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Messages - Shredded Cheddar

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61
There are no curtain doors on that map. Probably gonna be most annoying in Depot A

62
I think versatility would be best used with either sledge + AR with 40 points in AR for full auto, or dex melee with pistols, with only 50 points for the basic pistol feats like rapid fire, point shot, aimed shot. It's best used on a build that's boosting it's primary attack stat to the full 16.

Unfortunately this passes up the best feat for AR which is commando, and melee dex builds / pistol builds are already starved for feats. IMO the best use of it would be on some kind of high strength juggernaut running sledgehammers, heavy armor, and an AR secondary when getting into melee range is impossible.

63
Discussions / Re: ''From where do you hail?''
« on: November 29, 2018, 05:18:53 pm »
'Murican and proud  :)

64
General / Re: Beetles found Newton on their own?
« on: November 14, 2018, 01:25:06 am »
sthalik

just buy like 10 bear traps from old Jonas

Place them in a circular pattern around the door in 2 layers.

Lure the beetles into the traps by entering combat mode, walking into their line of site, and then retreating behind wall.

Throw molotov on top of first beetles who are caught in trap.

I have reliably gotten through this part on dominating no death runs with this strategy even using builds that don't have a single point in throwing. The first 2-3 beetles get caught, the rest become confused and don't really move even though it looks like they can bypass their caught brethren, and you just can sort of just wait to lose attention or they all die in bear traps/flame dots.

Good luck playing games!

65
General / Re: Use for low quality items
« on: November 08, 2018, 05:52:39 pm »
Very interesting Tygrende, I have never even used a high quality circular wave amplifier in an energy shield before since it always seemed to me that a high efficiency converter is the no-brainer option (like smart module on burst weapons), but I can see why certain builds would want that. Thank you for the great information!

66
General / Re: Tips and Tricks to help people with Dominating Difficulty
« on: November 08, 2018, 05:50:04 pm »
While it is true that tasers are sometimes resisted, I'd say they are one of the most reliable ways in the game to disable and are usable by all characters. My general rule for no-death dominating is to never rely on anything - have multiple options. If the taser is resisted, you still have throwing net, flashbang, run around a corner behind a bear trap you planted/quick tinkering...

But generally I find it to be a very rare occurrence for most human enemies to resist the taser, it is usually critters that have high con like rathound alphas or borrowers. It can substantially increase assassination chances - free turn + 25% damage from opportunist first turn.

67
General / Use for low quality items
« on: November 07, 2018, 04:05:39 am »
Hello everyone,
I have noticed that in certain situations you actually want lower quality components opposed to higher quality. This is counter intuitive, so I would like to collect all the times where this is the case.

-electroshock generator - lower the quality the lower the energy cost for tasers
-energy core - same reason as above, you want right size for tool
-antithermic cloth - lower quality reduces the amount of stealth lost while retaining the immunity to burning. This can be good when combined with soft padding and siphoner leather to remain immune to fire but still able to use stealth
-low/medium frequency shield generators - combined with 4xmetal armor so you don't waste your shield
-kevlar cloth - balaclava can be good in certain situations esp. early and it is fixed at 2 threshold
-metal plates - crafting consumables like bear traps
-soft padding - when used in metal boots quality is irrelevant

I'm sure there's stuff I don't know about... Please post anything I am misssing!

68
General / Tips and Tricks to help people with Dominating Difficulty
« on: November 07, 2018, 03:37:57 am »
Hey guys!

I've been doing no-death underrail attempts and really love cooking up all sorts of builds for this game because of the complex character stat and feat system. Because I have played no death up to Depot A so many times I have some ways to make the beginning of the game easier for newer players who want to take on dominating.

Start - GMS
-Every floor has useful supplies - Food on 3 in the kitchen, healing on 6 in the medical cabinet, battery on 7 on the shelves by the window on harold's side, throwing nets & hopper cages with some random loot on 8 in the back room
-You can reroll Old Jonas' supplies the first time you enter the area (never again) by reloading your auto save. He can spawn with many useful things such as low grade electroshock generators for taser, all types of belt (except catalyzing, probably cuz it's new), and tabi boots (rathound, cave hopper (most common), and ninja
-Get nades (even with no throwing) for M'lan Ratula and just blast his ass before you even speak to him (unless you have persuade and are playing oddity)
-Taser = God
-flares can fear rathounds & rathound alphas for 1 turn, which can save your life in the early game.
-Lots of early game animals and humans will run straight into bear traps even with no skill. This is extra effective if you plant traps around corners.
-You should be using items and equipment outside the idea of your build. Caltrops, bear traps, flares, molotovs, grenades, flashbangs can all be used effectively with no skill.
-In situations where brute force and stealth may not be able to do it for you, equip some antithermic gear and start throwing molly's everywhere. (doesnt work on robits)
-Before you fight the Psi Beetles for newton, raid the underpassages to get riot gear, tactical vest, assault rifle, and a bunch of random loot. Then go to Junkyard to see if you can get some charons and better equipment you can use. Getting a taser before this is very helpful.
-An easy strategy for any character to take on all of the psi beetles in the Find Newton quest is to buy all of Jonas' traps, and 2-4 molotovs. Close the doors, Kill the single beetle by the shelves, then set all your traps leaving a single tile path between the doors and the side room. Get the psi beetles attention by throwing a nade, or simply unstealthing and then running behind the corner. Once some beetles have rushed in and trapped themselves start throwing mollys and let the bear-flame trap commence.

Junkyard
-You can come to junkyard early with some bear traps and kill siphoners by planting bear traps where they jump out of the water around level 4 - 350xp per kill on classic mode and also the possibility for some nice leather. The siphoner's inventory doesnt generate until they are out of the water so you can reroll.
-With around 45-50 stealth you can steal from the shelves in Colton's shop. I have found tabi boots, sledgehammers, metal armor, tac vests, etc. of pretty good quality doing this. Can be a big boon for level 4 character.
-Katheryn can be stolen from with around 45-50 stealth as well, the shelves and two lockers. Electronic parts, belts, expensive shit etc. The locker furthest from the door is guaranteed to contain some kind of energy pistol. 
- If you can taze and kill the lone thug in the same map in the southeast corner before he can react, he usually is carrying adrenaline, a melee weapon, and sometimes a steel cat SMG. Fighting him doesn't attract attention from anyone else.
-Same case as above for Gort by the Scrappers - shelves. 
- Pay the gang's fee to get access to fixer and Katheryn's shop. You can come back later and ice them for their loot starting with the most dangerous enemy for your build (either Vince or Crossbow boi most likely)
-An easy way to get through silent isle (even on no death) is that when you first get there, cover the entire western shore with caltrops so that psi beetles don't come anywhere near captain broderick. If he attracts the attention of a goliathus you're done.
-Hacking the turrets in Depot A makes everything 1000% easier.

Post Depot A
-Quickest way for a guaranteed easy energy shield - rush to core city, and kill the guard above Joe De Pacino.

General
-Multiple armor sets are absolutely necessary. I tend to carry leather armor, tac vest, and metal armor as well as multiple headpieces, boots tabi etc.
-When in doubt, Molly.
-I find defensive skills and feats to be generally more useful on dominating (side effect of no death?)
-Unlimited lake poppies from SGS give you tons of morphine
-Always keep a healthy supply of batteries, mollys & nades, and bear traps - if you are doing your economy right you should end up with tons of cash anyway so dont hesitate to overspend in the beginning.
-Keep your eyes open for the coveted early energy shield in Ezra's inventory
-Always utilize food


If anyone else has things they have found that I am missing please tell me!

69
Ran into arsonist at level 4 in the underpassages on an attempted no-death run. Rekt him with throwing nets, taser, + 5 bear traps and about 60 bullets. So worth it - I've never had an energy shield at level 4 before... Did anyone else know that he was such an easy random encounter fight?

70
General / Re: [SPOILER] list of all random encounters
« on: March 26, 2018, 04:38:25 pm »
Was level 5 walking toward cave hopper caves, when you have the option to go either through the western passage with the water and the ladder, or the southern passage with the rocks blocking the path, I chose the southern passage. On one occasion I found a backpack with a note in it with directions starting from the hanging rat bar. The second one I found was a bunch of dead punks and scavengers(? dont remember what the second group was called tbh), about six of them with relatively high level weapons. Found a laser sight XM Hammerer ~1320 quality, an AR of similar value, and more.

71
Bugs / Re: Random encounter may be unreachable
« on: March 26, 2018, 04:33:42 pm »
The same thing happened to me, some random crate spawned outside Blain's place but it was between the pillar and the wall and I wasn't able to interact with it. Unfortunately I didn't screen cap it at the time. It was in the northeast corner of that little square room outside Blain's shop next to the barrels.

72
Suggestions / Re: Cloaking Device affected by armor penalty?
« on: March 21, 2018, 05:56:48 pm »
You make good points as well. Yes, it is true that crafting is very powerful, but only certain aspects of crafting are powerful. For example unless riot gear gets changed somehow it will always be shit compared to a different type of armor with similar quality components. Does anyone use riot gear ???
I hate having cool things in the game go to waste. In my opinion the cloaking device is one of those things. It is similar to how certain ~optimized~ builds are significantly weaker than others right now. For example, Pistols (all types) and knives both seem very weak right now. I make a pistol crit fisher build, I eat rathound bbq and equip shitty marauder rifle, wow this character is strong now. Or, why would I invest all these stat points to make a cool energy weapons build when you can use half the stat points to make a much deadlier build?

I think that my suggested change would make the cloaking device an actual useful item that people may incorporate into their build plan, but as it is I don't think anyone does.

73
General / Re: Iron Man / Permadeath runs on Dominating difficulty
« on: March 21, 2018, 05:45:49 pm »
Hello SubterminalOptimization. I like your name very much.

To answer some of your questions:

Your premise is correct. The goal is to complete the game on Dominating with 0 deaths/reloads. Obviously breaks will be included since I have to work, cook, lift, spend time with loved ones etc.

I didn't want to use quick tinkering because I think it is OP and this is a challenge run. IMHO quick tinkering is the single most powerful defensive feat in the game, and it doesn't take much investment. Quick tinkering actually does help with doppelgangers, when they step on a bear trap they lose all movement/action points for the turn (unless this has been changed, I haven't used quick tinkering in forever since I think it's OP).

To answer about aimed shot I want the option to have a sniper rifle in slot and delete a target before the battle starts. Since I am on ironman both planning and flexibility are very important. Also as far as skills, I only meant what I had maxed up to this point. At some point I will most likely be funneling points out of throwing, stealth, hacking, and lockpicking and pumping biology & chemistry to cover against certain hazards, some of which you've mentioned. Mental breakdown / incaps? solved with 80 bio. mobbed by death crawlers? irongut. As you've already pointed out, many gaps can be bridged through the use of crafting.

While I want my playthrough to be as certain as possible that does not mean I am going to avoid fights I can lose. In my opinion that is part of the fun of it  :D .

Guns are most likely not optimal since psi is OP and can't miss, but I'm not a fan of psi and armor piercing bullets are extremely powerful.

You're definitely right that the most hurdles will be found in deep caverns so maybe when I get an iron man run close enough to that point I will use another of my chars to do some testing and practice in there before I head down.

I found your idea for a challenge run to be interesting as well, to minimize the requirements to complete the game. How did you get this idea? Was it from speedrunning? Do you plan on attempting a speedrun at some point?

74
Bugs / Abram quest start bug?
« on: March 20, 2018, 10:15:00 pm »
So during my Dominating Iron man run I accidentally hit the two junkyard commoners that stand by the barrel, and who tip you off that Abram is looking for you after you leave the protectorate embassy. Somehow I didn't aggro the rest of the junkyard, but since I can't reload I said hrm may as well see if I can still get all those charons from Abram and I went and spoke with him and the dialog was the same as usual. Not sure if this is a bug, intentional, or even matters. Will update if/when I get to the part where rescuing maura would trigger.

75
Suggestions / Re: Cloaking Device affected by armor penalty?
« on: March 20, 2018, 09:59:31 pm »
Thanks for the response, but I need to respectfully disagree with you. For what a cloaking device requires, it simply doesn't do enough. It takes high electronics skill and components, sucks energy quite quickly, and (IMO) most importantly takes up a whole combat utility slot. Anyone with light stealthy armor and ~30 points in stealth has no need for it. It's not like the suggested change would break the game, since characters with high armor penalty wearing armor without black cloth would only get around 50-60 bonus stealth with high quality components. Even if they improved stealth every level it still wouldnt allow them to pass instant detection checks in higher level areas. This change would only really be useful for characters with mid level armor penalty (around 50%) who use black cloth and also have significant points invested into stealth. It would allow those types of characters to be able to pass instant detection checks without having to swap out their armor all the time, but they would by no means be good at stealth.

For example, this character has 6 AGI, ~60 points invested into stealth, black cloth tabi with ~+30 stealth, and a black cloth tac vest with ~+30 stealth and %60 armor penalty. I craft a cloaking device with +42 stealth, and when I activate it I jump from 58 to low 70s (sorry this is all from memory). Would jumping from 58 to 100 be game breaking after investing 100 points in electronics, parts, a high quality energy core, batteries, risk of more EMP damage, and -1 combat utility slot? I don't think so.

Besides, I don't think that the only intention for a cloaking device is to allow people with no stealth investment to reach instant detection thresholds, why wouldn't it be used by those with a moderate armor penalty for the same purpose?

Besides, as it is right now I just don't think the cloaking device is very useful. I think I may have seen it mentioned on forums maybe once.

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