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Messages - Greep

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121
General / Re: ANy ways to make money that is NOT quest related?
« on: March 16, 2015, 09:42:01 am »
Well, the best way to make money in the beginning is not to spend it so easy; those health hypos are kind of a trap, stick to bandages whenever possible xD

But yeah, you get a ton of money with jack quicksilver's quest if you survive, from selling weapons/getting a reward.  Other than kolmeiers stash in junkyard, I don't know of much non-quest money tho.  If you have lockpicking/hacking, there's a locker in private quarters with gobs of money.  And if you're desperate, pickpocketing also gives gobs of money (nvm, just check you need a decent amount to steal credits). 

You could wander around north (up and right) of the train station (don't go south!!!).  This is the main quest general direction, but there's some tunnels with stalkers that are very weak.

Also, make sure to sell to every vendor.  Leather and rathound organs give a surprising amount when you sell them to quinton in agronomy.

122
Suggestions / Re: Version 0.1.13.0 feedback
« on: March 16, 2015, 09:20:52 am »
Hey, I have to second the map thing... sometimes, I feel like exploring the caves, but I just get lost so easily and say to heck with it after a while.  Which is a shame, you miss out on some fun areas, like the popsicle mutants.

Also agreed on persuasion... intimidation gets you yell, which is pretty dominating on psi characters.  Persuasion... not so much.  I think it'd be nice if mercantile and persuasion were just combined into speech :/  And speaking of that, it'd be nice if salesman affected how much merchants sell as well.  I've played a whole game once without finding a single napalm -.-

123
General / Re: Hoppers - i can't catch the little buggers!!
« on: March 16, 2015, 09:15:08 am »
Hey, you need to press enter to manually enter combat, then throw the net from a utility slot :D

Additionally, if you have no throwing skill but do have crossbows skill, you might want to tranquilize them first, they have pretty insane evasion if you have 0 throwing.

124
General / Re: Gotta love enrage
« on: March 16, 2015, 07:54:39 am »
Maaaybe



Those dreadnaughts really don't like dying, I might add, this is something like 20 turns into it.  On top of it all this was probably the weirdest build ever.  Unless my game is bugged, I've noticed lately the AP penalty for everything is maxed at -15.  So just for the heck of it I made a heavy armor build with 3 strength xD  And thus the psi-grenadier was born!

Edit: And for all my whining about crafting, aside from throwing and psi, everything went into crafting :-[ It does feel weird having the crafting be pretty worthless from levels 6-18 though, aside from the buckets of grenades anyways.

125
General / Gotta love enrage
« on: March 16, 2015, 05:05:07 am »


Reminds me of this :D

http://www.giantitp.com/comics/oots0448.html

Incidentally, that battle involved a lot of weird tricks :D


126
Bugs / Re: 0.1.13 bugs
« on: March 15, 2015, 09:56:17 am »
Yeesh, and this is why you manually save often in early access.  I take it I'm screwed if I have I don't have tnt to take down the flimsy shack in the lurker tunnels and no lockpick?

Also, in that same area, the praetorian guard gets your name wrong.  Typo in code yay!



Also, not necessarily a bug, but if you talk to the barkeep in sgs concerning the earthquake after the trains are fixed, she says the trains are down in the present tense.

Edit: Oh nice... that's a blue transition, so I can just go back to the autosave.

127
General / Leave no witnesses, broken?
« on: March 15, 2015, 02:07:26 am »
So, I'm in foundry prison, trying the mission with a combat oriented player.  So... Everything is dead, the turrets, the people, the camera;  Foundry prison is one giant smoking crater.  I wipe the cameras even though all the cameras are smashed to be sure.  I Kill todor and the other prisoner just for testing purposes.

I leave the room and get attacked.

I'm confused.

Edit:  Ended up being able to talk to him anyways after mentioning saved foundry :D  But still, it feels like the leave no witnesses thing is misleading.

128
General / Re: Tabi Blueprint
« on: March 12, 2015, 08:42:07 pm »
Hope you didn't kill blaine ;)  I'm betting the other stealthy type vendors have it to like JKK, but I'm not sure.

129
Suggestions / Suggested newbie builds
« on: March 11, 2015, 11:20:54 pm »
Fallout had 3 pre-made builds.  Fallout didn't need them, because you couldn't make a character that had trouble beating the game if you tried.  Pick guns, and you win eventually.  This game definitely does need to give some guidance in character creation.

I'd say the game's difficulty is like dwarf fortress.  "easy with a difficulty cliff"  That is if you know all the rules, mechanics, quirks, you know what is coming up, you can just breeze through the game with hardly a reload.  But people can make virtually unwinnable characters that are perfectly logical! 

Average stats character? Dead.  Crossbows and grenades with nothing else (like the cover :D)?  Pulverized.  Hammer without agility?  Sitting duck.
Light armor guns without dex or sniper feats? Hah!

There's a thread in the forum just now with someone who made a "max dodge, evasion, melee, crafting skills build"  Looks great on paper to anyone starting up a game.  I seriously doubt this character can get past balor or the warehouse quests, not to mention any part of the game with multiple stunners/immobilizers.  No stealth with light armor? No subterfuge on dex? No throwing?  He's toast man.  And not powdered toast man. And it's not really his fault.

I think it's great that you have the freedom to make any character you want, but if the game is going to make characters that can't realistically finish the game despite having a maxed combat skill, I think there either needs to be guidance in character creation, or more difficulty levels while making normal even easier and newbie friendly.  So people can get one play through to get a feel for how the game plays before doing some serious build creation. 

And it's not like you have to babysit them and pick all the feats they would need to pick, but a few simple builds with explanations of why they work would be nice, giving the initial attributes and initial skills, and explanations for why those skills are good in case they want to deviate from the premade build.  I think fallout had the right idea here: force a build at start, but allow you to rip it apart in character creation.  They don't even have to be "good"  just not "fatally flawed" if you know what I mean.

Edit: On that note, it might ne nice to give people a very poor quality tactival vest upon saving newton.  Something more experienced players would just toss in the trash.

130
Suggestions / Re: Assault Rifle feat for burst attacks
« on: March 11, 2015, 11:00:02 pm »
I really don't think ARs need feats beyond full auto.  After playing a full auto opportunist build, with an assault rifle in one hand and sniper in the other, I've found there isn't really much need for feats on account of killing anything stunned and close instantly xD  Suppressive fire just adds icing to the cake.  Heavy armor builds really don't need any more killing power.

But yeah, really why not use a sniper for distance?  you've got the guns, perception, and strength 5 already if you have an assault rifle; and every character has 4 hands after all.  Giving a feat that gives AR distance as well as power would make the assault rifle a "one weapon solves everything", and no other build really has that.

131
General / Re: [Quest] Get Rid of the Faceless, too low level?
« on: March 11, 2015, 09:48:14 pm »
Dex melee is the one build I haven't played, however, if you're having problems hitting, you should try stunning him or immobilizing him.  Easiest way for any character is get 40 psychokinesis and get premeditation.  Instant long range stun with 0 AP cost.  This won't get through a shield, so throw an emp grenade.  There's about 400 other ways of stunning, from tasers, to electroshock pistols, etc etc.  You could also use a throwing net and just reload until it hits lol, but that would be pretty lame xD  However, you mentioned you went full crafting, so I would go with a taser.  You can buy the blueprint from the electricity merchant in junkyard near the protectorate area.  Dirty kick is also a good choice for later in the game.

Additionally, dex melee should probably open with stealth and cut-throat.  Sure, make sure to focus on unarmed feats, but pick up "the best" other ones as they come.  Don't marry yourself to your weapon, you've got two weapon slots you can switch with no AP cost, work with your attributes and skills.  Best low perception dex weapons to consider are unarmed, dagger, crossbow, maybe machine gun, and pistols (energy, special, or w2c ammo). 

The game is also very openended.  A lot of times I actually end up doing that quest at level 16-18 just to let you know.  Sometimes I do it at 11.

Lastly, you didn't mention stealth, which should basically be a staple for any light armor character.  If you don't have it, it's not necessarily too late, just go full bore into point allocation in your next two levels.  Guns may also be needed for heavy armor guys, which you will be facing a lot of.  Your dex should make them useful even at low perception against heavy armor, although in most situations you can probably just hit and run them.

As far as leveling, if you're playing oddity, you may sometimes be low level due to bad luck from monster drops and not enough "rummaging": don't leave a barrel unturned ;)  Go to core city and do the first 4 arena levels.  Let the other entrants kill the enemies, and pick up the drops.  Also, I usually get the plasma sentry disrupter or this quest, as if you're having problems outside, wait until you get inside and have to fight one right next to a level 20 hammer warrior.  That quest should get you a level, and is just some silly bots, 'nade the guys outside if you need to.  Foundry quests also get you a ton of experience, the beast alone should get you a level and is an easy fight if you bring help (although killing balor is probably not possible with your build due to lack of subterfuge skills :/  I don't really know if you can stop the alarm's from going off without stealth)

Edit: Lastly, crafting is really not that great in this game, just an FYI XD  Its (usually) more of a skill dump for whenever you've got nothing better to spend :(  Kind of a shame they don't mention that, but yeah the lack of throwing and stealth due to crafting skills is what is crippling your character is my guess.  Usually dex also go for lock and hack xD

Final note: Forgot to mention as it seems obvious to me after playign the game a lot xD  But shoot yourself up with morphine before battle and adrenaline once you start it.  The math works out that if you take morphine before taking shots it is always beneficial.

Er.. final final note, since you have crafting, I think the absolute best way to handle it is a stun + a level 4 frag grenade.  High level characters get an extreme bonus against frag grenades due to their evasion.

.. but not if they can't dodge ;)

132
General / Re: [Quest] Get Rid of the Faceless, too low level?
« on: March 11, 2015, 11:55:12 am »
Yes, you're too low level, you should be about level 12 for that really.  You should try camp hathor first, it's generally easier (and bring plenty of antidotes xD).  Also, I hope you aren't trying that with the plasma sentries running around ;) that would be even difficult at level 12.  It's also much easier with an energy shield, which you can get through the main quest, crafting, or otherwise, as lasers cannot penetrate shields really, they have to knock them out fully first.

That being said, you should be able to tackle that part at just about any level.  If you're having trouble with individual characters, that is a sign your character doesn't have enough damage (non psi) or crowd control (psi) or both (imo all characters should have 40 psychokineses ;)).  Additionally, heavy armor players have trouble with energy weapons until you do foundry and craft tichrome.

Anyways, post your build, and I can show you what's wrong with it ;)

133
General / Re: [Spoilers]Murder mystery quest, am I screwed?
« on: March 10, 2015, 01:21:25 am »
Oh that's odd.. it had access denied earlier... :(

OKay that worked, thanks all!  But I am confused, what allowed me to get access?  I don't remember pasquale saying anything.  I just randomly could use it o.o

134
General / Re: Murder mystery quest, am I screwed?
« on: March 10, 2015, 01:02:15 am »
Yeah I do think it's bugged.  Has anyone tried doing this without biology?

At this point, anyone reading will know this is just spoilery anyways, so I'll just post what I have options for...

5 is somewhat irrelevant, but including or not including it doesn't help.


135
General / Re: Murder mystery quest, am I screwed?
« on: March 10, 2015, 12:20:18 am »
Pretty much.. my "tell general info" is basically stuffed to like 6 items.  I'll try again limiting it to only the 4 or 5 I think is needed.

Heh... hard to give not give too much away.  I guess I'll just use black text:

Yeah I'm really confused.  I

A) Show that his brother hunted down spectres
B) show what the spectres are and how they kill (through the nose) and that his brother was killed this way
C) Show mordre was a spectre whose name was on the list of the documents

Considering they were thought to have been all killed, yet mordre is the only spectre known alive.. that should be a closed case o.o



I don't see why anything would be needed at that point.  Admittedly, it's not hardcore evidence without the murder weapon or anything, but I completed the foundry quest with far less evidence...

So I'm guessing either lenox is really thick, or that the quest is bugged and getting someone else to look at the corpse is not adequate.

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