst down crowds easily. With new refurbished Tommy Gun and Better crits, you can reach 210% crit damage. SMG damage output is honestly insane and not reliant on a small window of action or Special Attacks as Pistols are.
Pistol special attacks are bonkers. But yea, pistols need Bullet Time and special attacks to be good


11
Do you use the TM PSI at all during early levels?
Yes, A LOT, and I recommend taking premeditation as soon as lvl 6 for this reason while keeping TM maxed until reaching 70 hard skill points. Main use cases:

- high armor enemies (dominating robots). Pistols won't hurt them at this stage, distortions are long range armor piercing 100% chance to hit thing
- kiting strong enemy thanks to dillation, with premeditation (and taking few steps back) you can disable one enemy per fight for free
- LTI when you want to throw another grenade, or use special attack

TM is cheap (both in terms of action points and in game money) so keep casting!

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Another question I have is concerning the Premeditation skill. When you use that, are you able to perform multiple TM casts with no AP cost? Is that how that works?
No. Your next one cast costs 0 AP and less mana. That's it. Practically it's one free cast every fight. Which makes huge difference.

12
I run SMGs first times I played this game and I disliked it. It's very strong, no doubt about it. But build has couple of unfun mechanics:

- short range, need to be on the move constantly to close distance if you want to be effective
- boring mehanics. All you do is keep bursting
- reliance on Versatility. Optimal way to build it is using that feat and it means slow progression early and mid game
- massive ammo consumption. You reload all the time and keep wasting bullets, need to buy/craft more all the time, it gets old quickly

Regarding AR/TC hybrid, there is massive synergy between each other, ARs first two bursts have very low AP cost thanks to specced Commando and Rapid reloader. TC (and psi in general) has one free spellcast per fight thanks to Premeditation and TC in particular has Locus of Control feat, which you can use to either to make yourself immune to crowd control, or to cast AoE nuke that shreds trhough living targets. Also lots of cc spells and defense through mirror images.

13
Builds / Re: Build Advice, TC + Guns
« on: February 26, 2022, 08:20:19 am »
Plus one of the things that really made guns in general and sniper rifles in particular really shine, W2C ammo, got nerfed so deep it emerged on the other side of the planet. Guns in general are now only slightly more effective against bots, especially nagas, than crossbows, and each caliber can only shoot one specific type of elemental ammo, unlike crossbows that can shoot all sorts of trick bolts from the same bow.
This is not true. Crossbows are not better against armored enemies than guns with W2C post nerf and I have no idea what led you to this conclussion. High calliber guns, which could mow through most armoured enemies (Nagas) without any issue completely ignoring vast majority of their over the top armor, lost around 25% damage post nerf. They are still doing great and idea that nerf moved them to the other side of the planet is ridiculous.

14
Builds / Re: Lvl15 Pistol need help on my build
« on: February 18, 2022, 07:54:09 am »
Pistol builds should go for highest calliber. Maybe 9mm would be good enough for lower difficulties, I don't know, but best returns from your feats is with biggest baddest gun which is .44' Hammerrer.

Dex breakpoints for fully maxed Bullet Time on rapid .44' are 9, 12, 14, 17 and 20. You can aim to get to 12 or 14 (if using Dex boosting food all the time). But consider putting 2 points into agility instead. It will give you access to Sprint and Hit and Run feats. This in turn will make you mobile which should solve your armor question. Because why worry about armor too much when you can simply move behind an obstacle and receive 0 damage in incoming turn?

One thing to note is that pistols receive MASSIVE benefits from having 70 Temporal Manipulation, more so than other builds. Stasis, Psychotempral Contraction and Limited Temporal Increment are beasts. Check on wiki where to get these spells if you decide to go this route.

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Builds / Re: Lvl15 Pistol need help on my build
« on: February 17, 2022, 09:43:53 am »
A lot of weird choices there but build should be salvagable on easy/normal. If you want to keep using pistols, on next level pick 1 point in Dex, take Bullet Time feat and start putting specialization points in there. You can also take Point Shot and all the critical chance feats you can find. Grenadier would also help you.

Alternatively, you have nice stats for using SMG or AR so you can move into them if that's your thing. AR with Commando feat and Concentrated Power is a beast. But you will have lots of useless feats if you go that route.

Stop investing in melee, Gun-Fu was a mistake. Use those skill points for throwing, stealth, crafting and mercantile.

You are only lvl 15, Black Sea should usually be accessed when you are 20-25. I typically go there after I'm done with University.

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