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Messages - harperfan7

Pages: 1 ... 64 65 [66] 67 68 ... 76
976
Trap expert says it increases the difficulty by 25% but it doesn't chance that number either.

977
General / Re: "GMS gate w/o power" implemented?
« on: January 13, 2019, 10:20:25 am »
what does GM stand for anyway?  Grand metro?

978
General / Re: Trying to fing job in model or cinema business
« on: January 12, 2019, 06:03:09 pm »
Hi Jenny, do you like kamagra oral jelly?

979
General / Re: is High-Technicalities actually worth it?
« on: January 12, 2019, 07:15:41 am »
8 dex, max per, 10 int worked for me just fine

that's an aimed shot with electroshock, then taze + execute with laser pistol, or laser pistol 3 shots with 11 AP left over


980
General / Re: Did I mess up by not taking Electronics for my sniper?
« on: January 12, 2019, 12:43:22 am »
unless you're playing a character that focuses on crafting, you'll craft your best gear quite a ways before the endgame, so you'll know when to quit before you're done assigning skill points

981
General / Re: Did I mess up by not taking Electronics for my sniper?
« on: January 11, 2019, 06:59:04 pm »
You can stop leveling traps and start putting those points in electronics.  Same for locks/hax/tailoring at a later point.  It's not even remotely worth restarting over.

982
General / Re: Will expedition have kamagra oral jelly?
« on: January 11, 2019, 06:56:57 pm »
If "swamp honey" is the fantasy insert of kamagra oral jelly, then sure, I'm sold.

983
General / Will expedition have kamagra oral jelly?
« on: January 11, 2019, 03:05:19 pm »
It'll make or break the sale for me, personally. 

984
General / Re: optimizing an SMG build any further?
« on: January 10, 2019, 04:07:21 pm »
Actually melee guys often are a problem, because they hit you with crippling strike which lowers your strength below the threshold for wearing armor, leaving you with 35 ap.

985
Suggestions / Re: Cybernetics and crafting ideas
« on: January 09, 2019, 05:19:17 pm »
Some psi headbands do have the dodge penalty. 

Helmets + goggles might be unbalanced mechanically, but it's very realistic.  Also it would let you be a real Jin-roh.

986
Bugs / Re: Stuff I notice
« on: January 06, 2019, 06:09:10 am »


Empty unmarked vase in library of tchort.

edit:  just found another one in the upper gallery of the main hall, next to the north doors

edit 2:  unmarked box just north of adira & beatrice's cooking fire on forsaken isle
actually, I've been finding unmarked containers all over the place, some of them are intentional, right?

987
Bugs / Re: Stuff I notice
« on: January 04, 2019, 04:43:05 pm »


I get the feeling this is supposed to be a secret doorway.

Upper Caves B16, Ironhead camp
the map picture on the wiki is from an older version; apparently the wall didn't use to be there at all

988
Bugs / Re: Stuff I notice
« on: January 03, 2019, 09:12:00 am »
On the simon peres map, on easy, in the NW corner, the explosive barrels overlap each other incorrectly.

989
Builds / Re: is this a good pistol/smg build?
« on: January 03, 2019, 12:27:20 am »
Do you mind sharing what general tactics you use, and other useful feats?
Trying to make a gunslinger work myself, with excellent initiative. I am pretty fragile, so struggle with surviving explotions and psi damage, and having enough damage output. Do you get good mileage out of the execute feat?

Maxed stealth (stealth gear except for crit goggles) and traps (+trappers belt/jack knife).  Nets/caltrops/grenades.  Feats are:  Paranoia, Gunslinger (had max initiative at 1st level; only failed once against another gunslinger), Interloper, Opportunist, Expertise, Quick Tinkering, Blitz, Ambush, Execute, Grenadier (im at 16th right now).  I've barely made use of ambush; I'm not using incendiaries much so far, just flares and that barely ever works.  Execute is even rarer because I don't use flashbangs much yet, don't have a tazer, and only occasionally bust out the crawler knives.  It's honestly not so much a gunslinger build as a stealth/traps/utilities build; I mainly use the pistols to mop up or deal good damage to a bear-trapped enemy (and a significant initiative boost).  10 agility + interloper + stealth gear means I never have problems sneaking around, even without custom gear.  But even when I'm surprised, I do well because of initiative, speed, dodge/evasion, and accuracy (LS pistols, usually 95% even at a distance).  Lots of options makes a difference too. 

Basically the trick is to never let your enemies get to attack you; you move around a corner, shoot them, then move away. 

S3/D10/A10/C3/P8(++++++)/W3/I3.  Max throw/guns/dodge/evasion/stealth/lock/hax/traps, until about 60 points in locks then I started pumping bio with those points.



990
Builds / Re: is this a good pistol/smg build?
« on: January 02, 2019, 04:54:00 am »
SS drug requires 130 effective biology, and you won't have the crafting benches for that.

With 10 Per, like paul says, you'll only have 203 which will often be lower (on top of distance/darkness penalties if any).  With 15 dex, you may as well dump per to 3 and boost dex to 16 and melee to 135 skill and take versatility, which would give you 170 effective guns.  You'd still need however much guns skill for feats prerequisites.  You could use stuff like dirty kick/taser/flashbang/nets (with throwing)/bear traps (quick tinkering) or even incapacitation with cheap shots or pneumatic gloves, in order to bring your enemies dodge/evasion to 0 and giving you 95% chance to hit virtually regardless of your actual skill. 

I'm playing a no-crafting gunslinger on dominating in the new update and I'm level 16 and doing very good, a lot better than I expected.  I barely have any gun feats (gunslinger, expertise, execute).  I have 10 dex and started with 8 per which will end up at 14.  I use a 5mm at 10 AP and a .44 at 24 AP. 

Anyway, I think leaving dex at 10 and maxing per is generally the better option, then focus on crit chance (goggles, infused rathound leather, focus stim). 

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