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Messages - player1

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151
General / Re: Location Super Soldier Drug Blueprint
« on: February 09, 2016, 06:00:46 pm »
I can confirm that hilf info is accurate.

152
Stiyg,

Actually I do have problem with audio visual feedback. It is in no way clear enough.

Shadows do look like they are attacking player with electricity bolts (electricity icon flashes above damage) and not some mind trick.

Even psi bettle attack feels like attack of electricity and not mind trick due to icon feedback.

Heck I finished whole game playthrough and had no idea that galvanic armor did not protect me against these attacks, until someone pointed it at forums.

Elecricity icon = looks like lightning/thunder  attack.

153
Exactly. If ability does not in any way benefit from this property, or is not penalized for being electrical, then why even have it marked as elecrtrical. It could as well be bio, mechanical or cold damage.

154
General / Re: Is Black Arrow in the game?
« on: February 08, 2016, 09:50:15 am »
Maybe better question is how did this gun got to the wiki page.
Was it legally found and stats added or was it mining through the game files?

155
General / Re: Is Black Arrow in the game?
« on: February 08, 2016, 06:15:45 am »
I've gone through whole DC and haven't found it.

Of course there is always the chance I missed some container or secret.

156
Exactly! If not playing psion, you will never know specific properties of those abilities.

Also, why even mark is as "electrical", when there is no benefit, nor penalty for it being such?

Marked through coloring means.

Correct. It is marked as yellow, and stated to be electrical damage in the log. Plus floating damage has electricity icon.

Yet, there is nothing really electrical about it (not protected by armor, does not injure robots, etc...)

157
I just finished DC yesterday, and to me it was decent experience. Not as annoying as other forums posts would say.


Was there backtracking? Yes, but I backtrack through the whole game anyway to due to loot/merchant system, so it was not a big or new issue.

Also, most of the areas are empty, so backtracking was not painful.

Ark station was fantastic experience, deep worms section was boring but quickly finished, mushroom section required looking into wiki to figure it out and mutogen puzzle was not too difficult to figure out on its own, yet due to its placement it can be easy to miss it and just straight go to the endgame.

I did not like creeping dread mechanic, but it was not too annoying experience, since only several maps use it, and they also have little or no native monsters (just snails), so you can just get in and get out quickly. Also, Leo helps a bit to make it easier.

Only time I had larger battle with Tchortlings was when I was scanning mutagens in the lab and then writing them in the notepad. Luckily, I fist locked lab doors with the card, so I could do research in peace. At least until I opened the door.  8)

I only rerouted Ark power twice total, so not too much backtracking there. It just made sense to first power up residential section and warehouse B, since they are the closest to the plant. And later power two other sections (mugotens and lab) and that's it.


Anyway, game logged 4d13h for my whole playthrough (108h), 3d21h when entering Deep Caverns. So my playtime of DC took 16h total. Yeah, I know effective time is more due to save/load, but still not close to "stuck 40h in DC" horror stories.  8)

158
Bilocation and Neural Overload bypass all resistances, yet they are marked as electrical attacks.

This will trick players thinking that galvanic resistances help, yet they do not.
If psi attack is supposed to go over all resistances, then clearly mark is as "psi attack" type or something, do not mark it as electricity attack.

159
General / Re: Preparing for Deep Caverns
« on: February 07, 2016, 10:43:53 am »
You are right!
Just retested it and those two attacks ignore resistances.

I feel so... tricked. I mean really, do not mark attack as "electrical", if it bypasses electrical resistance. Mark it psi or something.

160
General / Re: Preparing for Deep Caverns
« on: February 07, 2016, 09:32:54 am »
If psionic damage is electric, like 80% of them are, it will help. And yes, biolocation shadows do ekectric damage, as well as overload.

161
General / Re: Preparing for Deep Caverns
« on: February 07, 2016, 08:41:33 am »
For the first round, if losing initiative. Or when failing stealth and deciding to not save scum. Also, for smaller skirmishes I never even activate my shield emitters, only for tough battles.

And shields won't help against psionics, while Galvanic armor will. And especially anti-rifle galvanic armor due to 25% Juggernaut health bonus.

Really, I love Gavanic armors. I used them for 80% of the game.

162
General / Re: Preparing for Deep Caverns
« on: February 07, 2016, 08:18:51 am »
So I finally fished the the Deep Caverns.

Impressions regarding this thread topic:

1) CAU armor is NOT the only useful armor as some have suggested. I am glad I took mine two Galvanic Overcoats (one with anti-rifle vests and one light for stealth). They were great against Coil Spiders and psionic Thorchlings. And since I had Juggernaut feat, anti-file one gave me extra 25% health.

Also, I am thinking it was a mistake I did not took my stashed metal armor from Underrail, since it would have been really useful in Arke Plant. Luckily, warehouse was full of metal armors to choose, in a pinch.

Similarly, anti-thermic armor would have been useful against industrial bots and kamikaze bots in the vents. Sure there was anti-fire suit to find inside, but it removed -10AP and have no mechanic resistance against bot heavy melee punches (which are not animated by the way). At the end I did find decent leather armor with 25% mechanic and 50%/20 Heat resistance, inside the Plant, so that is something. Metal armor with both energy and heat resistance was not an option due to ST9 requirement (had ST 8 only).

At the end, I did got to Arke Plant slightly unprepared, so I mostly used by Galvanic Overcoat and CAU armor against poisons.
Also did skip IRIS boss fight, so my shields did most of the work agains small skirmishes. Not sure what kind of armor would be best for that fight. Probably metal?

2) Hypos, bandages where abundant. More looted then used up.

3) Did not spend all of my 7.56mm AP ammo, so there was no need to use my fallback SMG with 9mm AP ammo.
Still, I did try to minimize use of AP ammo, for only when it is really required. For example, even if enemy has 50% mechanic resistance, it would be killed with regular ammo, if it is not hard to do so. Primary targets for AP ammo were those snails and industrial bots (and Tchort of course). I also tried to use Phaser with Aimed shot in Arke power plan. It would either kill crawlers in one shot or with one Phaser shot, plus one SMG shot that I could use in same round. Sure, two SMG burst would be more effective, but this tactic was mostly used to save some ammo.

4) Faceless were not hostile, so Warehouse became my base of operation, where all useful loot was gathered from other places.

Additionally, DC has not enough merchants to sell all loot, but it is still useful to loot everything and move it  to single container, since this way you make sure not to miss any plot items you need to find (you see all containers looted, and you know area is cleared out).

5) And what got of the Tchort, you ask. Well I killed him twice. Once accidentally when I got to the ladder unprepared. I just used full force of my sniper build. Snipe then couple of aimed shots. Actually, it was not accident. In first accident try I was dead. Next was right after it when I got to ladder when already in the stealth.

After that I dot fully prepared with solving mutagen puzzle and taking out 3 mutagen containers with explosives and one with SMG. And truth to be told, it does not seem this made battle much easier, since it spawned a lot of Tchortlings, including couple of psions.

163
After spending more time in Deep Caverns, I must say I enjoyed areas I visited that do not have Creeping Dread.

That being Warehouse (as Faceless ally), Ark Station and Residential Complex (with restored power).

Still need to get to other places...

164
General / Re: [Some Spoilers] Opening the Gate of Tchort Institute Manually
« on: February 06, 2016, 01:15:50 pm »
So if you get out throught the hole from the hostile institute, is then main quest broken, or is there still way to end up in deep caverns?

165
Bugs / Re: Metal Figurine disappearing
« on: February 04, 2016, 07:01:30 pm »
Distance would not matter if you could, for example, hire some help to act as "mules".

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