Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Greep

Pages: 1 ... 5 6 [7] 8 9 10
91
General / Re: Let's talk about new PSI System!
« on: March 30, 2015, 10:02:20 pm »
Heh, well I think it's starting to show how long it's been since you've played ;)  Grenades are pretty awful after level 16 or so, though they're at least worth throwing I guess ;)  Grenadier is nice I guess for the ability to emp dreadnaughts faster.

And yeah before this patch, going triple psiker on 10+ will was a no brainer.  Now?  Really hard to say, at the very least it makes sense to not make all three, probably just 2, although TC is pretty worthless if it isn't maxed.

92
General / Re: Getting rid of the faceless with intimidate
« on: March 30, 2015, 09:50:20 pm »
A few of them are just for fun, to show characters are really badass xD  I think intimidate on the guy in Depot A also doesn't work, but I'm not 100% sure.  Unless you have "yell" there's just no reason to have intimidate over persuasion.

93
Suggestions / Re: Suggested newbie builds
« on: March 30, 2015, 09:28:21 pm »
Hey, yeah this is an example of the "average stat" failure I outlined above.  In fallout that made sense, but here having stats of

5
5
5
7
7
5
7

At Level 5, basically is what makes this character nearly unsalvageable due to lack of feats or ability to hit anything late game.  Not to try and get too off topic, but you can salvage just about any character if you max stealth, lock & hack, and guns, as you can avoid any tough battle in the game with those if you go the JKK route.  You'll have to pretend you're playing deus ex lol, but it's doable. 

You might want to consider max traps as well, to cheeze anything you just absolutely cannot handle.  Craft yourself a decent tactical vest or buy one with a lot of DT, and avoid fighting mutants (not muties, the big dudes) in Depot A (if you find a screen with them, you should find a door in the mid left corner.  Sneak to it, and if you don't have the access card, go underground again until you find it.  It's in the second section, the one with lots of sentry bots running around).  And from now on, put everything into perception.

94
General / Re: Let's talk about new PSI System!
« on: March 30, 2015, 09:15:31 pm »
Well, on a pure will, if you're totally munchkining and don't want to die much, thought control is the one to keep just because of LoC.  LoC + enrage/mental breakbdown/ fear is just devastating.  It does prolong the fight, but you always win it against non-bots.  If enrage or LoC get nerfed, then it's not quite so obvious which psi discipline to dump.  But dumping one does make sense because of the quite limited psi pool.

95
Suggestions / Re: Request Supersteel Quality
« on: March 30, 2015, 09:48:04 am »
Hah, didn't realize I literally hit rock bottom of a very wide range, guess that explains a bit :D

Still, is this really the best way to go about it?  I'd think anything that encourages savescumming isn't can't be good :/  Especially considering the only limit to money in this game is how many merchants you want to run around selling junk too heh.

96
Suggestions / Re: Request Supersteel Quality
« on: March 30, 2015, 07:29:28 am »
My guess is he just randomly generates one based on merchant tables.  Foundry merchant ranged from 55-100 steel, so the 60ish wasn't unexpected.  At a merchant you can use crap tier metal as reinforcement or spikes or whatever and pick the highest as the main, but you can hardly do that when it costs 3k for a random quality -.-  You could get 5 <70 qualities on a bad day...

97
Suggestions / Request Supersteel Quality
« on: March 30, 2015, 04:52:04 am »
Sooo... I just spent 3000 charons for a 62 crafting difficulty supersteel piece when my character has 92 effective mechanics (85 natural).  I'm just going to drop it on the floor.

It technically has a use as armor plating, but at that cost for a single piece I was hoping for something I could use as a main ingredient.  The difference between it and a tichrome reinforcement of the same quality is 1 extra mechanical resistance and 2 less heat, so it's basically the same thing.  Not to mention it is outright worthless for weapons crafting at that quality.

So it would be nice if either

A) Crafting difficulty of material received = effective mechanics (so 92 here), with a maximum based on level

or

B) Crafting difficulty = your choice, with higher quality costing more charons.  Give a set of dialogues letting the player choose a charon amount and crafting difficulty (shouldn't make them infer it from quality xD).  Example:

2500 (80)
3000 (100)
3500 (120)
4000 (140)
etc..

With the upper limit being based on the upper limit of vendors based on your character level (so for my level, about 110/100 quality/difficulty?)

On a related topic, I've noticed it's.. not even that great.  I've only tried metal armor, however.  Comparisons of similar quality armors without reinforcement

Tungsten steel (60 diff):

strength req: 9
Major resistances: 61 mechanical + 26 heat + 28 energy = 115 total
Mech and Energy: 89
Armor penalty: who cares

Tichrome (63 diff):

strength req: 8
Major resistances: 43 + 37 + 55 = 135
Mech and Energy only: 98
Armor penalty: 55

Super (62)

8
57 + 23 + 50 = 130
Mech and Energy only: 107
50

It's very slightly better than tichrome when you consider only mechanical and energy (and slightly worse against grenades).   When you consider you can make alloys by using different ingredients or rearranging armor (tichrome armor with tungsten helm + boots, or tichrome armor with tungsten reinforced plating), the only advantage is the actual points which is isn't so great, and a teensy bit of armor penalty.

Edit: after doing the exact math, it is pretty good, but again, only considering equal qualities  >:(

98
Bugs / Re: 0.1.14 bugs
« on: March 29, 2015, 09:29:59 pm »
Stunned rather than dazed with thick skull feat via telepunch after being set on fire


99
General / Re: Assault rifle build kinda crazy?
« on: March 29, 2015, 07:03:19 pm »
Sure, damage-wise other builds can get better results than assault, but assault gets heavy armor since they only really need perception.  I guess it just feels weird that assaults now have somewhat comparable damage on top of the armor, and said armor is now even better.

100
General / Assault rifle build kinda crazy?
« on: March 29, 2015, 07:34:50 am »
So after getting bored of test running psi since I've done psi too many times, I tried the new assault rifle build.

It is... crazy.  The thing is, assault rifle heavies were pretty good before 1.14.  Now that we've got thick skull, concentrated fire(!!!), a better full auto, juggernaut, expertise(super bursts!!!)... it's feeling quite overkill.  And I don't even have commando yet :/  I forgot to eat burgers all throughout depot A on account of just annihilating everything.

Anyways, if I can burst dreadnoughts from full health I'll let you know but... it is looking like that's gonna happen.

101
General / Re: Blitz + fancy footwork
« on: March 29, 2015, 07:28:35 am »
Well sure but I don't think 800 movement points was much of the problem :/  You can still get a silly amount of punches in one turn, like 200.  I wonder what that would look like in real time, 200/6 = 33 punches per second?

102
General / Re: Critical Power?
« on: March 28, 2015, 11:58:02 pm »
It's the drugs, I think one adds +100% critical damage bonus to psi, then I think there was another that added a bunch.

103
General / Re: Critical Power?
« on: March 28, 2015, 10:17:57 pm »
Oooh, duh, haven't played a sniper in a while, thought it was a critical hit that it +X% damage.  Somehow I'm sure a build is going to abuse this anyways xD That is quite the boost for high end bonuses.  I think most of those extreme critical bonuses are psi tho :(

104
General / Critical Power?
« on: March 28, 2015, 09:44:29 pm »
I think the wording on this is confusing me.  Does this mean bonus damage on snipes with 300% bonus damage will now be 300 + (300-100)*1.5 = 600% extra damage?  Or more like 1000% when you factor in sharpshooter and a few other bonuses.

105
General / Re: Let's talk about new PSI System!
« on: March 28, 2015, 07:06:26 pm »
Well, it's a matter of psi points.  The two biggies of metathermics have mainly been stasis and kinesis.  If those are disproportionally expensive, then they  drop me from the same psi pool that I can use mind control and psycho.  So I think it's best to dump it entirely.  When it comes to being able to use the psi in super rare circumstances, then I'd rather have some other ability, like throwing grenades accurately (one molotov = one pyrokinesis) or dropping everyone's skills by 50% with my super high will intimidation.

Dumping it also has some advantages beyond skill use.  It now somewhat pays to use a psychokinesis focused headband later in the game and a thought control focus in the beginning, as opposed to uni-psi.

Furthermore, you could just stop at 35, then you still get the stasis, but dump the now less useful pyro.  Which is sort of what I have to do since I don't want to reroll -.-

However, if I were to make a more varied psi character, one that stayed at will 8-12, I'd probably forego thought control and go psycho and metathermics. 

But who wants to give up LoC enrage bursts :D

Pages: 1 ... 5 6 [7] 8 9 10