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Messages - harperfan7

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391
General / Re: Reasons to visit locations
« on: April 06, 2021, 10:40:24 pm »
There's only a few places off the top of my head that I'd rather not visit, and what would motivate me the most is oddities.  Frankly, imo, there's too much oddity exp in the game, so some could be removed and some could be shuffled around more.  Some dungeons, especially ones you're likely to do on the main quest, are loaded with easy oddities.  Some, like the black crawler lair, have zero.  I can understand some dungeons being duds, or only existing for some minor meta reason (like farming crawler stingers).

392
Bugs / Random protectorate ship bug
« on: April 06, 2021, 08:04:40 pm »
https://i.imgur.com/5ccnH76.png

You can land on this ship and kill the back plasma walker out of combat without hostility.  That one is considered an object I guess.

393
General / Re: How to throw acid vials?
« on: April 06, 2021, 07:21:55 pm »
you equip acid vials in your utility slots
acid vials, the crafting component, not acid ammo for chem guns

394
General / Re: are silenced pistols useless
« on: April 06, 2021, 02:03:43 pm »
I'm playing pistol build this patch and I kind of agree silenced pistols suck. The highlight of the pistol now is Bullet Time and it's viability with silenced pistol is, well... You can use it ofc to kill off lone targets. But low caliber pistols already has low AP to begin with and wasting 10 round cooldown skill to kill two stragglers is counterintuitve. What I do instead is grab biggest baddest gun I have, Bullet Time, murder everything in vicinity as loudly as possible, then finish combat. During next 6 seconds real time, I move forward, towards enemies lured by noise. Combat starts and I still have bullet time! So I finish another screen of enemies and cast Statis on myself. Even more enemies lured close in, and after Statis ends I still have bullet time for the third round! After it ends, there is usually no enemy on screen.

Pistols are beasts now.

B&RP'd

395
Bugs / Re: Report spelling/grammar errors
« on: April 04, 2021, 11:40:04 pm »
Shock Shurikens say "micro electroshock discharges", should be "dischargers"

396
Bugs / Crabs in Black Sea bug
« on: April 04, 2021, 06:34:33 pm »
The past couple times I've played in the black sea, specifically the west storage depot, the crabs don't move around.  They sit in one spot until combat.

397
General / Re: Brown Robe Viability?
« on: April 02, 2021, 03:44:13 pm »
Of course it's possible.  There are other robes later in the game you can wear though.

398
Bugs / Re: Electronic Repairing
« on: March 31, 2021, 10:57:13 pm »
Is repairing the tv specifically a quest?

399
Bugs / Re: Shock Shuriken Bug
« on: March 26, 2021, 03:25:41 pm »
thats because you throw shuriken underhanded

400
General / Re: Eastern underrail?
« on: March 25, 2021, 02:05:18 am »
That's literally all we know about it.

401
Suggestions / Re: Megathread: Quake and Mind Cracker problem.
« on: March 24, 2021, 08:46:22 pm »
You make good points about their locations.  Balors is the best hammer in the game, better than crafted ones, as long as you have high enough strength, and it's available relatively early/easily.  Doesn't matter so much when you can't effectively use it early, but still.  Mind Cracker is effectively DC/expansion only.  You'd basically have to metagame to get Quake early.  Just throwing this out there; I think the lost vault section behind the str check would be a good place for a unique hammer.

My own recommendation for quake and mind cracker is to give them tichrome AP costs.  For cracker, I'd raise it to 35 psi points/35% chance and get rid of the resolve penalty.  I 2nd the "inhibiting the wielder's psi abilities" idea.  Both hammers have CC/debuff abilities with a % chance to happen, so decreasing their attack cost really makes them more attractive.  Quake has better crit damage than a tungsten hammer, but no emitter; lowering its costs would make it an effective mech-only hammer. 

If you're going to leave quake with Gubbins, with it being a non-lategame hammer, I'd at least let their be rumors of him/it so players would go up there early.  Maybe put a bounty on his head?

402
Suggestions / Re: Marksman and bolters rifles
« on: March 24, 2021, 02:13:09 am »
Sounds like a spearhead.

403
Suggestions / Re: Motorcycles
« on: March 19, 2021, 02:45:56 pm »
Styg has already said that infusion won't have personal vehicles.  I was hoping for quads, personally.

404
Builds / Re: question on gun fu
« on: March 17, 2021, 04:06:31 pm »
Guys, does Versatility stack with Gun-Fu?

Assume 160 invested melee, 350 effective under max dex, am i going to get:

350*0.6(Versatility) + 160 *0.4(Gun-Fu) = 274 effective gun skill when attack in melee range?

As I understand it, yes.

405
Suggestions / Re: Pneumatic hammer hammers
« on: March 17, 2021, 04:04:21 pm »
Like a rapid reloader.  I don't like that as much, but if it refunded every 4th attack, it'd be more like pneumatic hammers on gloves.

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