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Messages - harperfan7

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571
General / Re: XP for quests in Oddity
« on: June 17, 2020, 09:04:21 pm »
You have a chance of spawning the 2-headed mutant in Depot A north every 30 minutes.  The last time I saw him, he came out of that small shack on the north side with the cloth door.  I don't know if he can be encountered twice, however.

572
General / Re: Energy shields
« on: June 16, 2020, 02:22:19 pm »
400 Very high shield with only 200 capacity is pointless since at max it can absorb 200 right?

Right. 

573
Bugs / Re: Spearhead's hidden move and shoot penalty
« on: June 16, 2020, 02:06:02 am »
That's the problem; scopes only give their precision bonus when you're focused.

574
Bugs / Re: Spearhead's hidden move and shoot penalty
« on: June 15, 2020, 10:38:23 pm »
What scope?

575
General / Re: XP for quests in Oddity
« on: June 15, 2020, 07:53:16 pm »
The problem is there's already too much oddity exp in the game.  Unless I missed some, you can get at least 89 oddity exp PAST lvl 30, and you can be lvl 30 before you set foot in the endgame area. 

The gangwar gives you TONS of loot, it gives you Blaine, and it affects the ending slides.  It can give you a shield emitter if you're lucky.

576
General / Re: Energy shields
« on: June 13, 2020, 01:03:34 pm »
Amplified low/low is good against melee enemies, especially if you are low con and REALLY need to survive a round or two.

577
Suggestions / Boots
« on: June 12, 2020, 02:02:18 am »
Call me autistic, I don't care, but boots need to be changed!

My suggestion:  tabis don't grant an mp bonus, boots do, but it's half of what tabis used to grant.  Boot springs grant an amount equal to half of what THEY used to grant, in addition to what the boots themselves grant.  Knife, fist, and maybe sword users will mostly likely still use tabis since they probably use stealth anyway and if not they still have fancy footwork.  Most other builds would use boots for a bit of extra defense and mp.  Leather boots seem like they should be the standard footwear; this would do it.  As it stands, pretty much everybody uses tabis for speed and ap reduction (or the various bonuses granted by the material) or metal boots if they're armor-focused; few don't. 

I have a separate suggestion for boots; open up the padding slot as an additional enhancement slot and you can't have two enhancements of the same kind, and padding is still an option but not required. 

578
General / Re: How do you get harland to open the underpassage gate
« on: June 12, 2020, 01:51:24 am »
You can't.  But you can just go to the other side yourself by walking a few maps further.

579
Suggestions / Re: Some changes to W2C bullets
« on: June 12, 2020, 01:50:27 am »
I've been thinking along the same lines myself.  They should do 90% of the regular damage.  However, they require tungsten and graphite.

580
Builds / Re: Help me create Robocop!
« on: June 09, 2020, 01:59:53 am »
The problem is that metal armor and pistols are unsynergistic, and pistols aren't good anyway.  You never want more than 5 str on a pistol build, but metal armor requires 8 or 9, preferably 10 or 11 (because crippling strike is fairly common), and if you're going metal armor you're not relying much on mp and not on dodge/evasion at all, so you'll want good con too.  You can go with con on a pistol build for survival instincts, but the str requirement is going to really weaken your already non-optimal build. 

You *could* just wear heavy tacvests/riot gear/leather armors, but that's not robocop. 

So unless you're playing on easy or something, I suggest either letting go of the image of walking around in metal armor, or just pretend that your shotgun/rifle is a pistol. 

581
Builds / Re: PSI Tank Build for a Beginner
« on: June 07, 2020, 06:00:35 am »
Hammer wizard + temporal manipulation if you want buffs too

582
Not at all. 

If I ever do an SMG build, it'll be

S7/Dmax/A6/C3/P6/W3/I5, with maxed melee and versatility, and 80 points in guns for commando

583
General / Re: Are there deep caverns near the black sea?
« on: May 30, 2020, 05:33:10 pm »
I was going to mention that spot when I opened the thread.

584
Yeah, I can try that.  Wound enemies without killing them and doing some CC so the other fighters can mop up, then *mostly* killing the two gladiators before finishing them off with t knives or something.

585
Ive been running through the arena up to killing bullseye like 6 times now and I just can't get it.  I've avoided all names but for the weapon-based ones, and I've been very carefully tracking how many kills with each weapon.  Two runs in a row Ive had exactly the same kills with sword and knife when I beat bullseye, and I made sure there were no secondary electroshock kills, and yet I get "savage mangler" each time, which is the knife name. 

edit:  ...unless it doesn't count as a weapon kill if the energy portion of the weapon does the kill? 
edit 2:  doesnt seem to be the case; did it again with no power in my weapons and this time I got chop

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