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Messages - harperfan7

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1381
Happened to me too, but I didn't think it was a bug.

1382
General / Rail crossing Missing Train (Spoilers)
« on: June 16, 2018, 04:36:11 pm »
The wiki says this:

"It is also possible to persuade (70 effective skill required) the bandits to leave the train. This leads to opportunities to join either Protectorate or Free Drones, depending on what you do with the knowledge of the train's location."

I just tried this out, intending to join the free drones.  I persuade the drones to leave the train, then head to the core city metro to see if the drones chick is there; she's not.  I go to herve and all I can say is that I found the train.  I don't think it's true that you can join the free drones if you persuade the bandits to leave.  If I'm wrong, does anybody know what I'm supposed to do?

1383
Bugs / Garry advice for Dread Lord
« on: June 10, 2018, 01:20:10 am »
Is he supposed to just exit the conversation if you ask him about your next opponent after you beat Stygian Exorcist?  If I hit "1" key or click on the first dialogue option, it immediately exits the conversation window. 

EDIT:  After talking to Lanista after winning against Stygian Exorcist and getting paid, I then exit the arena and garry gives his final speech.  I talked to him earlier before getting my reward from the last fight.

1384
Builds / Re: New playthough, build junkies and vets assist me please.
« on: June 09, 2018, 12:01:50 am »
I kind of have the same problem.  I want to do everything and I'm generally unhappy with a too-focused build.  I love grenades and combat utilities in general.  The build that scratches most of my itches is this:  [suspicious][/suspicious]

It doesn't have grenades (I beat the game as a crossbow sniper that had the throwing skill; it's very unsynergistic with crossbows), but special bolts bring many options to the table and can sometimes affect multiple opponents.  You'll have mines, though, which are basically just grenades used differently.  You'll spot all the hidden stuff, you can pass all the agility tests, you won't suck at fishing, you're super sneaky, you CANT disarm all the traps, but you will spot them unless you like to run everywhere (I like to switch back and forth between detection goggles and smart goggles; I put the smart ones on right before I shoot), you'll pass all the persuasion checks unless you get a hard one early and with some item synergy you can pass many of the intimidation checks.  As long as you start combat on your terms, you should pretty much always win or at least be able to escape.  The one weakness is fragility and getting caught while wearing non-combat gear, but that shouldn't happen to you, and you'll spend more time on the game because you'll be sneaking around everywhere and carefully planning and laying traps all the time.  This and a sledge juggernaut are the only characters I've ever really stuck with.

I like guns too, but pistols are weak as you said (my very first build was a gunslinger), smg's blow through ammo super quick/have weak penetration/short range, assault rifles have that close combat penalty and require build choices that don't synergize well, and sniper rifles are very loud (never played a sniper, but used some on an AR juggernaut once; I like them).  Dominating makes enemy groups larger, which probably hurts snipers quite a bit.  Guns tend to have big penalties to hit for various reasons, which gets annoying to me. 

Crossbows are basically weaker sniper rifles that you can shoot more often and are quiet and bypass shields easier and have more kinds of "bullets".  With aimed shot and snipe you can usually kill two moderate enemies or one strong enemy before anybody gets to act.  Then, you start shooting shock or incendiary bolts to shut people down while you pick them off.  You can shoot, move around a corner, and let your enemies walk through your trap killzones, then you pop back out and pick off whoever is most vulnerable (you'll get bonus damage too).  You'll often win a fight without getting hurt, and your enemies usually wont get to use their consummables, so you'll collects lots of ammo and meds and grenades.  This build comes with tons of choices. 

I always want dodge and evasion on my guys, but crafting is just too good in this game to pass up, and I hate not being able to pick locks/hack.

1385
Suggestions / Re: Raising maximum hit chance to 98%
« on: June 06, 2018, 02:35:55 pm »
Go get a punching bag and punch it 12 times in 5 seconds as hard as you can.  Chances are, one of those punches will slip, and it's a literal punching bag in your house, not a live enemy in some dark dangerous dungeon in the middle of a battle.

1386
So I'm currently playing a sledge juggernaut and just finished depot A.  I fought the lurkers in the cave near GMS and found a fantastic anti-rifle tacvest (DT 25, which is 75 vs bullets) and with a good tungsten helmet and boots, I've got a DT of 32 or so.  Apparently, the spines that burrowers shoot are considered bullets.  I've been doing the burrower dungeons and the only threat in them is the burrower warriors, the spawn and regular burrowers can't even hurt me.  The only difficult part of the game for me so far has been lunatics; the psychopaths and their damn bilocation bullshit are instadeath for me, so I have to win those fights without the psychopaths even getting to act.  Otherwise I just make good use of bear traps, caltrops, corners/doors and grenades (against crowds, against individuals I make good use of nets/tasers/pneumatic strikes to keep them stunned or stationary).

So far, it's been easier than my heavy AR run, and roughly comparable to my sneaky crossbow traps run. 

1387
Suggestions / A bunch of stuff
« on: May 29, 2018, 03:22:30 pm »
EDIT:  Adding:  Corpses should be "under" enemies on the battlefield.  When an enemy is standing on top of several corpses, they are often very hard to target with the mouse, especially if their outline moving (like when stunned), because the mouse considers the corpses to be a higher priority for clicking.

Shouldn't caltrops make noise?  As it is, I can throw some right at the feet of an enemy without triggering combat.  Flares don't seem to draw attention either.

I still say we need a way to easily generate noise, like shooting a gun at nothing or just yelling.  I know there are grenades, but those cost some money and you can blow yourself up accidentally.  There's TNT as well, I know.

Is there any particular reason we can't poison a combat knife? 

Down in GMS, in the room where the two raiders are keeping the old man hostage, the old man turns hostile if you use quick tinkering to place a beartrap (even if he doesn't step on it), and it's an uncontrolled zone.  That doesn't seem right to me.  It took me a long time to figure out why his outline was turning red.

Speaking of quick tinkering; it's probably too good.  I think it should have some AP cost, perhaps modified by dex. 

Enemies don't go into alert when they trigger a trap in an area they are familiar with; shouldn't they turn orange-eyed and go looking around?  I can slowly whittle groups of enemies to death with traps without ever getting into a fight, and it just feels very cheap.  Traps are cheap and plentiful.  Sometimes the same patrolling enemy will consistently run into traps in the SAME PLACE until he dies.  I mean, I don't do that if I see that it's the case, but it's there.

Turning hopper meat into hopper steaks, otherwise why do they drop it?  A free health hypo at the very beginning of the game?

Selling combat utilities (nets, t knives) and "junk" items (rags, bottles, bolt triggers); I get why nobody wants to buy junk, but maybe one person in junkyard who buys them from you in bulk via dialogue options?  Not a big deal, there's infinite money in the game.

You can enter stealth in combat and use snipe against an enemy, even if you did so right in front of them and they can still see you.  As long as you aren't damaged (or just attacked? not sure) or otherwise out of stealth before attacking (can't even use it unless you are "stealthed").  That seems wrong to me; I figure at the very least they shouldn't have a filled red eye for it to work against them.

Metal helmets:  there should be some downside to shaded visors, like a worse perception and/or detection penalty.  As it stands, there's no reason to use a regular visor aside from price and that's hardly an issue.

Is there any particular reason why shields can't be their own item/blueprint?  Something you put in one of your weapon slots?  They'd restrict to one-handed weapons and have armor penalties, of course.

Do tasers with higher quality shock generators require higher fortitude to resist?  They ought to.  Why aren't tasers something you can find?  You can find cloaking devices.

Line of sight seems very strange.  Sometimes an enemy can shoot me from where they are, even if I can't shoot them from where I am, when range isn't a factor.  Sometimes I'll be in the first square around a corner and still get hit.


1388
Bugs / Problem with couch encounter
« on: May 19, 2018, 04:41:32 pm »
This box is unclickable, even using tab.


1389
General / Re: Does the doctor feat work with a regenerative vest?
« on: May 18, 2018, 03:32:33 pm »
Doctor doesn't affect bandage healing.
Metabolism affects bandage healing and even Regenerative Vest.

Metabolism is not a bad feat and I think I will take it on Dominating for the first time, since I will use all forms of healing at once most likely. (vest/hypo/mixture)

Well alrighty, then.  Thank you, sir.

1390
General / Does the doctor feat work with a regenerative vest?
« on: May 14, 2018, 08:01:36 pm »
If so, I'll be taking it over fast metabolism on a sledge juggernaut. 

1391
General / Re: Crawlers / Death Stalkers
« on: May 12, 2018, 10:43:39 pm »
They resist tasers maybe 1/4 or 1/5 of the time for me; it's not too reliable.

1392
I always take Interloper on my stealth builds though though I do not think you can find or buy Tabis before you are done with Depot A.

You can find them early; I've got some during the first quest before (not sure if I found them or bought them from jonas).  I think you can find the blueprint randomly as well, but I'm not positive.  You can get blaine as a merchant before setting foot in the wormhole or depot A in general. 

You can also get shield emitters very early; I've got one before saving newton before, without exploring outside SGS.  Ezra sells them sometimes, and I happened to have the 6k cash when he was selling one.  It was the worst shield I've ever seen, but there it was.  Katherine sells them too, and the guards in the maura quest have them.  Also, on DOMINATING, the lunatic nuker south of GMS has one.

I play early game an awful lot, because I just really like it.  After depot A, the game really slows down for me, and I have to reallllly want to finish the build I'm playing.  I've only beat the game once and only played after depot A one other time (to lvl 17).  So when I say you *can* find these things, it's still pretty darn rare.

edit:  go figure, I just had Gort sell me an energy shield blueprint; I'm doing depot A but haven't found the circuit board yet

1393
General / Re: Crawlers / Death Stalkers
« on: May 07, 2018, 12:50:35 pm »
Dude, here is my melee, Domination.

>bruce
>yellow/black jumpsuit

Nice.

1394
Builds / Re: Planned build for expedition
« on: May 03, 2018, 03:25:28 pm »
but don't forget there will also be new items across the board.

Hmm.  I know there's new drugs, the new weapons, presumably psi items for temp manip, and at least one new outfit (judging by the video), but yeah I didn't consider there'd be much more.

It would Temporal Manipulation if current build tool allowed us to put points there.
I guess OP wants to see how good Tempo is at supporting otherwise non-psi builds.

Precognition is dodge/evasion+ and one of the powers gives you more AP/MP when you invoke it, kinda like an adrenaline shot.  I can get up to 105 action points in a round with this build.  That's seven sword swings and some extra for drugs.

So hell yeah I wanna see how good it is.  Seems like it would be good for pretty much anybody if you dont mind the psi-aids.

1395
Builds / Planned build for expedition
« on: May 01, 2018, 05:33:51 am »
Thoughts on this?  Also, feel free to post your own ideas for expedition. 

I'll be playing on hard, since dodge/evasion is reportedly useless in DOMINATING and I've never played a dodge/evasion character, and barely played melee.  I know expedition is introducing new feats, and if some of those are really good for this build I can drop some of the less necessary ones like grenadier and quick pockets.  Pretend thought control is temporal manipulation.

My biggest weakness, I believe, is the low hp and fort, which I am okay with.

I intend to wear riot armor with a shield, because I've been wanting to try it, and with these new machetes, I figure now is the time.


And with hypercerebrix and crafting benches

I can craft mark IV grenades and super soldier drug without the crafting bench, so long as I have hypercerebrix.
I've got 135 throwing for that extra damage with throwing knives, which may mean the difference in getting some poison into a heavily armored enemy.

For gear, I'm thinking: 


muffled temporal manipulation headband (primary)
motion tracking nightvision goggles

sturdy supersteelsheet psicarapace shield (or laminated for less armor penalty)
or
infused siphoner leather armor (I'll try out both and see which feels better)

doctors pouch (primary)
utility belt

infused siphoner tabis (primary)
infused pig leather striders

shock tichrome curvedmachete (14 AP attacks)
powerfist



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