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Messages - Tygrende

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91
General / Re: Stealth Build w/o crafting viable?
« on: February 17, 2018, 03:42:32 pm »
What pistol feats have synergy with sniper rifle then?
Sharpshooter, that's it. The bonus 30% critical damage when focused applies to sniper rifles and pistols, but not SMGs. Can be useful, especially if you combine Ambush with a silenced pistol.

That said pistols still require more feats than SMGs to be an effective sniper sidearm. SMGs only really need Spec Ops and Kneecap Shot while pistols need Gunslinger, Kneecap Shot, Rapid Fire and could use taking Point Shot. You could drop Rapid Fire, but I don't reccomend it, it's a great feat for pistols that brings their damage output to an adequate level. I can never afford to take Opportunist and Execute on sniper builds.

92
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 11, 2018, 11:42:38 am »
If you don't put ability points in Con, you put them into something that help to eliminate the threat faster.
That's true. It's all about finding the proper balance of defense and offense if you ask me. I don't think it's worth it to dump CON all the way to 3 on most builds.

93
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 10, 2018, 07:09:26 pm »
Psionics will tear that build apart to smithereens. On the other hand, IF we will get some Con-based feat that greatly descreasing psionic-induced/inflicted damage, then Con will great again.
CON is one of the very few things that can actually increase your survivability against thought control psi. Dodge/evasion won't work, DR/DT from armor won't work, shield won't work, having more HP will work. Having high resolve and/or Locus of Control will also work, but that's for psi builds only.

You also need to keep in mind that CON increases fortitude, which increases the chance of resisting stun/incapacitation effects that are physical rather than mental in nature. I feel this is a very underrated stat. Now that infused siphoner tabis don't give an immuity to immobilization, I switched to infused big leather tabis (they give a sizeable fortitude bonus) and beat DOMINATING wearing them. At 8 CON and wearing them, I was able to resist roughly 6 out of 10 stuns from Telekinetic Punch and roughly half of stuns coming from crawler poison. This can be a real life saver. You are still susceptible to Mental Breakdown, but you can't have everything.

Frankly I don't know what you're supposed to do when they hit you with mental subversion and summon two dopplegangers.
There are basically 2 options. You either run away as fast as possible, or use morphine, position yourself in a way that makes only one doppelganger able to hit you if possible and suck it up. In both cases having more HP helps, might not matter in the 1st case sometimes.

Or you just fry them with Neural Overload, but that's for psi builds only.

94
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 10, 2018, 03:18:36 pm »
Let's look closely what high Con can privide us? Almost nothing, at least on Domination.
CON is just as useful on DOMINATING as on Hard, if not more.

Best example I can think of: CON means more HP, more HP means you are less likely to get killed by Death Stalker's sting and can afford to use antidote without dying. You will not be able to avoid them with stealth until you get past their instant detection threshold, which is at least above 120+ effective stealth. Then you need really high detection, slightly above 250 in my experience. I was only able to spot them before they spot me on level 22 with 14 PER and Paranoia, no motion tracking goggles though.

It also makes you generally more likely to survive being hit, which is going to happen more often considering there's a lot more enemies on DOMINATING and they are harder to hit.





95
I didn't pick "that one unique that by some miracle happens to be better than crafted weapon", it's first unique i found (if not the only one) that is compared to something on wiki.
It's the only detailed comparison between an unique weapon and a comparable crafted version on the wiki. I made it because Gluck 17 seems to be the only weapon that is very comparable to late game craft I personally gravitate towards, rather than being straight-up inferior or offering something unique that crafts don't have.

I think the main problem with unique guns in general is that smart modules are just way too good to pass up. If you look at other uniques, especially unarmed, some of them are pretty decent and can compete with crafts.

For burst weapons (so ARs and SMGs) smart module is pretty much a must have. The high damage bonus on nearly all attacks is so ridiculously good, it easily outclasses even the burst-specific weapon mods such as the muzzle brake, barrel compensator or forward grip.

For sniper rifles, it's what makes them capable of reliably 1-shoting almost everything in the game with Aimed Shot and Snipe. I tried to experiment with a Rapid Spearhead that uses the barrel retractor instead of the smart module, but sacrifcing the 1-shot reliability of Aimed Shot/Snipe for a bit more close range precision is simply not worth it. The only other mod Spearhead can use is an extended magazine, but that's obviously worthless in comparsion.

That leaves us with pistols. For pure pistol builds, smart module is still one of the superior mods, especially on Hammerers to boost Aimed Shot and Execute damage even further. It's also a must have on a silenced 5mm Neo Luger since it deperately needs every bit of bonus damage it can get.

A 9mm Neo Luger that is supposed to be a sidearm rather than the main weapon is pretty much the only firearm in the entire game where smart module might not be the best choice, but it still would be a good choice.

96
Bugs / Hunchback Intimidate sound effect
« on: January 01, 2018, 08:16:16 pm »
When mutant hunchbacks use Intimidate, the "human laughter" sound effect plays instead of the "mutant shriek" normal mutants have. Doesn't seem intentional.


97
General / Re: Old Music
« on: December 26, 2017, 03:25:54 pm »

98
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 25, 2017, 10:23:16 pm »
Can you detect Death Stalkers with detection goggles, and Paranoia?
I am able to see their silhouettes when they are very close and initiate combat at 266 detection. Level 22, 14 PER and Paranoia, no detection goggles.

99
Bugs / Re: My usual bunch of glitches\bugs.
« on: December 24, 2017, 09:49:57 am »
Not sure, but when burrowers killed those lurkers, they dropped as generik remains, instead of "lurker".
Can confirm. Also, another bug on the same map- Coltrane spoke of a " man made of steel who could leap into nothingness". Well, I found a spawn that can do that too.


100
I wouldn't mind if the kills during the elevator fight counted as well, it's rather easy to just stay out of the fight and wait until the elevator comes, even if tchortists are hostile.

101
Bugs / Re: DOMINATING the self-replicating Ironhead Demolisher
« on: December 19, 2017, 08:22:07 pm »
No, wait, his self-replicating powers are even greater - he's back every time I reload the game.

102
Bugs / DOMINATING the self-replicating Ironhead Demolisher
« on: December 19, 2017, 08:11:17 pm »
In Warehouse Block Beta, on map where Balor is, in the room with a power box, there's an Ironhead Demolisher standing in a corner. If killed, a new one will spawn when re-entering the map.

103
General / Re: Does anyone actually use Extended Magazines in crafting?
« on: December 17, 2017, 10:51:11 am »
Because I sure can't see why I would ever, under any circumstances, want to use one
I actually used one when crafting a pistol before Depot A, simply because I had no other mods to use at the moment.

I agree with your point though, extended mags are hugely outclassed by all other mods available. 25% more mag capacity is a rather negligible increase, made even more negligible by the existance of the bullet strap belt. I think 100% would be more adequate and worth sacrificing one of the mod slots for burst-heavy builds. Wouldn't be unrealistic either, extended pistol mags and rifle drum mags that double the capacity exist. Would actually be pretty cool if the extended rifle magazine mod was replaced with a drum.

104
Bugs / Re: [1.3.0.18] Arena initiative and pre-battle save
« on: December 15, 2017, 03:31:53 pm »
Also loading this save used to give you a split second before battle where you could hit "v" to activate your shield before start of the fight
It's possible this was removed because it also gave the player the option to start combat manually and bypass the initiative roll. At least that used to be the case, never cheated this way myself.

stop the shield from being drained during the pre-fight "movie"
I think this would be the best solution. That said the cutscenes are usually not long enough to drain the shield significantly, maybe except the Carnifex custcene but it that fight a full shield doesn't make any difference.

105
General / Re: How defense skills (Dodge and Evasion) work
« on: December 13, 2017, 03:53:14 pm »
Are you sure it's working correctly? It says that when attacker's and defender's skills are equal the hit chance is 80%, I'm pretty sure the default hit chance in this case is 70%.

Also it can't handle skill value being 0.

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