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Messages - MirddinEmris

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76
General / Re: Preparing for Dominating. Do you think it will work out?
« on: August 08, 2018, 07:39:36 pm »
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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 :D. 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!

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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 :D?

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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General / Re: Preparing for Dominating. Do you think it will work out?
« on: August 07, 2018, 10:56:41 pm »
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It's a fair point, man :D. Thing is, if I do it again on Hard, using what I already know, I'll steam roll it. I have no illusions that the higher difficulty will be less grindy, but on the other hand... no other place to go, really :D. Still, I won't insist too much on it, if that is the final verdict ;).

Just wanted to make sure you know what you are in for)

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This is what I mean by not being good at the game. I've never even seen a single piece of super-what's-its-face. Now I need to read where to get it/how to craft it. 1 less point in strength, and into Perception sounds very good.

Super steel is the stuff you can make at a hefty price after finishing foundry quest. Fix Gloria and Bernard will offer you to make it at a price of 3000 charons per piece (either 1, 2 or 3 pieces at once). The main problem with that is that it's a random process - you get pieces of quality from 70 to 160. And you have to wait for it for quite a time (don't quite remember, something like half an hour or more). So getting it is a pretty grindy process, unless you use speedhack. On the other hand metal armor made from 4 pieces of 150+ quality steel plates will give you around 70% mech resist alone and for another 2 pieces of similar quality + high density foam padding of 120+ quality you will get boots with ~20% more. That is already pretty tough tin can, but you will also have something around 80-85% energy resist with components of this quality. Top it with 10 con + Juggernaut and enemies will have to strike pretty hard to even make a dent in you.

Mind you, you'll need 160 effective mechanics skill to make this.

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Another point you made was about stealth. I was using a bit of stealth to finish the Abram quest line in Junkyard, but that came entirely from equip I made/found around. I don't expect that to be enough for higher difficulty. Still, selling the stealth emitter(thing) was enough to get me more cash than I spend for the parts, plus all those coins Abram gave me... mmm. May I ask you to elaborate a bit more on that point?

Just means that even if you are a tin can, you should invest into stealth skill and make stealthy gear (stealthy leather armor, ninja tabis, black balaclavas etc.) at hand. After all, some figths are better fought prepared. Even toughest tin cans can have another one ripped in them by group of Psi motherlovers (and there will be quite a bit more of them on Dominating than on lower difficulties).

Stealth means you can prepare for battle (by placing traps for example) or even evade it. In DC it's very useful, so much that i consider playing without stealth at that point as upping the difficulty of the game (DOMINATING+ if you will)

Bunch of random advice:

Craft AR that can be burst fired with less than 45 action points. That means you can burst even when you loose 15 AP due to stun effect. Or you can throw a grenade if you don't).  Craft another one, that is a bit more heavy. Change them at will.

Use toxic gas grenades. They are really good.

Smart goggles will increase all your damage from burst attacks. So will smart module in your AR. Find the best components you can and use them. Overall it can increase your burst damage by ~80% on top of all other modifiers.

You may want to invest in mercantile skill, it will open you additional store inventory, often of higher quality, from several vendors. It will make your life much easier since you will craft often.

Psi are not your bros. Geek the mage first, then bother about anything else.

Try to be on friendly terms with Faceless, otherwise it's like another bump in difficulty in DC.

Stack up on W2C ammo. Really. Take it ALL with you into DC. Thank me later.

Try using molotov + closed door tactics against critters (possible in several places). Critters can't open doors.

You can drop Three-pointer, bump Int 1 point and take Armor Sloping. That will mean you can move in your armor. More or less anyway. Not necessary, but worth considering

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The only thing still in question is the order one would want to take the feats, I guess. Can we talk about that, please?

Take Grenadier as soon as you can. Around lvl 4 i think. That would mean being able to slug molotov every 2 rounds. Pretty good against hordes of rathound you will encounter at this point.

Expertise can wait until lvl 16-20 or so. Good investment overall, but taken too early will weight you down.

Take Commando at lvl 14. Additional burst is like twice the usual damage. Meaning you take ti as soon as you can. Meaning lvl 14

Take Full Auto at lvl 6. Additional bullets per burst. Big damage increase.

I would recommend starting with 10 Con already. That means you can take Thick Skull and Juggernaut as feats on lvl 1-2, meaning less competition for later useful feat slots.

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General / Re: Preparing for Dominating. Do you think it will work out?
« on: August 07, 2018, 04:37:04 pm »
I would really suggest having 8 Str and going for supersteel armor. 90-95% mech resist is way better than additional ~20 points of mech threshold that tungsten will offer.

Per is a bit too small for a character with firearm as main weapon. I would aim for 8-10. Remember that your skill affects both accuracy and damage.

For feats i would also recommend Opportunist and Suppressive Fire. Suppressive fire gives enemies debuff on speed which in turn procs increased damage from Opportunist

Invest in stealth. Seriously. Just do it. Keep stealth gear on hand.

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I few words about me as a player. I am not that good at this game,

Then maybe you shouldn't play difficulty that was specifically designed for people who found Hard too easy. You probably won't enjoy it and will be frustrated.

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The. Fucking. Stupid. Service. Manuel.

Why r u so racist, bro?


Hola

80
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Nope, you can't kill it in direct combat. Historically there have been a number of bugs that allowed you kill it directly, but doing that just broke the quest.

Ah, that feeling of satisfaction after killing this thing with but a knife. I'll cherish it forever

81
Builds / Re: Unarmed/Boxing Gloves Build
« on: July 26, 2018, 06:01:29 pm »
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- highest hacking check is 135 and highest lockpicking check is 130. Jackknife provide +7 lockpicking and huxkey provide +15 to hacking & lockpicking.

True, but this gives impression of having 120 hacking and passing every possible check, which is not correct. There is a dialogue option with 130 hacking check and you can't use huxkey/haxxor to assist it.

82
General / Re: Crawlers / Death Stalkers
« on: May 15, 2018, 06:35:53 pm »
Well, "everyone lies" isn't that productive.

He is asking for evidence because going by numbers that we know what you describe is not a very efficient strategy. Pretty productive if you ask me. How about making a video with a 10 or so encounters with DS in a row using method you described? Unedited, of course. That would prove you right without doubt)

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General / Re: Crawlers / Death Stalkers
« on: April 28, 2018, 07:52:57 pm »
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Sure, stealth and high initiative might be able to help to a degree but that leaves only one viable character build. I say one because dex only/agi only characters lose the initiative battle most of the times. So basically only 10 agi 10 dex characters have a decent chance of winning it.

Does being able to finish DOMINATING pass as being "viable"? Because if it does, than you are dead wrong.

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Good constitution, good armor, evasion and dodge do close to nothing on higher difficulties. You still die in 1 turn (if not in one shot) just like you would with any other character build. There's no such thing as tanks in this game (on normal and above, never tried easy).

Well, since you say so...

I mean, obviously it's not a problem with your skill, your knowledge of the game or your build, it's the game that it's at fault.

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General / Re: Crawlers / Death Stalkers
« on: April 27, 2018, 04:59:55 am »
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  I did git gud. It's actually become way too easy. I can kill most enemies in 1-2 fist weapon hits but I still die just because there's absolutely nothing you can do when you enter a new area or room and they get the initiative.

You seriously can't see the contradiction in this sentence?

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"Plenty of tools to counter everything" you say but couldn't mention even one?

I could, but i won't.

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General / Re: Crawlers / Death Stalkers
« on: April 26, 2018, 06:39:58 pm »
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It was near Rail Crossing and might have been an area for higher levels but how does one even tell that? That's one of the issues I have - I like the freedom but at the same time players have no way of telling they're in over their heads. At least a visible enemy level would be nice, if not their stats.

If you are dying very often, it means you are over your head. Kinda obvious to me)

Level means almost nothing, it's not d:os2 or something like that. Every build have strength and weaknesses and every enemy plays to different weaknesses, for example, my crossbow character with Paranoia, high perception and high stealth can breeze though area infested with crawlers, since he can detect them way earlier than they detect him, can one hit them with snipe/aimed shot and his weapon is silent, meaning that when he shoots, he doesn't have to fear about every creature in the area rushing to see what was that noise. While a build with less detection, no stealth and loud weapon (many AR builds fall into that category) would have a lot more trouble in same situation. All the while, AR considered a better weapon than crossbow.

Learn the game, learn the enemy, learn your strengths and weaknesses. You know, improvise, adapt, overcome. Git gud, if you must.

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How do you counter that? We need some tools at our disposal.

Plenty of tools to counter everything. Sometimes most of them can be even in one character.

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How do you get "late bloomer" builds through the Newton azuridae quest? I've hit a roadblock with several. Should I roam Lower Underrail looking for trouble and XP?
Edit: what's so special about AR builds? My SMG is stronger, though it has no sniper rifle sidearm. Of course barring DC and infinite respawning enemies.

Molotov's and abusing closing doors (bugs can't open it). Or just don't doing it, it's not mandatory

AR is simple and effective. If we are looking at damage/turn, then SMG can eventually pull significantly bigger numbers, but AR doesn't need high Dex to be as effective as it can, meaning you can start with 10 Con, for example, increasing your survivability.

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You also get enemies in very inconvenient places. Which is good for me, since it spiced up my dominating run, making me change my usual tactics, often on a fly.

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Regarding foundry prison quest. You can gain access to prisoner easily without any skill checks after finishing beast quest line. Just go to warden, ask for meeting with Todor, choose line that is something like "hey, i'm a hero that killed beast, can't i just see my cousin?" and you get to meet him without delay.

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General / Re: Hard Mode - Pistol / Sniper build help
« on: March 19, 2018, 07:23:46 am »
Yes, pistols are quite weak. On sniper builds though, they are mostly used not for direct damage, because they require quite an investment to be effective and if you are a sniper, shooting 2 times in a round from your spearhead or dragunov is way better than using your pistol in 95% of the cases. They are used for their utility of +7 initiative. Combine them with Paranoia (+5 init) and decent Agi and Dex (like around 6-7 each) and you've got yourself a build that will almost always get a first turn even if you are caught unaware.

If you want sidearm that you would actually use in a fight, SMG is a way to go, you need only two feats - Spec Ops and Commando for it to be effective, point blank burst or two from 8.6 caliber smg with smart module and smart goggles will decimate most of the enemies that would manage to get close to you. SMG also has stealth potential, due to being craftable with silencer. Since you are not dedicated SMG build, you will be able to kill 1, maybe 2 enemies in one round with silenced SMG, but still it's a pretty good deal.

You can also use both, since it will require you to take only 4 feats (Gunslinger, Paranoia, Spec Ops, Commando) and sniper build are least feat starved builds in the game, because you yourself only need 4 feats to be a very effective sniper (Critical power, Aimed Shot, Snipe, Sharpshooter). When you fight in the Arena, storm Black Crawlers base or any other situation where you can't start combat on your terms, equip a pistol, otherwise use SMG.

It's the build that i finished game on Hard with and got halfway in Dominating (not because i couldn't, just didn't want to continue, since it was pretty clear that the build is more than capable of doing so). And it's probably one of the easiest build to play

P.S. Psi Empathy is a total waste on your build. You got your health reduced for almost nothing.

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General / Re: Combat gloves quick question
« on: March 07, 2018, 03:10:14 am »
If you didn't read the description of the Dominating difficulty, devs there specifically said they they don't even know that this one can be completed. It was a difficulty that was made for people who like insane challenges, for whom hard isn't that hard anymore. Kinda stupid to whine about the fact that you can't complete this area same way you did in the Hard, and doubly so to do that in threads that don't have anything to do with that.

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