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Messages - player1

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61
General / Re: Pistols versus SMGs
« on: March 22, 2016, 01:59:57 am »
SMG doesn't need either Spec Ops or high DEX to beat out pistols at equal levels.

Without Spec Out, SMGs are nothing else then crappy Assault Rifles.
Spec Ops is what makes them stand out as weapons category. AGI6 build with Spec Ops is always superior to the SMG build with AGI3 that takes extra +3PER.

In single shot fire, pistols beat SMG. And 5 round low precision burst is often not worth 3 times single shot AP cost.

As for comparing pistols to snipers, pistols do not need STR and can make a use of Rapid Fire feat, thus .44 pistol can get 3 attacks in round if necessary. Plus they are working fine when moving around or when at point blank. Also, energy and chemical weapons are also pistols, as well as crafting only electrical pistol.

62
General / Re: Requesting crossbow build from Wildan
« on: March 21, 2016, 09:54:37 pm »
Considering that Crossbows are all about special attacks Opportunists is a must feat.

63
General / Re: Pistols versus SMGs
« on: March 21, 2016, 09:53:32 pm »
Pistols require less ability points to be effective in them.

Can you give a more in-depth explanation? I am not sure I am following you here.

For example, you can get just PER6, set STR/DEX/AGI at the minimum and still be able to have pistols as decent "backup" weapon.

On the other hand, SMG need AGI6 for Spec Ops, at least average PER, and high DEX is crucial to be able to burst more then once per turn. And Full Auto feat for better bursts requires STR 7.

.

If on the other hand, you want to specialize with Pistols, you need DEX, but then with high DEX it makes more sense to specialize in SMG, since gains are higher.

In fact, for STR3 SMG character, pistol can be nice backup option with powerful Aimed Shot attacks, when they make sense over burst.

64
General / Re: Pistols versus SMGs
« on: March 21, 2016, 05:24:40 pm »
Pistols require less ability points to be effective in them.

65
General / Re: Coretech Warehouse Battle Impossible ?
« on: March 20, 2016, 08:39:44 pm »
Do you by any chance have some alternate armor suits?

From my personal experience the heavy anti-rifle vests are best for prolonged battles. It will essentially make you immune to non-sniper bullets, making you only vulnerable to crossbows, snipers and melee.

Of course, I'm not sure what kind of opposition you face. Maybe those types of enemies are the most common instead, in which case this is not helpful.

66
General / Re: Coretech Warehouse Battle Impossible ?
« on: March 20, 2016, 07:48:52 pm »
Add more information on your build and equipment.

Anyway, battles with the allies are really tricky, since essentially you are forced to use "kid's gloves" in order to avoid accidentally hitting allies.

EDIT:
Here is one thread on this topic, that can be useful:
https://steamcommunity.com/app/250520/discussions/0/541907867753208693/

It was from early access version of the game, so section may or may not be accurate compared to current version of the game.

67
General / Re: Coretech Warehouse Battle Impossible ?
« on: March 20, 2016, 04:52:49 pm »
Which version of the battle?

Coretech or Praetorian?

Also, it would be nice to add some info on your character build and equipment.

Also, can you delay this quest and do other quests until you get couple of levels?

68
General / Re: Jack Quicksilver - When does he give his last quest?
« on: March 13, 2016, 05:15:29 pm »
Ok, I corrected my save using MichaelBurge's tool to unpack global.dat and nulling some flags to 0.

My quest state was:
1) Met Todor as impersonating his wife
2) Found rifle
3) Tried to persuade cheif to investigate Todor, but failed due to low reputation (low persuasion, not completed Balor assassination at that time)
4) Helped Todor escape

To fix this, I used the save where I finished all Foundry task. So if I didn't led Todor escape earlier, at this point in game I could have made him free legally.

I nulled following flags:
npc_fo_todor_escaped
npc_fo_todor_talkAfterRescue
quest_watch_FoundryTrialCompleted
npc_jackQuicksilver_foundryReward
npc_jackQuicksilver_finalReport


With these changes I was able to go back to Foundry, persuade Chief that Todor is innocent, by giving his rifle and inforrmation I got from Todor. Then I notified Todor handlers in Foundry of my success and returned to Core City to finish the task, and get next task to meet Azif.

69
General / Re: How to reset Abram's quest state if you've messed it up
« on: March 13, 2016, 04:13:47 pm »
@MichaelBurge
Your packer will crash if proper arguments are not passed.

If in future you want to make new version of tool, I would suggest adding validation for arguments as well as help output with list or arguments, if no argument is passed. This is de facto standard for command line tools.

70
General / Re: Translation of the game
« on: March 12, 2016, 01:41:50 pm »
Maybe better question would be is game modifiable enough for fan translation.
Can text strings and fonts be replaced?

71
General / Re: Translation of the game
« on: March 12, 2016, 01:39:10 pm »
Sorry, no plans to translate the game at this moment.

72
It is an old post from 2014.
It was bumped by a spam bot.

73
Bugs / Re: Trading pneumatic components
« on: March 08, 2016, 06:55:07 pm »
Pneumatic Reloader may also fit, although it technically also falls into "crossbow parts", where it is currently.

74
Suggestions / Re: "Aimed shot" improvement suggestion
« on: March 08, 2016, 04:58:25 pm »
AR are pretty desirable as is, due to low investment cost. Just STR/PER are important to be good in them.

75
Suggestions / Re: Model Customization
« on: March 08, 2016, 03:22:02 am »
I think it was missed opportunity, when original sprites where made, that some system for color switching was not made (hair, elements of clothes).

Look for Baldurs Gate sprites, for example.

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