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Messages - Turbodevil

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31
Suggestions / Re: Survival Instincts nerf
« on: October 24, 2021, 09:22:22 am »
It should get nerfed as the playstyle it encourages is, well, wrong. It forces you to get high Con, just so you trade most of your hitpoints into massive critchance, changing your tank into glassiest of cannons. It makes no sense from character building perspective. The feat should promote risky tanky playstyle, not forgo the tanky aspect.

I would change it into something like: gain 1% crit chance per 10hps lost during last turn, up to 30%, for the next turn. Reward tanks for tanking instead of turning them from tanks to twigs.

EDIT: Damn, Shoggothwhisperer came up with similar idea already....

32
Suggestions / Re: Idea for riot armor in Infusion
« on: October 10, 2021, 01:30:42 pm »
Nah for combining Riot and Tactical armour. They both have distinct look and purpose (light anti gun vs medium nice-against-guns-and-beast-against-melee).

What holds Riot back is 4th slot being shield rather than something useful. Shields are nice when specialised into shield bash, but I'm already wearing anti melee armor, I don't need anti melee tool on top of it. Riot gear should be distinct armor type with craftable 4th slot (can be padding, plate, or something unique to Riot Gear. Shields should be equipabble item where you get extra tool/defenses in exchange for armor penalty.

33
General / Re: Why Aegis troops are ally to Praetorians?
« on: September 28, 2021, 06:34:50 pm »
I meant luring. NPCs react to sound and TNT is loud. Can you plant the TNT out of everyone's sight to lure the soldier away so you can talk to Aegis?

34
General / Re: Why Aegis troops are ally to Praetorians?
« on: September 28, 2021, 06:00:12 pm »
Lorewise: because they are citizens of United Stations.

Mechanicswise: Have you tried luring the Protectorate soldier away with TNT?

35
General / Re: How do Gunslinger and Bullet time ap reductions interact?
« on: September 22, 2021, 08:21:55 am »
The order is as follows, using .44' and 14 dex as example:

32 AP base cost
1. Rapid reloader: 20% less AP, rounded UP: 26AP
2. Dex reduction: (14 - 5) * 3% less AP, rounded DOWN: 18AP
3. Gunslinger: -3 AP: 15AP
4. Bullet Time (max spec): 50% less AP, rounded DOWN: 7AP
5. Point Shot / Rapid Fire: 50% / 150% base AP cost, rounded DOWN: 3AP / 10AP

36
Other Games / Re: Suggest RPGs for new player
« on: September 17, 2021, 07:02:46 am »
My current favourites in no particular order

Turn based: Underrail
Nostalgia: Baldur's gate 1 and 2
Top down swords: Pillars of Eternity | Dragon Age Origins
Action RPG: Deus Ex (the first one, I dislike sequels, although playerbase finds the most recent ones fun)
Not really RPG but has stats and inventory: System Shock 2
Open World RPG: Gothic 1 and 2
Evil top down swords: Tyranny

I feel like a boomer...

37
General / Re: Can Edgar and his hunters not be so stupid?
« on: September 04, 2021, 10:52:16 am »
I never did this with Edgar but the strategy I'm usually using on this fight is turning the corridor before main room into death zone with gas grenades/molotovs/traps/caltrops. I usually do Rathound King as one of first quests after Depot A so I'm often underleveled related to His Majesty's lvl 20, so I cheese the hell out of him.

Morphine can help here as well.

38
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: September 02, 2021, 07:50:37 am »
Another satisfied customer :)

I agree Fatal Throw can feel disappointing, that's why I put it in optional category. It requires a lot of investment: 1 feat, max throwing, 3 spec points. You lose MP when throwing: need to move 1 tile away from any enemy (being close to enemy lowers your hit chance by 25%) and it doesn't restore MP on kill. It's also useless against armored enemies and unreliable against evasive ones. as it has lower chance to hit. The reasons I used it is how it work on DOMINATING: 50% more HP means higher chance the enemy, after being shot at, has less than 25% health, and more enemies on that difficulty means there is higher chance that another target will be in vicinity to restore MP through Hit and Run.

Fatal Throw worked only in some scenarios. But it worked great in two cases where I needed it the most: early game it's objectively more damage than shooting with subpar pistol, late game there are some very hard encounters with multiple varied enemies, like Magnar or Faceless Commander, where I need all the advantages I can get. In perfect scenario Fatal Throw finishes 1 enemy and give enough AP for 2 more pistol attacks, which is huge. So it doesn't work that often but when it works, it does wonders.

Then again, I could have taken Three Pointer instead and throw mark 5 grenades with 50-60% chacne to crit, which decimates unarmored foes.

39
Yes, but they are very inefective. Extra damage they provide is neglible, much lower compared to W2C or JHP, and AoE is useless as enemies are usually not grouped together in choke points (you attack first and they didn't have a chance to move). You can experiment an find an use case for explosive rounds though, I just didn't find any.

40
I took 50 traps just for detection as I did not have any defense against being blown to pieces other than quickload. I probably overinvested too

I was playing Classic during my run, as it allowed me to skip some areas without being penalised for not collecting oddities. I wasn't scared to explore, let's say, Fetid Marsh, I just didn't want to bother :)

41
Old news but I decided to test how it works and how good it is.*

It is good.

It ignores 40% evasion at point blank, 32% at 1 tile away, 16% at 2 tiles away and has no effect on further distance. These values are not discreete, distance can have fractions of tiles as line between you and enemy is in most scenarios not parallel to ingame grid.


Now how good it is? Base chance to hit is 70 + 30 * (att - def)/att. Enemies have varying evasion depending on their type, level, stats, gear and difficulty. But we can reasonably expect that during our playthrough we will encounter lots of evasive enemies where their def = our att. In that case, each 16% of their evasion translates to 5% chance to hit. So, the final chance to hit is as follows:

Tiles awayHit chance
3+70%
275%
180%
082%

Pistols can use laser sights, it's very effective addon when you are not currently using special attack. It gives flat 10% hit chance. Laser sight against enemy with evasion matching your guns skill gives 80% hit chance further away, up to 92% at point blank, which almost caps the hit chance. 92%/80% = 1.15. 15% more shots will hit these annoying evasive enemies as long as you move up to them.

*No zoner was dominated during research.

42
Let's Plays / Re: Crowbar Build
« on: August 25, 2021, 02:22:04 pm »
OK Gordon

43
@ringing

Nice, I have soft spot for thematic hybrid builds such as yours :)

@CCrocodile

Yeah, Infused leather armor just gives around ~10% crit. You can go without it. I did not even bother to use Focus Stims (15% crit) or core chips (5% crit) for anything apart select few of most difficult fights. Armor penalty doesn't affect you much, just pay attention to your maximum movement points: this is maximum value of MP your specced Hit and Run can restore. If you wear armor with over 50% armor penalty, your kills may restore less than 40 movement points and you REALLY want that movement points, they are best defence, offence and utility.

If you are not playing on DOMINATING difficulty, I would lower perception by 3 points and put it into Dexterity (use Increased Dexterity instead of Perception feat). This would give you 6 AP per shot during Bullet Time. You would lose some crit feats but these doesn't matter when enemies don't have DOMINATING +50% health.

There are some heavy leaher armor in Expedition you might check out, they can make you extremely tanky, especially against melee. You have Energy shield against bullets. Vest/Riot gear would work too. Steel armor requires too much strength which you don't have stat points for. I would go Infused Bison/Sea Wyrm leather with Skinner feat for tankiness.

Then again, what do you need armor for? The enemies are dead. You killed them before they had a chance to harm you...

44
General / Re: Random useful tips you've learned?
« on: August 16, 2021, 10:26:37 am »
There's also Third Eye drug giving +3 perception for detecting secrets

45
IMO waterways should be available lot sooner and there should be ways to buy (or steal) scrap jetskiis in Junkyard and camp Hathor.

The Black see should be blockaded (sort of) by Aegis Patrols that turn you back (unless you decide to go hostile on them). After all, that's why Pirates doesn't raid Waterways according to ingame dialogue.

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