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Messages - destroyor

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376
General / Re: "all weapons" include grenades?
« on: May 21, 2017, 08:51:49 pm »
Well since you are a veteran of the game I don't mind spoiling things.

If you are a low CON, high AGI throwing build you might not be able to beat the final boss. The respawning Tchortlings are a huge problem; if you don't have enough health to tank the psi damage you'll be one-shot. On steam forum there's a guy who did fine until the end where he couldn't beat the boss.

377
General / Re: "all weapons" include grenades?
« on: May 21, 2017, 12:37:16 am »
Well I did beat a hard game with the following throwing build.

I didn't know recklessness and survival instincts wouldn't work on throwing knives and grenades. You can take those out and get opportunist and vile weaponry instead.


378
General / Re: Strength to Intelligence Stat
« on: May 20, 2017, 03:41:20 am »
Login to your MEGA account, look at the left of your screen and you should be on cloud drive. If not, click on the cloud icon on your left.

You should see a list of all the files you uploaded. Right clicked on the file you want - select "update link".

Click on "Link with key", it should now be orange. Copy and paste the link below and post it as is (including the red part) in order to share it with others.

379
General / Re: Strength to Intelligence Stat
« on: May 19, 2017, 10:48:01 pm »
Kilgore Trout - try uploading your saves on MEGA

https://mega.nz/

It's free and easier to deal with than torrent.

380
General / Re: What to look for in weapons?
« on: May 17, 2017, 12:09:42 am »
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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.
AR is NOT a straight upgrade over SMGs. They actually play very differently. You don't need heavy investment in DEX in order to see a night and day difference between AR and SMG. With 6 DEX and Spec Ops, you can burst a Smart Rapid 7.62mm Jaguar SMG at 18AP, which is a lifesaver as it fits perfectly within the 20AP from adrenaline shot. The fastest possible burst from an AR is 9*3 = 27 AP. SMGs are only effective when you burst at close range, preferably point blank. If you do this w/ special bullets it's pretty much a guarantee 1 burst 1 kill.

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BTW, you can also take Kneecap shot if you really want. I did when i played sniper, but i found out that i don't use it all that often - most of the time, it's easier to just kill a guy who got too close rather then fire one shot at him and run.
If that's the case, ARs would serve you much better.
Not true, SMG is the better choice due to the lower AP cost.

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With one? Yes. With 2-4? No, it's quite reliable.
It is pretty unreliable regardless. If you expect to kill something with a stray bullet in the burst cone, you might as well just shoot it with a regular shot.
Remember we are talking about melee enemies here, most likely at point blank range, SMG burst is very effective here.

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Yes, because unlike pistols SMGs allows you to use at as second main with minimal investment. More flexibility in fighting tactics is never a bad thing.
It's not a bad thing, but the way I play it's redundant. I'd rather start the fight first when it truly matters than get a second damage source that can't accomplish anything the first one couldn't.
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?

381
General / Re: What to look for in weapons?
« on: May 16, 2017, 12:20:49 am »
I agree w/ MirddinEmris SMG would be a better sidearm than a pistol for a sniper char.

382
Development Log / Re: Dev Log #52: Jet Skis
« on: April 26, 2017, 01:47:45 am »

*snip

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.

Question: does this mean sniper-only and hammer-only characters are non-viable for the expansion?

Looks like psi users are still top dog, while brawler and psi monk got shafted hard. :'(
Still looking forward to everything and planning on day 1 purchase.

Lol looks like I pissed off Styg for some reason as this is the second time my questions were ignored. Oh well I still love this game. *shrug*

383
Development Log / Re: Dev Log #52: Jet Skis
« on: April 24, 2017, 10:28:25 pm »

*snip

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.

Question: does this mean sniper-only and hammer-only characters are non-viable for the expansion?

Looks like psi users are still top dog, while brawler and psi monk got shafted hard. :'(
Still looking forward to everything and planning on day 1 purchase.

384
General / Re: How to begin Black Eels questline?
« on: April 19, 2017, 10:31:57 pm »
Talk to Colton, Black Eels' merchant.

386
General / Re: List of questions for devs
« on: April 11, 2017, 01:52:10 am »
O_O ... I didn't realize chances are right there on the skill description. I have shit ton of hours on this game too.

The weird thing is, I was able to set enemy on fire using Thermodynamic Desestabilization without Pyromaniac.

387
General / Re: List of questions for devs
« on: April 10, 2017, 11:16:28 pm »
Thanks for the answers Yonaiker. Did you determine the % by testing or look at the code of the game or?

Still would like a dev to give some official answer as I'm thinking of adding a feat explanation section in my guide.

388
General / List of questions for devs
« on: April 08, 2017, 08:37:41 pm »
  • Does heavy punch work on pneumatic strike from combat gloves?
  • What's the actual chance of setting a target on fire from Pyromaniac? Is it a fixed %, based on effective Metathermics skill or something else?
  • Would like to confirm if additional stealth damage for snipe is based on effective or base stealth skill point. Ditto for ambush.
  • Would like to confirm if it's base or effective total armor penalty being added as critical damage bonus for Heavyweight. Is this bonus display correctly on the combat stat screen?
  • Will you implement an indicator on the cursor for ambush?
  • Will you update the combat stat screen to indicate critical chance and bonus for grenades and throwing knives?
Thanks in advance.

389
General / Re: Critical Power + Sharpshooter?
« on: April 06, 2017, 11:33:55 pm »
Critical power applies to sharpshooter bonus as well. You can verify this by having your combat stat, offense tab open and move around. You'll see a sharp down in critical damage bonus until you are focused.

390
General / Re: Kidnap Sarine (Spoiler)
« on: April 05, 2017, 10:32:58 pm »
This is what I did in one of my plays:

Unlock and open cave hopper cage without alerting anyone
Tell Sarine hopper escaped
Follow her until she stops, stun w/ Taser without alerting anyone
Take Sarine to Rathound King
Kill everyone including Rathound King and Sarine

Go back to camp to collect your reward - camp stays friendly and I get to keep two copies of Rathound Regalia.

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