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Messages - Hal900x

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106
General / Re: 2nd playthrough psi build advice
« on: May 16, 2016, 10:20:06 am »
While I agree that psychokinesis is indeed not very "exciting", it has some very important bread and butter skills. Wall is amazing. Same with telekinetic punch and electro-thingy (for robots).
Low con and dodge/evasion is certainly an interesting choice. Seems not only challenging, almost deliberately gimped. Will be interesting to see how this turns out! Also, is that 10 AGI i see? Unorthodox and challenging build for sure.  :)

I like your focus on mobility over health, but I'm not sure if I'd feel comfortable with this kind of a build myself. Let it be known that as far as psi builds go, there are definitely easier ones around there, but I suppose having an easy playthrough was probably never the intention.

Heh, yeah well as I said, I am playing on Normal and I'm not interested in overpowered metabuilds so much as I am interesting playstyles and discovery. Also, as I said above I did take Psychokinesis just high enough to get the 3 "bread and butter" skills you mentioned. Force field doesn't require a high investment in the skill, and I still have Electrokinesis for bots, but it will be low damage so I'll have to rely on kiting and other tricks in tough fights like IRIS. The reason for high AGI is A.) so I don't have to invest heavily in Stealth (just enough to get the drop on enemies) and B.) tons of movement points to take advantage of feats that rely on lots of movement points for damage avoidance, such as Evasive Maneuvers and possibly Uncanny Dodge, although the nerf threw me for a loop having discovered it was stealth-nerfed in one of the updates. Also thinking about taking Blitz for similar reasons. I didn't plan out the entire build through 25 so time will tell, but I got through the Old Junkyard without much trouble, which is a good sign. The big issue with this build is lack of skill points. My crafting is suffering a lot more in the early game than I thought, but hey, that's another fun challenge which will make finding decent gear at a merchant actually mean something. It's all about fun.

107
General / Trying to figure out re-stealthing mechanic
« on: May 16, 2016, 08:07:33 am »
I thought when you restealthed during combat, perhaps via a long CC or whatever, that you essentially reset the detection. However, it seems to be useless. If I approach a previously engaged enemy after restealthing, there is no detection check, they just automatically see through the stealth. Is there something I'm missing? In the various official sources I've read, it talks about restealthing via flashbangs or what have you as if it's a valid tactic.

108
General / Re: Pyrokinetic Stream and Action Points
« on: May 16, 2016, 04:56:52 am »
Also, I thought Force Field was supposed to be "Impenetrable", again from the tooltip. Dog acid goes right through it :(

109
General / Re: 2nd playthrough psi build advice
« on: May 16, 2016, 04:49:17 am »
I dunno epeli, I haven't gotten it yet. I had to sacrifice one psi school to achieve my build, and even then it looks like I will miss out on Persuasion. I'm really having to spend points carefully at each level, and my crafting has suffered at lower levels. Anyway, to me Psychokinesis is the least exciting of the 3 schools, but Sat is right about Electrokinesis; it's an excellent spell but what ya gonna do.

110
General / Pyrokinetic Stream and Action Points
« on: May 16, 2016, 04:46:42 am »
The tooltip on this ability says it does more damage the more Action Points you have remaining. What is does not say is that it consumes all action points remaining. Now, I could swear it didn't do this, until I arrived at Depot A. Now, if I open with it, it consumes my entire AP reserve, leaving me with zero. Something is not right here.

111
General / Re: 2nd playthrough psi build advice
« on: May 15, 2016, 10:08:07 pm »
Psychokinesis is really powerful and you should not hesitate to max it. Few spells are among the most useful: Electrokinesis or Elektrokinetic imprint. You should forget totally dodge or evasion especially if you will take a vest or riot. it is too impacted by penalties and the purpose is not to get hit, then meaning that nobody can shoot you (Killed, stunned, feared, iced, blocked,....)
The 3 CON will be difficult at the beginning and on long fight but is really manageable.

Penalty is only 15% with Nimble...not too bad. I am also planning on taking some feats that enhance my dodge/evade. Vests are great, but they don't eliminate damage completely, which is my goal as much as possible. Even a scratch will kill my Tranquility, not to mention my health is so low that a couple of hits will kill me.

EDIT: Like I said, I'm still taking SOME Psychokinesis...at least 45. So I will have Imprint for the stun, just not a lot of damage.

112
General / Re: 2nd playthrough psi build advice
« on: May 15, 2016, 07:27:56 am »
I took Nimble and Sprint as my starting feats.

113
General / Re: 2nd playthrough psi build advice
« on: May 15, 2016, 05:52:04 am »
Since I am playing on Normal, I went with 3 CON for a challenge, and I figure if I'm going Tranquility the goal is never to be hit anyway. So with that in mind, I basically min/maxed completely. 3/3/10/3/3/10/8. Max Metathermics and Thought Control, with a few Psychokinesis points also. I decided to go moderate Stealth, high Evasion, some Dodge, Intimidation and Hacking (no lockpick, lame, but at least obtaining keys will have a purpose). I will try to put points into Persuasion if possible but I dunno. Then just crafting points as needed as I go along. No offensive combat skills. I'm gonna Blitz, Yell, and then whatever Psi feats seem cool as I go.

By the way, I just noticed that Uncanny Dodge has been nerfed since last build.

114
Bugs / Re: Electrokinesis hits friendly targets
« on: May 15, 2016, 04:30:03 am »
Follow up: Same thing in the Junkyard. It hits neutral civilians there as well. Is this intended behavior?

115
Bugs / Electrokinesis hits friendly targets
« on: May 15, 2016, 03:13:23 am »
In the bottom level of GMS, in the hostage area, I opened with Electrokinesis on the Raiders. I jumped right to Sully and friends, damaging them and turning them hostile. They were highlighted green at the time. I would attach a savegame, but you probably know by now that the saves are too large to do so on this forum.

116
General / Re: 2nd playthrough psi build advice
« on: May 13, 2016, 08:04:29 pm »
I won't try to quote everyone because I suck at it. Regarding robots, EMP grenades were super OP in my first play but I had high throwing. I'm assuming even with low or no throwing they can still be used at close range if I turn my shield off first. Regarding Mentors, that's a big reason I want a full PSI build. I am looking for maximum discovery, interaction, new "oooh cool" moments above all. The number of times I discovered mentors/pillars in cool ways in first playthrough spurred my choice of PSI this time through, along with the sheer variety of abilities. This entire playthrough is about doing and finding cool stuffs, including dialog options. I'm torn on Normal vs Hard because I really don't want to worry about perfectly optimizing my combat build, but on the other hand the first play was often too easy, particularly the final boss (ignore tents, stab stab dead). Then again, a few fights such as junkyard dogs and specific groups of stealthy Lurkers were quite tough.

Also torn on Stealth. Yes, getting the jump on enemies, and perhaps preserving Tranquility is important. I'm concerned about being in range when I initiate combat though, because losing all movement points is rough...a catch/22 with Stealth, you need it high enough to get in range of abilities, but I don't want to have to max it out.

Played a few levels with Psychosis and, while I prefer the more radical blitz playstyle in theory, PSI pool management is excessive. You really don't get much of it even with maxed Will. I dunno...my first playthrough was all about getting the jump too (purely via Init/positioning/detection, not Stealth). Not intentionally, it just worked out that way as a crit-based, lowish CON character. I was looking to change it up as much as possible so if I do need to go first, it will prolly be via Stealth.  Another tricky bit is how much AGI for stealth and/or Initiative. Points I put into AGI will come out of CON, or to a lesser degree INT.

I think I've got a good idea of how to go and I'll post my build in a bit. I don't entirely plan the leveling process though, so I take feats as I go. More fun that way. Discovery>min/max.

117
General / Re: 2nd playthrough psi build advice
« on: May 11, 2016, 10:08:47 pm »
I think with my unique requirements, I'm prolly gonna be on my own with this build, and def. playing on normal. I am just asking too much for one playthrough. One huge pain is the psi pool...it's just not big enough for a pure caster without Tranquility, and that requires a very specific style. I like Psychosis better in theory, but man...

118
So, just to be clear: is there in fact another way to return to the surface other than the South Elevator? Don't tell how, just if.

119
General / Re: Thrower build
« on: May 10, 2016, 10:19:00 pm »
Split Spare made me nervous last time because it seems like a cc breaker.

120
General / 2nd playthrough psi build advice
« on: May 10, 2016, 10:17:38 pm »
What it says on the tin. My first playthrough was knife melee + throwing with moderate evasion+dodge, full lockpick/hack, and no stealth. Armor was typically light. I had all 5 crafting skills high at the end. This time, I would like to A.) be heavy on the PSI casting, B.) use 1 or ideally both speech skills, and C.) avoid replicating aspects of my previous build. So no melee, basically. A tough one, I think, so I'll stick to normal difficulty probably. The last playthrough was pretty easy except when I entered areas that far out-leveled me. Stealth is optional this time through. Now, I know Yell is awesome, but honestly if I have to choose between Persuasion and Intimidation I will go with the former for more speech opportunities...I want to see more of what the game offers another playstyle more than I want to be uber. So the more PSI skills the better, because finding new abilities or interaction opportunities is just cool.

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