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Messages - TheAverageGortsby

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346
Builds / Re: Maximising action economy
« on: August 05, 2019, 05:01:16 pm »
Well, Hit and Run only triggers off weapon kills, never psi, so you should probably drop that.

I'll always stand by my suggestion that high-Will builds don't benefit substantially from going more than 75 points into Thought Control (unless also picking up Cerebral Trauma + spec, in which case maybe), but Psychokinesis needs to be pumped up to max unless you're only using it for the force field.

If you're wearing tabis, and also want to minimize reloads, you might ought to pick up Paranoia to help offset the crit penalty.  If you plan to be in stealth a lot, you might like Interloper, too.  You can pull up to 25 points back from Mechanics; with crafting bonus + Hypercerebrix + Under Pie, you'll still be able to make whatever you want.

347
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: August 05, 2019, 03:47:36 pm »
Any thoughts on armor? Sturdy Tac Vest with Psi Carapace a viable option here? If so, is a Super Steel Sheet a worthwhile option on it or should I not bother? Planning on Infused Siphoner Tabis for footwear.
Tac vest with psi beetle is probably the best choice for a psi character (maybe riot gear if you happen to have enough strength, but generally speaking tac vest).  Sturdy vest is a good starting vest; Regenerative Vest is probably the better choice down the line, especially with Fast Metabolism.

I don't like grinding Super Steel because the quality spread is so wide and with decent Mercantile you can reasonably expect to get a decent panel of 150+ quality - but that said, if you don't mind the grind, super steel is great. YOu probably want a little for infusing leather, anyway.

If you don't mind the penalty to stealth, you might even like Infused Pig leather striders. +30 carry capacity, +1 Con, +move points, no increased chance of getting critically hit.  But siphoner tabis are great.

348
General / Re: With TM introduction, Sprint needs some love
« on: August 05, 2019, 02:29:09 pm »
LTI + infused cave hopper footwear gives you about 66% uptime as it is.

349
River Tam? Great taste.
I'm not saying that it's always the best time for Firefly, but it's never the wrong time for Firefly  :D

350
Builds / Re: What build should I try next?
« on: August 04, 2019, 09:38:27 pm »
Also I want to say thank you for posting your psi build, Gortsby. Its the one I'm playing now and its awesome.
Glad to hear it was useful =)

Regarding your concern about robots and high physical DR/DT enemies, I'll say that crossbows are going to be fine.  You've got special bolts for when you know that pure physical damage isn't optimal; you're going to have EMP grenades which, if you get enough Electronics to make MkIII versions, will basically take care of robots for you; you'll have traps.  And of course you'll have the delightful alpha strikes from ideal positioning that stealth can give.  Once you learn to manage engagement range I think you'll find crossbow is plenty strong to get you through the game.  Though, as I mentioned before, everything else is at least a small step down if you're used to full psi.

351
Builds / Re: What build should I try next?
« on: August 04, 2019, 06:36:26 pm »
Tin can AR is probably the simplest build to run, and it's also one of the more powerful.  That said, anything is going to be a step down from full psi.  If you want a gentle introduction to non-psi gameplay mechanics, that'll do, though the cost of ammo may surprise you if you play on DOMINATING.

If you just want to try something completely different, then go melee.  Gloves, swords, spears, sledge - whatever, they're all good.  But they require a very different approach to combat than psi or guns, so you'll get to learn several new tactics.

I can't narrow it down for you because i have no idea what you want to play.

353
General / Re: Invisible Scorpions, what gives?
« on: August 03, 2019, 03:45:23 pm »
I hate those tings too, and sadly the best way to deal with them is save scumming
That may be the easiest, but I'm not convinced it's the best.  There are environmental cues for most every location with them  so really, I feel like the best way to deal with them is to play defensively.  Sure, a lot of UnderRail can be zoomed through with little attention paid but if you get in that habit, that's when the crawlers and coil spiders get you.

You see signs that there are dumb but dangerous animals around, well...lay some traps or caltrops, make some noise, throw some molotovs.  They're dumb enough to come running; if you're smart enough to set the trap, they'll run right into it.

354
General / Re: Graphite if you have "old" Junkyard?
« on: August 03, 2019, 11:06:33 am »
The amount of graphite should be about the same - there's a random element to loot generation, so maybe you just heard from someone who lucked into finding a bunch.

Anyway, if you want graphite, you need to check the "misc item" vendors - like Harold in SGS, or Colton/Gort in Junkyard, or Blaine right there by SGS.  I believe you can also find it in the inventory of weapons vendors, as well.  However, like most other vendor inventory, graphite is random.  No vendor seems to have it as static stock.

355
i see no reason for a "nerf", it's a core mechanic of the game.
Well, it allows players to completely nullify all the disadvantages of a low-initiative build.  Since it applies equally to all builds, I don't see a need to nerf it, but if you want a reason, there it is.  Initiative - and thus turn sequencing - is one of the core mechanics of a turn-based game, and manually starting combat without an initiative roll allows the player to fully skip that mechanic and all its considerations.

356
Bugs / Re: Player vision range and npcs
« on: August 02, 2019, 10:41:43 am »
Is this intended behavior for the AI to be able to fire that far?
I have never noticed this behavior from the AI in the base game as far as i can remember
Yep, the AI can see farther than the player can.  If you haven't noticed it before, you have good luck - many of us have been one-hit killed by snipers outside of the visible screen range ;)

357
For me using Premediation as soon as it's ready means that I may not have it when I need it, if that makes sense.

I also value Initiative highly. For me it's a core stat of the build that allows you to act right after Force Barrier wears off just when all the enemies are grouped up together. That's why I will try to always have Root Soda on.
It does make sense.  Sometimes to avoid that exact situation I'll hit Premed while I'm cowering behind a Force Field regenning psi as long as I have only 1 or 2 turns left on the field, and do nothing so that the cooldown starts but the ability is still active when the field drops so I can put it immediately to use, then again 1-2 turns later (with LTI).

I guess I cheese initiative too much - I'm accustomed to manually starting combat almost every time (there are only like three fights outside of the Arena where you just can't manually start combat, and at least one of those can be avoided by coming in to the map through a different entrance).  Manually starting combat puts you first always.  It might get nerfed fixed some day but until then, I find it both easy and natural to simply avoid the initiative mechanic entirely.

358
Bugs / Re: Special reload/ammo buttons and numpad numbers
« on: August 02, 2019, 09:54:45 am »
While I can confirm that on a boring old normal keyboard the behavior is the same, there are already letter hotkeys for reloading.  Hold down shift and the qwert keys will show as special function there, showing you which ammo types you have available for the equipped weapon.  No need to hit the numpad, especially since for you it's physically separate from your shift.

359
so in short getting two Locus of Control per battle, provided something survives the first combo, is easy.
That was always the difficulty for me - nothing ever survived the Enrage  :D
On the other hand I don't see a point in going Premediation cooldown because by the time I need it for Locus of Control/Rage combo it will be down anyways.
TC abilities are generally high cost and short range.  Premeditation fixes both of those things.  Plus TM abilities tend to be high-cost and near-instant so you can end up dumping a lot of psi points in a turn; Premeditation help with that too.  You'll get by without Premeditation spec, same as you'd get by without LoC spec.  If you really don't think you'd use it, no harm - but me, I use Premeditation on cooldown, every cooldown, every fight, every time.  Even if all I've got for it is Premed + LTI, I'm hitting it on cooldown.  Seems far more useful than 2 more points of Initiative, but of course it would come down to play style.

360
Specialization points will be applied on Trigger Happy and Locus of Control Cooldown by taking turns.
My first character in Expedition specced into LoC cooldown, and I won't do it again.  The reason is that even with 5/5 and using LTI on cooldown, you're going to need seven turns between LoCs.  It's actually kind of difficult to drag a fight out that long unless you're in the arena (in which case there aren't enough targets to justify LoC) or fearbouncing entire Rathound packs (in which case, they're rathounds, and don't really require LoC).  Even the Balor fight at a reasonable character level only really lasts 5-6 turns.  So I found that unless I really went out of my way to prolong fights, I wasn't getting use out of those specialization points.  Still, if you go that route, I'd be interested about your feedback on it to hear if it was worth it for you.

You should really find 2 points for Premeditation cooldown spec.  That you will benefit from, almost every single fight.

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