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Messages - Sykar

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106
General / Re: Steam Score Woes
« on: October 27, 2018, 07:49:40 am »
Gosh I finally motivated myself to write a review, sorry about the long delay. I hope this will help to stall future morons who down rate it because they are not playing the usual brain dead AAA game and are helpless without a quest compass.

Edit: I just noticed that they gave it an average score of 72% on Metacritic. What a travesty considering they give any AAA game with a semblance of polish near perfect scores even though they are shallower than a puddle and almost as buggy as Pathfinder:Kingmaker at its release.

107
General / Re: Steam Score Woes
« on: September 20, 2018, 07:07:11 pm »
I will write a review tomorrow.

108
General / Re: Expedition alpha testing
« on: September 07, 2018, 06:35:26 pm »
I'm a semi casual who wants to see if his current PSI/Sniper hybrid will work with the new content. If that is good enough I am your man.

109
Not an option for my PSI Sniper. While Thought Control is excellent at killing silently sniper rifles are quite the opposite.

110
Has anyone here being able to do the Epione Lab mission for the Free Drones by sneaking through?

You mean without killing anybody?

No, just without alerting anyone. Stealth kills are part of stealth after all and an artform in itself. Sadly on autistic difficulty there seem to be more guards at the entrance so it seems like brute force is the only method here. I had no major problems with it on hard but this one annoys me as do other parts which are now almost impossible to stealth through.

111
Has anyone here being able to do the Epione Lab mission for the Free Drones by sneaking through?

112
General / Re: Crawlers / Death Stalkers
« on: May 11, 2018, 03:30:11 pm »
I have been saying this earlier but this thread just reaffirms my opinion that Death Stalkers are over the top. Ultimately the better solution is to nerf their stealth capability to a reasonable level so they can be detected and dealt with without the need for cheese and metagame knowledge.

113
General / Re: [Minor spoilers possible] Psi combos
« on: April 10, 2018, 07:10:12 pm »
Single target burst: Snipe -> Aimed Shot -> Adrenaline -> TK Proxy -> Premeditation -> TK Punch
Needs a 24 AP Spearhead, Medicine pouch for 2 AP medicine cost and a hybrid Sniper/PSi build though. Doubt many will want to play that.

Alternative with Meta: Snipe -> TK Proxy -> Premeditation -> TK Punch -> Cryogenic Induction -> Aimed Shot

Pure PSI quiet CC/damage chain: Premeditation -> wait 15 seconds ->open with Mind Break -> wait two turns -> Bilocation -> TK Proxy -> Premeditation + TK Punch and follow up with Neural Overloads to finish off the target.

Needs Tranquility and Meditation to pull off.

Can be used on isolated targets to kill unnoticed. Preferably in a closed off room since TK Punch makes some noise.

114
General / Re: Crawlers / Death Stalkers
« on: April 02, 2018, 06:46:55 am »
Just another example as to why Death Stalkers need some extra tuning.

115
Quote from: Sykar
Previously I would very patiently stealth through this section but the absurd amount of critters now makes this approach basically impossible without a lot of save scumming and luck since on top of the increased numbers Roderick has a penchant for attacking the critters on his own and him dying means automatically a reload since you cannot escape from the island without him. What is even more hilariously stupid and immersion breaking that in real time the PSI beetles tend to no use PSI at all and just rush to him in melee. It bums me that the Silent Isle is now basically a combat exclusive area.

For what it's worth, though I *sometimes* have to load once or twice (the Captain can get randomly engaged over his head, luck does somewhat factor in) it is very much possible to regularly one-shot (no save/loads) (with stealth builds) under level 10.  Do you have interloper and optionally some cheap ninjatabis with +speed or other initial stealth gear (and maybe an Agility steak)? Are you using adrenaline in the "safety" area near the crystal room transition for a quick grab?  Are you using combat-controlled stealth movement to your advantage (it freezes enemies in place if they don't see you yet)?

I have *never* used damage-dealing to complete Silent Isle on Dominating and I've completed several such runs now (and even more completing at least the Silent Isle...always go on the Azure bug side).

However, the way I approach Silent Isle (and the rest of my runs) is to semi-scientifically break down and analyze the geometry, movements, skills, and tactics needed.  I agree with you that you can't just willy-nilly stealth the island like on lower difficulties, but I feel that that is kind of the point.  Dominating *forces* you to fully optimize for what you want to do and go all-in on doing it and will still heavily punish you if you make execution mistakes.  Unless I'm misremembering, this difficulty is specifically designed for people who already know the game from start to finish. 

So it's in no way true that you *must* fight to complete Silent Isle or that you *must* have save/loading in order to use stealth there, but it definitely has potential for bad luck and very thin margins when stealthing.

I always take Interloper on my stealth builds though though I do not think you can find or buy Tabis before you are done with Depot A. As to "sientifically analyze movements" there are a lot of PSI beetles near the shrooms on the left side which you need to stand in to avoid the Bilocation proc, and the right side you can barely walk without stepping on a Rathound. Maybe you are just that much better or you abuse turn based mode a lot to get through it but with sensible gameplay I do not see a reliable way to get through it on a regular basis without reloading and/or without fighting.

What is the actual difference between hard and dominating now, other than dominating having higher stats?  Are the numbers and types of enemies different too? 

I'm asking because I think I want the "added" (if they actually are) enemies and types, but not their higher stats.

In a nutshell "Autistic" as I call this difficulty is an explosion of effective HP and a significant increase of damage. Even more so than before you want to burst down enemies in 1-3 rounds because the chances of dying in prolonged combat is even higher now. It also breaks immersion and friendly NPCs have a hard time coping with the increase of enemy numbers, HP and damage.

116
Suggestions / Re: Increase damage stat of unique firearms
« on: March 16, 2018, 05:04:10 pm »
Imho uniques should really be uniques and offer something crafted guns cannot. On top of that I do think that uniques should be harder to get.

117
Bear traps and HE mines, then.  With just the Jackknife you'll get the 5 you need to place HE.  That has no skill or stat requirements, and though you'd need to lay traps all the way along the fenceline back to where Dan and Saban stand, you could probably do it.

Don't bother with mark 1 HE mines there; they aren't good enough for that encounter.  When I did it, I placed over 40 bear traps and 20 HE mines, and the mines ended up being a waste.

HE mines do some damage at least because they ignore a portion of DR. Frag mines deal basically no damage at all. It is not much but considering the retarded HP bloat in this fight but everything that does even a little damage helps.

118
I did solve the fight the way you suggested but I needed some reloads to make sure that Saban and Dan survive which considering the length of this stupid and boring fight makes it all the more infuriating considering the very simple solution.

119
This forces you into building up Chemistry to make gas grenades since to my knowledge they are not sold by anyone but yes it was pointed out to me that this is a possible tactical choice. Another one is to have a bunch of Crawler poison Caltrops at hand.
Still my main gripe here is that the AI and their equipment are just stupid and make no sense. Both Dan and Saban know about the hard shells acting as active bullet protection so why do they not have at least some armor piercing bullets and why do they have relatively few ammunition in the first place? I never come close to run out of ammo when I am fighting them so why would they?

120
Since I was railing hard on the codex on this difficulty I'll just throw in my two Stygian Coins:

1.) I call the new difficulty "Autistic" due the damage increase and more importantly the annoying HP bloat which makes bursting even more important since the majority of builds are at risk to die in one round anyway or in just a two or three rounds if they cannot CC/LoS the enemy properly though this depends a little on the numbers, level and gear/skill available to the enemies. On top of the substantial HP increase there is also a significant increase in the amount of enemies, easily tripling or quadrupling effective HP to burn through in many places. I hate this kind of artfificial difficulty already in other games and therefore criticize it here as well.
2.) This leads to what I call cheese tactics are even more invited now like knowing where and in what numbers enemies are and using/abusing Crawler poison caltrops and molotovs even more as a band aid to the absurd numbers in certain areas or on certain quests. In my opinion if a difficulty requires meta knowledge and the abuse of cheese it is a bad difficulty.
3.) The new monsters are cool but far too common. They should be roadblocks or tough encounters to certain optional content not there being dime a dozen of the mill grunts. Furthermore in some places this breaks my immersion completely like the 6 Goliathus beetles near the Hanging Rat. Why? Because they can murderize even high level characters if caught unprepared. This is important since the Hanging Rat does have patrons which implies they go in and out there on a more or less regular basis. Considering the proximity of the beetles to the final cross road leading to the Hanging Rat makes me wonder how come that they have not wiped it out yet. Whats worse beetles are usually found around Mindshrooms yet there are hardly any Mindshrooms if any in that area. Gigantic psi beeltes like those should be more interested in areas which are full of these not mere bridges.
4.) Death Stalker comes too early and many stealth builds can not deal with them without cheesing aka throwing Moltov or Caltrops or Flares around where you assume they are even though your detection has not even begun to pick up on them. It is bad difficulty design if a person has to know where the enemies are in order to deal with them. Certainly there are builds which can deal with them even early on without using what I call cheese but stealth builds can get easily creamed by them even with shields up. On top of their special debuff against medicines and the usual hit and run tactic they deal a very high amount of damage per round. Meeting them before level 10 which is easily possible and worse even in large packs like in Core City if you go through the underground unto the Depot is pretty tiresome.
5.) The AI cannot handle the increased amount of enemies and the new types. The best example is Roderick on Silent Isle. Previously I would very patiently stealth through this section but the absurd amount of critters now makes this approach basically impossible without a lot of save scumming and luck since on top of the increased numbers Roderick has a penchant for attacking the critters on his own and him dying means automatically a reload since you cannot escape from the island without him. What is even more hilariously stupid and immersion breaking that in real time the PSI beetles tend to no use PSI at all and just rush to him in melee. It bums me that the Silent Isle is now basically a combat exclusive area.
Another example are Dan and Saban during the Beast quest. Due to the insane amount of extra spawns they will run out of ammo and run into the Bladelings in melee. What is worse is that Saban's Plasma Sentry is utterly retarded. Far too often does it waste a turn just transforming into a plasma turret dealing no damage at all only to revert back and shooting with its laser cannons anyway. Also it does not really deal any more damage as a plasma turret so I fail to see why it even does that.

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