Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Bruno

Pages: 1 ... 14 15 [16] 17
226
General / Re: My first gunner build
« on: September 01, 2017, 06:37:24 pm »
Well, it is hard to say, personal preference really. With 7 Con, Juggernaut, maybe Conditioning and wearing heavy armor you are quite survivable.

Personally I would sacrifice some offensive power to up Con to 10 and take the Thick Skull feat, and also take Last Stand for emergencies. But if you dont mind a bit more save/load, you might get by without. I prefer playing with as little reloading as absolutely possible.

You will be very resistant to conventional attacks and have great destructive capability, but for example Psi-wielding enemies can bypass your armor and can not miss, only defense then is hitting them before they can hit you, or having a sufficiently high HP pool.

227
General / Re: My first gunner build
« on: September 01, 2017, 01:09:55 pm »
I assume you will take feats for assault rifles, perhaps with a sniper for long range, and juggernaut/50%+ heavy armors.

You are going to experience some stun/incapacitations since you will always move last/no stealth or alpha strikes. This force you to get the best defensive gear possible and a high HP pool.

You will step on a mine or have a grenade thrown in your face from time to time so blast defense is also good.

Also, you might get into trouble with stealthed knife users, who can cripple your strength. So be sure to carry some adrenaline and other drugs at all time.

228
General / Do the ambush feat work with various utility attacks?
« on: August 27, 2017, 08:32:13 pm »
Hello again

The description says that ambush works with "a ranged weapon".

Okay that is fine, but what about ranged utility attacks:

-Special crossbow bolts?
-Throwing knives?
-Various grenades?

Would love to know, thank you.

229
Holy batman.
I've seen some nasty criticals from special bolts too, I decided to check it with a new character...

With elemental bolts feat, and a build specced for critical damage, that would be some truly insane MkIII bolt criticals.

230
General / Do critical damage multiplier work with Xbow elemental damage?
« on: August 25, 2017, 06:08:24 pm »
Crossbow elemtal damage (fire, shock, acid...) from special bolts can critically hit.

Do the critical damage multiplier from the bowyer feat, anatomically-aware scope, sharpshooter feat etc affect the elemental damage from the special bolts, or only the base mechanical damage?

231
General / Re: Help with high making CON build?
« on: August 19, 2017, 01:03:45 pm »
If you're going to put so many points in CON you can go PSI and still have a lot of HPs. You'll also gain:
Stoicism - stack nicely with other damage reduction sources, including Lifting Belt;
Fast Metabolism - more healing;
Force Field - 25 Psychokinesis (you don't need more to make good use of it); a barrier that can shield you from ranged attacks and make your enemies close distance so you don't have to; good for slow melee;

Other PSI abilities that can help with survivability are Disruptive Field, Cryo-Shield and Pseudo-spatial Projection. Not to mention crowd control.
You can also support your hammer strikes with Psychostatic Electricity. You'll need 30 Psychokinesis for Electrokinesis.

I'm not posting exact build because i'm lazy i believe building character yourself is very fun.
After some thinking, I decided to be inspired by hilf, and go with psionics as second power.
Specifically metathermics and freeze abilities, supported by basic psychokinesis.

It is unfortunate that we must give up ~25% of our HPs to do so, but it is a lot more fun to use various psi instead of only sledge, and we gain much needed range, for a slow tank. Also, Stoicism kind of makes up for lost HPs.

Stats:
STR 10
DEX 3
AGI 3
CON 10->14
PER 3
WIL 7
INT 4->6

Skills:
Melee
Hacking
Lockpicking
Mechanics
Electronics
Biology (some)
Tailoring
Psychokinesis (30, for forcefield/electrokinesis)
Metathermics

Feats:
1- Opportunist
1- Stoicism
2- Conditioning
4- Thick Skull
6- Juggernaut
8- Cryogenic Induction
10- Premeditation
12- Armor Sloping
14- Super Slam
...

Basic idea is to be a walking freezing tank, crushing everything to bits that is close enough, using mainly cryokinesis for long range.
Cryostasis+Cryogenic Induction=Shatter
Super Slam+Huge hit pool (Sturdy vest heavy armor, juggernaut, high con)=shatter everything to tiny ice cubes.

Currently in depot A, and it is very fun so far :)
Criticism of build is welcome.

232
Suggestions / Re: Recycle Crowbars
« on: August 16, 2017, 12:30:08 pm »
I was going to post this myself, but please give the ability to recycle crowbars, it is strange to recycle all other manner of metallic implements except these indestructible things. Thanks.

233
General / Re: Help with high making CON build?
« on: August 15, 2017, 08:58:54 pm »
Thanks for replies, many good tips here.
In the interest of migitating damage, what exactly does Uncanny Dodge work from, what decides how many attacks you will dodge?

Is it unmodified dodge skill, modified skill after AGI and equipment bonuses (possibly very high), or final skill after armor %-penalty (possibly very low)?

234
General / Help with high making CON build?
« on: August 15, 2017, 09:05:22 am »
Hi, while eagerly awaiting the expansion, I'd like to play a game with a moving hulk of a man. Max HPs and/or damage migitation.
(Kind of tired with all con 3 squishy buids.)

I am thinking this:
10 CON, all increases go here (I know this is not munchkin optimal).
7+ STR for Juggernaut feat, wearing 50%+ armor.
Feats like Conditioning, to add damage migitation to make HPs last longer.
Also some Biology for drugs like Aegis/Morphine.
Other feats could be Doctor/Last Stand, for more and more HPs.
Probably not Dodge/Evasion as the Armor kind of negate it, although it would help even more.

For offense probably Sledgehammer and STR ->10, as Super Slam is the only feat I know of that can make use of a high HP pool.
Assault rifles could be another option, but would not be very impressive with mediocre PER, and that build is kind of over-hyped.

If anybody want to give suggestions or laugh at this idea, I'd appreciate it.
I could just need some ideas or help in making this character work somehow decently.

235
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 15, 2017, 08:44:59 am »
No, it will apply to all. I never much liked the idea of the optimal crafting session including spamming junk food.
Thanks, this is good to hear. Didnt much like all "use JS for crafting, only 20 reloads" build suggestions, it is bad for the feeling of the game.

236
General / Re: Are energy pistols as gimp as I think they are?
« on: May 26, 2017, 05:26:58 pm »
When I made a thread and inquired about how the Mercantile skill worked not too long ago, Styg made a promising reply.

Something like:
"Are there any unique special shop items that one can only get by having high Mercantile skill?"
Styg: "Not yet..."

237
General / Re: Ambush and night vision
« on: May 25, 2017, 05:20:54 pm »
Any tips on illuminating enemies if you have 0 points invested in throwing? (So no flares or fire grenades)

Incendiary traps maybe? Or burning chemical pistol?

238
General / Re: Chemical Pistol feats questions
« on: May 23, 2017, 06:48:11 am »
Hey thanks for good answers. Good thing that some others are as obsessed as me with this nice game.

I will also wait with playing chemical build now, as it is a significant time investment, and it is probably more interesting after the new feats arrive.

239
General / Chemical Pistol feats questions
« on: May 22, 2017, 10:35:37 am »
Hi

So I am trying to put together an interesting stealth+chemical pistol build.
Primarily because I like stealth and think chemical pistols are fun (not exactly because of overpoweredness)

But do the following feats work with chempistols?:

-Aimed Shot
-Sharpshooter
-Point Shot
-Ambush
-Opportunist

There are not a lot of info around on chemical wonders.

240
General / Re: Hardmode Iron Man Throwing build!
« on: May 19, 2017, 07:59:56 am »
Played along with this idea myself once before, but defense is a problem.

With such an unarmored character and no armor to speak of, how do you survive without evasion? One slight mistake, one round where you cant immobilize the enemies, one grenade to the face and you are toast. No trap detection or disarmement at all either, you will be blown to bits then stepping on one?

Pages: 1 ... 14 15 [16] 17