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Messages - Mindless

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91
General / Let's talk about new PSI System!
« on: March 27, 2015, 09:39:51 pm »
New system was made newbies life with underrail "mages" easier and in the same time harder at the high levels.
bla-bla-bla. My main reason for this topics is new psi costs rebalance.

Telekinetic Punch and Pyrokinesis costs 50(60 with Psychosis) PSI points - 1/2 of "new" PSI bar(100). All others(that i have obtained) costs a lot less...
Cryostasis cost - 10, Forcefield - 20, Electrokinesis - 15(14?), Neural Overload - 5 (xD)
So Cryostasis, Neural Overload and Electrokinesis - generally "spam" abilities for now(psi regen is 20/turn)


P.S. I can somehow understand Pyrokinesis cost but Punch!?


92
General / Re: Post You build :)
« on: March 27, 2015, 05:05:41 pm »
Metathermic gunslinger/sniper
Cursed at the beginning %)
Perception (10)
Well, it's kinda ok. But what about other stats?
Critical skills:
Guns max
Dodge
Evasion
Metatermmics (for cryostasis and cryokinesis)
Psychokinesis (just 25 to get telekinetic punch and forcefield)
Melee (just 25 for dirty kick)
Stealth
With Meta_Psycho_Melee we got a great mess here. 1 full stack of points to distribute left.... Guns, Dodge, Evasion, Stealth - ok! But other...
With this build you don't have enougth points left for lockpicking/hacking in the beginning -> your life will be harder. And no crafting skills(mechanics/tailoring is important for the good sniper)


Critical feats:
Aimed shot - ok
Execute - for rhis build is ok, but it is not the best feat to take anyway and works only with pistolet.
Hipothermia - meh
Cryogenic induction - ok for this build but...
Sharpshooter - ok
Shroomhead - not working in current version
Oportunist - ok for this build
Snipe - ok
Dirty kick - meh... Not work against robots



Pros of this build:
+ Good 1 vs 1 build, can kill easily almost any organic enemy.
+ Many opportunities to stun enemies(telekenic punch, cryostasis, dirty kick)
+ Good PER score for finding secrets and stealth enemies %)
+ May be very funny build to play with... sometimes %)

Coms:
- Weak against robotic enemies.
- No good AOE (No throwing and you are too weak to be PSI-AOE King) -> Kinda weak against a large number of enemies
- Bad skill allocation
- No crafting skills (or no info)
- Mediocre survivability (No feats for this, no info on CON score and armor)
- Can't see good mobility for this build (No feats, high AGI score, nothing about your amor of choice)


P.S. No testing just what i saw from your post)

93
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 26, 2015, 06:34:56 pm »
  • Added EMP grenades Mk II and Mk III
  • Regular tactical vest visual model updated
  • Max player character level increased to 25
  • Base classic kill XP per target level increased slightly
  • Crafting requirements for components scaling with quality lowered to 80% of the original value
  • Removed composition difficulty from many optional component slots
  • Reduced the cost of firing energy pistols (not retroactive, just for new ones)
  • Reduced the fatigue effect duration after adrenaline expires to adrenaline duration + 1 turn
  • Uncanny Dodge - You now dodge 2 + 1 extra attack per 30 dodge; cooldown changed to 6 turns (up from 3)
  • Added scroll bar to crafted item view
  • Items will no longer get equipped when you double click them while holding ALT or CTRL (so you can rapidly alt-click transfer stuff now)
  • Arena enemies will no longer turn their shields off before combat like idiots
Cool ones! +
  • Rathound Regalia mechanical damage reduction changed to 20% (down from 25%) and all heat damage taken while wearing it increased by 100%
  • Burrower Burger, Eel Sandwich and Cave Hopper Steak now grant 1 point in their respective stats (down from 2)
  • Finding psionic headband with an enhancement is now rare and you can no longer find one with two enhancements (you'll have to craft it)
Not cool ones! -
  • Power Management - changed to now always provide 35% extra energy capacity
Noooooooooooooooooooooooooooooooooooo! - -
  • Thick Skull - Cannot be stunned, only dazed
  • Critical Power - For each 1% of weapon or unarmed critical damage bonus above 100%, you gain an additional 1.5% critical damage bonus
  • Expertise - Your non-critical firearm, crossbow, and melee attacks deal additional mechanical damage equal to your level.
  • Blitz - Grants you an ability that when invoked will instantly convert all your movement points to action points, granting you 1 action point for each 3 movement points. Cooldown 10 turns.
  • Point Shot - Grants you the ability to perform a quick pistol, SMG or assault rifle attack that costs 50% of the standard action point cost but has reduced precision. Cooldown: 1 turn.
  • Escape Artist - Grants you the ability to remove all immobilization effects. Cooldown: 2 turns.
  • Juggernaut - Total health increased by 25% while wearing armor with armor penalty of 50% or higher.
  • Fast Metabolism - All healing increased by 50% and psi boosters restore extra 25 psi.
Nice Feats! +
  • Rapid Fire - Fire three bullets from any firearm except the sniper. Chance to hit falls drastically beyond optimal range.
I will try this with my .44 Hammerer! Ohohohohoh!
  • Super Slam - An attack with a sledgehammer that does normal damage plus 20% of attacker's maximum health. Cooldown: 3 turns.
How about robots?)
  • Guard - You have 50% chance to block melee mechanical damage equal to twice your strength.
Will be interesting to test in combo with Riot Armor.
  • Gun Nut - Increases the upper damage range of all firearms you create by 20%.
  • Skinner - The quality of leathers counts as if 20% higher in all your crafts.
  • Armor Sloping - Reduces the armor penalty originating from metal plates when crafting armor by 35% (multiplicative).
  • Clothier - The quality of fabrics counts as if 20% higher in all your crafts.
  • Mad Chemist - On-hit effects of chemical pistols you create are twice as strong.
  • Weaponsmith - Knives and sledgehammers that you create have 5% higher critical hit chance.
  • Practical Physicist - Critical damage bonus of energy weapons you create is increased by 25% (additive).
  • Ballistics - Carrier vests give additional 3 mechanical damage threshold when you use them in crafting.
  • Neurology - Psi Headbands you create also provide additional 15 maximum psi points.
And where i will find so many free feat points for this!? =(

P.S. GJ, Styg!  ;D

94
I created a no Dodge/Evasion character thinking I'd craft either metal or energy shield armor later, but lo the movement penalty for metal armor is outrageous! Right now I'm in some purchased Riot Gear but of course I can't make my own improved stuff, and I don't know if it's going to cut it in the longer run. So far I'm doing quests in Junkyard, about to try for the drill bit.
Drop Riot Armor(it's shitty) and get Tactical Vest(more handy, smaller penalties which is better for dodge character).

95
General / Re: Crafting components quality
« on: February 04, 2015, 05:21:58 pm »
And how much skill may require crafting of of some item?
I mean with all additional components.
124 Shield Emitterwith all ups = 161 electronics (ouch!)
124 googles+nv = 74 mechanics, 140 electronics
124 Sniper Rifle + Bipod + Retractor = 164 mechanics (!)
124 Laser/Plasma Pistol + Up = 15 mechanics and......... 180 electronics (Holy Cow!)

96
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 03, 2015, 11:28:27 am »
Not exactly. What it means (if I am reaading it correctly) is that any items that have already been generated cannot be dismantled but items that are generated after the patch goes in will be able to be disassembled.
Oh my) This is not really important... + "Also, most of these changes are not retroactive, so already obtained items in running games will be mostly unchanged"
Hey guys. The team's working hard on the new areas and quests which are all related to the next step in the main story line - the Institute of Tchort.
Approximate release date for the Tchort content?  ???

97
General / Re: Crafting components quality
« on: February 03, 2015, 09:04:11 am »
I I have long wanted to ask - what is the upper limit for components quality?
In case I'll start craft-oriented char.
If it isn't secret of course. )
124 for now =)
I will post some screens of 124q items later.
Screens:

Energy Pistols(Plasma, Laser, Electro + Smart/Amplified)
http://steamcommunity.com/sharedfiles/filedetails/?id=386495289
http://steamcommunity.com/sharedfiles/filedetails/?id=386495230
http://steamcommunity.com/sharedfiles/filedetails/?id=386495187
http://steamcommunity.com/sharedfiles/filedetails/?id=386495156
http://steamcommunity.com/sharedfiles/filedetails/?id=386495129
http://steamcommunity.com/sharedfiles/filedetails/?id=386495096

Shield Emmiter(Low+High+High Efficiency Energy Converte)
http://steamcommunity.com/sharedfiles/filedetails/?id=386495063

Night Googles(Smart, Seeker + Night Vision)
http://steamcommunity.com/sharedfiles/filedetails/?id=386495024
http://steamcommunity.com/sharedfiles/filedetails/?id=386494996

Tactical Vests (Galvanic and Insulated Vests with 2 variants)
http://steamcommunity.com/sharedfiles/filedetails/?id=386494971
http://steamcommunity.com/sharedfiles/filedetails/?id=386494948
http://steamcommunity.com/sharedfiles/filedetails/?id=386494928
http://steamcommunity.com/sharedfiles/filedetails/?id=386494890

Some 7.62 and 12.7 Snipers (Corsair, Harbinger, Spearhead)
http://steamcommunity.com/sharedfiles/filedetails/?id=386494865
http://steamcommunity.com/sharedfiles/filedetails/?id=386494830
http://steamcommunity.com/sharedfiles/filedetails/?id=386494797
http://steamcommunity.com/sharedfiles/filedetails/?id=386494774

Pistols(Hawker, Neo Luger and Hammerer)
http://steamcommunity.com/sharedfiles/filedetails/?id=386494747
http://steamcommunity.com/sharedfiles/filedetails/?id=386494659
http://steamcommunity.com/sharedfiles/filedetails/?id=386494632
http://steamcommunity.com/sharedfiles/filedetails/?id=386494600
http://steamcommunity.com/sharedfiles/filedetails/?id=386494523   -    .44 Hammerer with LS and XM

98
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 03, 2015, 09:01:05 am »
Psi-changes are welcome but i think there must be some bonuses for pure psi-casters in psi-pool increase(higher will or/and higher lvl) and some psi feats must be rebalanced for new system(obviously).

The Institute of Tchort looks very cool and i'm looking forward to play it with my psi-caster =]

I like how all the changes to crafting sound though it is a little sad to hear that disassemble is a feat rather than something available to all characters.
Totally Agree with this.
Don't know how it work, but I think you should get same penalty like if you step on caltrops.
It's more interesting (and logical) then just a "get a higher crit chance".
Agree with this too. Higher chance to get critically hit on your feets is kinda weird oO
The only thing I didn't uunderstand - "Existing items in running games will not be dis-assemblable".
That means you can't disassemble items in your pre-patch  games(i think).

99
General / Re: Somebody know how to modify carry weight value?
« on: January 27, 2015, 07:05:22 am »
I want to make my carry weight like unlimited, somebody know how to tweak save-games or something with hex editor or another tools to do that?
You can modify strength and pick perk +50 weight capacity... That should be enough for most hamsters =\ (350 capacity)

100
Suggestions / Re: Speed Up the game/movement (CheatEngine)
« on: January 17, 2015, 06:38:13 pm »
Yep, and I personally use Tabi Boots(+10%) and Sprint(+~30%) for faster moving. Detecting is pretty slow sometimes.

101
150? No, you get 166 skill with 10 supporting base ability. 110 base skill at level 20 and 8.5% bonus per base ability point above 5. So if we're counting +2 Junkyard Surprise, you can get up to 166 crafting (or any other) skill with 8 int (or other base ability).
Oh F*ck! Wiki "Every point in base ability above 4 increases the effective value of dependent skills by 10%, while every point below 4 decreases it by 8.5%." is Wrong!

True formula(calculated with help of my chars): 8.5(not 10)% bonus per base ability point above 4(not 5!).

But you can put skill points into other skills as you level up. You don't need to max every starter skill every level, especially if you're in a position where that's not required to progress or in need of those skill points. I usually never pick biology when I start out, but I put 20 points into it when I first level up just so that I can get the doctor feat, but that leaves me with not having maxed one or two of my starter skill, but I make sure I sacrifice the skills I don't need to have a high level at the moment, relative to my character level of course.
It's semi right)
You need only  "full investment" in battle or psi skills(guns+throwning, melee+throwning, 2-3 psi skill). Let it be 2 skillpoints.

You can do "almost full investment"(Up to 85!!!) in hacking+lockpicking skills(You are not masochist, nor some crazy powergammer right? And don't tell me "i don't need any of these cuz i'm super-pro!" or"Lockpicking and Hacking for Loosers!"). 2 skillpoints.

Dodge+Evasion - comes in combo variant imho! Good one if you are not planning to go in full metal panic unit(95% encumbrance metal helm, boots, armor) or full stealth run(well, good luck here!). + get Tabi Boots and Siphoner Leather for moar slippery! "full investment" in this one for me, but its depends on your play style.

Stealth - you don't really need this if you are don't plant to be super ninja or go for pure sniper. Yep, sneak mechanics is not the best here and all quests can be done with +stealth items and brain(main component!).
Traps - you don't really need this, but it can be rewarding in exp equivalent(if you are playing classic variant) but without perk it can be veryyy long way to take all mines(Rathound King Lair, hehe).
Pickpocketing - nice one! Some items can be only pickpocketed from npc's + alternative way for moneymaking. But not really necessary one.
Crafting skills -  see above( I prefer Mechanincs+Electronics combo for guns user; Tailoring, Mechanics, Electronics, Biology hard combo with very specific points allocation for psi user)
Social skills - money not a problem(i want but really can't spent skillpoints into Mercantile) , intimidation < persuasion, that's all.

All i can tell that 40(120) skillpoints is very small amount that you must allocate(in comparison with the Fallout, you can train some skills from NPC/items and it's cool!).
Yep, some skills needed for quests...

102
for pure Psi you'll need only leather - to hide and sneak, and to fight and (can not choose the right rhyme :P) and
For the _best_ you need not leather but Psionic Headband (with Proximal Neuroscopic Filter and Stable Neural Amplifier that you can't find/buy iirc!) and Tactical Vest with Psi Beetle Carapace(-10% psi costs, +x psi skills). And one of the interesting bonuses - Antithermic tactical vest+tabi boots ~ 40-90 fire res.
JS can roll +2 stat, so bonus is even bigger.
Btw about JS - I consider it like test item.
I feel like we have strong buff for nothing.
I hope it wiil be deleted from game, and Chemistry+Biology will do the things.
Or at least set new price - min 100 charons, not 10 or 30 like now.
Oops, forgot about +2. But it's only one good buff(mb even abuse, hehe) for crafting.

103
You can get 166 crafting skills with 10 int. ;) But in all seriousness, that does sound really damn high. I've never seen crafting requirements much above 140.
150 crafting with 10 INT, and +1 can be achieved with Junkyard Surp. I'v seen 160+ =P
In any case, keep in mind the raw stats of crafted items exceed all shop items much earlier than that. Usually by the time the crafting requirements reach 100.
It's common items that can be looted/finded(no big point in crafting them). Good crafting examples, that can't be looted - Energy Shield(capacity+second modulator), any energy weapon(amplifier 100-160% crit dmg), Siphoner Leather(but... quality of leather is kinda low - max ~65), Metal Armor with many plates, MKV Grenades, Psionic headband + Power Management perk for this for moar profit!
Overall, I would say crafting is worth both the int and skillpoint investment. Well, at least the int investment. The skillpoint investment hurts a lot, especially if you want to craft everything.
You sacrifice something else, you gain the ability to make ridiculously powerful items. I can think of one build that can pick both high int and all 5 crafting skills without sacrificing anything else, but that's not really related to crafting.
INT Investment = weaker battle abilities(this point cab go into the DEX, STR or even CON!)
I don't see how you can not sacrifice anything with the 5 crafting skills.
The Truth is you don't need to take all 5.

104
General / Re: Combat Glove Energy Cost Conundrum
« on: January 06, 2015, 07:36:18 am »
No energy cost reduction, but bigger energy pool with perk. On the last screen you have 102 capacity. With 114 power core you will have 95 capacity! Max 124 Power Core(available in Oculus store with good random or save/load) ~ 100 capacity.

105
Strange thing that Elhazzared was so heavily criticized here oO There is some grains of trurth in his words xD

The crafting skills are incredibly useful; even as an average intelligence character, you can max them and craft much better items than anything you could find or buy.
Well, ahem! How about  i don't know... crafting requirements?!!?!
On crafting:
As usual, the problem isn't crafting itself. Like Zephyros already pointed out, you can craft much better stuff (literally over 3 times better in some cases) than shops or quest rewards will ever give you. Not to mention all the crafting-only stuff from weapon models to meds and all the good armor.
No. You can't craft better item cuz of it's requirements (You need 40 tailoring? But you have only 25, how sad! just wait 15 = 3 another levels! 5 INT char)
The effect isn't as huge in early game, but even early on crafting can turn the game completely around: The otherwise very difficult Old Junkyard becomes a piece of cake if you manage to craft a nice suit of siphoner or mutated dog leather armor.
That's the good example but this is exception. =)
So huge problems, too much investment needed right from level 1 to only be really useful at end game for a small part of the content.
That's the point!
2. Mk4-5 grenades can't be bought afaik, so that's also a moot point. On top of that, the new grenades have fairly low crafting requirements and are fun to play with, especially with grenadier feat.
You can buy some MK4, hehe =P


Crafting is NOT useless but has two major problems for now(in my vision):
1. Too much skill points investment. And do not argue! This is real problem. We have 5 main routes and to take all fives you need 25/40 level points what is total nonsense => you'll have to pick only 2(you can even take 3). Chemistry+Biology can be easily merge into one for greater usefulness of it =)
2. Very high(sometimes absurd high!) skill requirements. How shall I craft 160 electronic Amplified Plasma pistol even with high INT!? Without using cheats/bugs you will fall into a very funny situation - every new trader will have higher crafting components than you can use. Every fckng time(if you are not a 10+ INT guy of course).


Usefulness of disciples -
[Rank "A"]. Mechanics: most of Weapons and improvements; Metal Armor, Helmet, Boots(usefulness of this set still questionable but...); Night Googles;
[Rank "A"]. Electronics: Night Googles; Energy ranged weapons; Psionic Headbands; Energy Shields; some weapon improvements(Pneumatic, Electroshock, Laser Sight).
[Rank "B"]. Tailoring: Tabi boots; Leather Combat Gloves; Most Light Armors - Leathers, Vests; most armor improvements(Overcoat fabrics, Paddings, Carrier Vests).
[Rank "C"]. Biology: Psi Beetle Carapace and Psi Booster - need low skill; Psionic Headbands - medium skill; high lvl consumables - luxury).
[Rank "D"]. Chemistry: Mutated Dog Leather - need low skill; Chem Pistol + Chem Ammo - really great luxury (you need heavy investment in nearly useless discipline fpr this).

Grenades, Bolts, Mines - easier to buy. (I'm grenade user and craft 0 grens in all my runs)

Some examples on Builds and their crafting schools requirements:
Any Ranged Light armored build: From zero to big investment into Mechanics; from zero-small(Laser Sight) to big(Night Googles, Galvanic Vest, Energy Shield) investment into Electronics; from zero to big investment into Tailoring. Min - 0 discipline, max - 3.
Pure Psi-Caster: From zero to big investment into Electronics(Psionic Headbands); medium investment into Biology(almost all psionic gadgets need this!); from zero to medium investment into Mechanics(Tactical Vest), from zero to big investment into Tailoring. Min - 1 discipline, max - 4(!!!).

P.S. To tell the truth I highly doubt that something will change because that's the Styg's true vision of crafting system. In many other games you have other ways to craft items or to improve your skills.

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