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General / Re: Acid Cyclopean Eye
« on: June 15, 2017, 07:46:39 am »
Holy... But how? I've been looking for him everywhere and couldn't find.
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Save scum + cheat engine (to make time run 100 times faster, no need to wait too much time until work will be finished) = perfect super steel plates with 150+ quality, because fck RNG
It seems like your main selling point of a pistol is accuracy and Kneecap Shot which seems pretty weak to me. A pistol might be more accurate per bullet but you only get 1 shot. A burst fires 5 bullets at reduced accuracy but at point blank range it's mathematically impossible for it to be less accurate comparing it to a pistol shot. In fact, I would say SMG is much more effective due to its high chance to crit (5 vs. 1).
You know you can kneecap shot w/ an SMG right?
He's not just a corner case, he's the worst-case scenario. Basing everything on a worst-case scenario is absolutely rational.
Acting first is a major advantage. As you said yourself, given sufficient degree of optimization, everything is viable. But acting first is definetly better than acting before most.
My strategy in case of Carnifex getting the first turn is to tase him first.
If the taser works, the next step is Aimed Shot with the move penalty since he will have no evasion and the hit chance will be 79% (for some reason it drops from 95% to 79% instead of 80%). If it hits, it's over. If it misses, the next step is Kneecap Shot that will have 95% chance to hit. If it hits, I have enough time to keep Carnifex at bay. If it doesn't, I will use a flashbang on the next turn and re-stealth.
If the taser gets resisted, the next step is flashbang. If the flashbang gets resisted, the next step in kneecap shot with about 60-70% chance to hit. If that misses too, I'm pretty much out of options, but that never happened since all those things failing at the same time is mathematically unlikely.
The point here is that Kneecap Shot is just one of the many forms of CC. It's not something I rely solely on against Carnifex, it's one of many failsafes and it works perfectly for that purpose. On the other I would have no use for SMG bursts here.
There are two hordes of rathounds in DC, but both of them can be engaged at distance and thinned before they start getting close or simply kitted.
Which I think is the what makes our playstyles different. When I'm playing a sniper, I'm playing a sniper, not a sniper/something hybrid with two main weapons. I'm not looking for another damage source, I'm already holding the holy grail of damage in my first weapon slot. I'm looking for something that will complement it, not replace it.
Without heavy investment in DEX, the AP cost of SMGs and a rapid Hornet will be about the same. Even with Spec Ops 2x bursts, the overall damage potential of ARs is much greater than that of SMGs. ARs only require one feat to be an awesome secondary. Really, if all you care about is damage, there is no reason whatsoever to use an SMG over AR. ARs are a straight upgrade over SMGs that will also take less investment in this context.
Having 20% chance to act before Carnifex is not exactly what I would call "high". You can expect most enemies to have at least 20+ initiative , 15 at best. Considering you will be usually facing multiple enemies, your chance to act first drops considerably.
I seriously doubt one or two bursts were enough to kill Carnifex, much less the problem of him getting next to you on the first turn. Also doubt they were enough to deal with other tough melee enemies such as Balor etc.
Anything else is squishy enough to be killed with a pistol with no problems.
On the other hand, not only do pistols increase your chance of him not getting the first turn considerably, even if he does get the first turn, Kneecap Shot is going to keep him at bay in the next one.
This assumes you are fighting multiple melee enemies tanky enough to necessitate an entire burst to kill them. In my experience this never happens. The only melee enemies that may necessitate the use of a secondary are either swarms of rathounds/spawns/crawlers, stealthy cutthroats or Arena gladiators. In the first case, pistol damage is adequate. In the second and third one it's a 1v1 fight.
If 2+ melee guys managed to get close they are rathounds/spawns/crawlers. Pistol damage is perfectly adequate in that case.
This was really a minor point because I don't consider damage to be a priority for the secondary weapon. Pistols will get the smart bonus on kneecap shot and point shot/rapid fire if you decide to take them. If you don't, it's not a big deal.
Which is the most imporant one. But the point is I don't see why would you go with SMGs instead of ARs if you are so concerned with damage and don't take Kneecap Shot.
Trying to kill multiple enemies with a burst is very unreliable if you ask me.
I disagree. To me it seems it's simply a difference in playstyle. It sounds like you are not really using the sniper rifle as a primary and the SMG as a secondary, it sounds more like you are using them both to a similar degree.
2. Neo Lugers with laser sights have a total of 15% precision bonus (the tight, reliable damage range is very good as well). SMGs and ARs have at most 10%.This makes them the best choice for making sure that Kneecap Shot hits which allows you to make space between you and the melee enemy, which furher allows you to use the sniper rifle. The damage of the Kneecap Shot is irrelevant, I only need it to hit.
3. Pistols have a natural synergy with sniper rifles because Sharpshooter also works with pistols, which basically makes them have 30% more crit damage that SMGs/ARs, even more after Critical Power. This is minor because as I said damage is not a big deal, but it's something to consider.
I see SMGs as a middle road between pistols and ARs. Not as much damage as ARs, but more utility in the form of no STR requirement and Kneecap Shot. Not as much utility as pistols, but more damage.
The problem with bursts is that while they look good on paper and certainly work good when the build is centered around them, they are usually overkill for a secondary. I don't need to put 5 bullets into a rathound or a spawn, which is what I will usually use my secondary for.
Anything tougher that that, I'm using my primary. The secondary is simply means to get my primary to work, so to say.
It's a different approach. All 3 options (pistols, SMGs, ARs) have their ups and downs, it all comes down to preference.
3. Was making only sledgehammers and sniper rifles unusable (rather than all two-handed weapons, so assault rifles, crossbows, two-handed shotguns, etc.) a balance issue?
3. For the snipers it kinda made sense. Similarly for the sledgehammers, but there was also an issue of animation, especially in the sitting position.
Dont see what kind of tactics you planning if you missed your first hit with 5 ironmans or faceless. On the hard it means you basically dead in their turn.
But they will never accomplish this game on hard...
I am pretty sure everyone just click f9 when you miss your first hit.