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General / Re: Preparing for Dominating. Do you think it will work out?
« on: August 08, 2018, 07:39:36 pm »Quote
Hey! Thanks for the reply, man! Ultimately, you don't have to do it, you know...
I don't, but i like sharing what i know when someone genuinely asks for that)
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If 160 effective(that exact number(!)) mechanics is needed to make the absolute best armour, I am willing to tag along for the ride. No probs. The character will need at least 7 Int for that, though. Taking 1 point out of Dex makes us loose Three Pointer and Quick Tinkering but it opens up Gun Nut and a few other interesting options.
No need for 7 Int. Remember that after finishing main storyline quest in Core City, you can purchase workbenches in your house (hit the wiki for specific info) that will give you 15% boost to specific crafting skill.
Three Pointer is good when you have Dex as main or second stat and have skill points to spare on throwing. I mean it will not cripple you, even with base 10% crit it's a nice feat to have
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Armour sloping I've tried, and unless you're forgetting to tell me that super-whatcha-call-it makes lighter armour(does it?), being fully armoured will still produce 95 % armour penalty, regardless. I'd love to have extra movement points, otherwise.
Super steel happens to be lightest metal armor out of them all. Even with boots you'll have like 60-70% armor penalty if you have Armor Sloping. If you want to be lighter, just done tabis instead and enjoy being moderately mobile while pretty tough at the same time.
The thing about mechanical resist is that it's an increasing return (as opposed to diminishing return). Each 1% increased will give you "more". For example, increasing your resist from 40% to 50% will not give you that much change of the gameplay, while same 10% increase from 80% to 90% is a world of difference.
I think it's fair to ask how much Mercantile you need to open up those stores
. I saw them when I was playing, but it came across as something that only characters deeply invested in Mercantile can open up. Plus, I couldn't find how many points you needed when I looked. If possible, it would be very interesting to work with something that has more than 140 quality!Quote
I politely admit that your stealth opinion is the one that I take with a pinch of salt. How much of it is opinion and how much of it is practical?...
I'd love to have extra tricks up my sleeve. Observing enemies from a distance, knowing their numbers and position and setting traps closer to them is no joke. My initial point about not being a stealthy type comes more from a role-playing perspective rather than a min-maxing one. But what is the price to be paid here? And above all, will it work on Dominating with 3 Agl?! Sure, I don't mind crafting a few extra bits and bobs. They don't weigh much, too. But I am afraid the character is becoming watered down now.
I meant more like 50-70 points investment + keeping stealth gear at hand (it's not that heavy thankfully). You don't need to invest whole 130 points in it. Gear will more than compensate for 3 agi. It's more for use in a pinch where you can't use your ordinary tactics of sending lots of bullets into the enemies while taking their punches and outlasting them. And finishing some quests more optimally.
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Feats: Juggernaut(starting), Thick Skull(Starting), Opportunist(lvl 2), Grenadier(lvl 4), Last Stand(lvl 6), Supressive Fire(lvl 8 ), Full Auto(lvl 10), Concentrated Fire(lvl 12), Commando(lvl 14), Expertise(lvl 16), Gun Nut(lvl 18), Armour Sloping(lvl 20)
Very decent progression and selection. Though i would drop Gun Nut, unfortunately, it's not that good, certainly not as good to warrant 1 additional Int point investment.
Also, maybe switch Full Auto and Last Stand. With Thick Skull, Juggernaut and 10 Con you already have plenty of staying power for that level, but it will not help you without keeping up damage output.
You need only 105 or so effective mercantile to beat highest check on that skill and 95 to open second tier spec merch in most useful shop. Money is pretty easy in this game, no need to overinvest here too.
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- The absolute highest possible mechanics you could need for a super steel tin can is technically 167, but less than 160 is probably good enough.
You mean like having all 160 quality supersteel plates?) Not without some cheating or godlike patience and grind.
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- Around 100 tailoring is good enough for metal armor, but you might want to go up to 120-140 if you plan to craft a secondary stealthy set.
He can do that with 100 tailoring too. Not sure if couple more stealth points on top of that is worth investing more in the skill.
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Keeping throwing fairly high keeps the grenades landing mostly where we want them and it opens a few nice options like nets and poisoned knives. I think those are worth considering on a situational basis.
There is a slight worry over accuracy with the build only able to reach 10 perception with goggles, but there's always spray and pray, plus bullets really won't be that much of a trouble. We're not smg, we're assault rifles, ffs! Plus, I don't know if high quality assault rifles(140+) come with accuracy bonus; most welcomed if they do. Can't wait for supersoldiers.
Something like 80 effective (or even less) is more than enough to keep grenades where you want them.
There is ONLY spray and pray for you) But it will be your enemies doing praying, don't worry. Burst mechanic is pretty OP in this game. Don't worry too much about accuracy, just don't forget to keep night vision smart goggles on you.
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That about seems to be the size of it... Yay or Nay?
More or less yay)
P.S. I repeated some stuff other people already said. Sorry about that, was a bit to tired to read all thread thoroughly
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