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Messages - Tamior

Pages: 1 ... 4 5 [6] 7 8 ... 13
76
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 01, 2019, 11:34:28 am »
>When you need massive amount of advanced repair kit, you should be able to amass more money than you could ever use
Simply not true on dominating.
Even on a character with high mercantile and low ammunition consumption I'm regularly near-broke for the majority of the game.

>Its a cool idea, but how often do you wanna reassemble these things without 15% crafting bonus
It's not unusual to meet the requirements for crafting, for example, psi-bands without +15% bonus  after you've raised electronics high enough to craft end-game shield.

>This is a good point, for an extremely unlucky character.
Um, no?
It's completely normal to keep finding better and better components throughout the game. With disassemble you can swap them in as you find them.

>Imo disassembling and selling each component is the better use for it
At which point you are already half-way there as you've already taken the feat

77
General / Thoughts on 5/5 spec'ed disassemble.
« on: December 01, 2019, 09:28:50 am »
I did some tests recently, and fully specialized (takes 5 specialization points) disassemble seems to work exactly as advertised: you can disassemble items without any quality loss.

Assuming you spec it as your first feat (so get it done as early as level 20), this has some really interesting implications:
1) all repairs for items you can disassemble are now essentially free (this includes repairs just to get max value when selling items)
2) you can adjust your equipment on the fly in the field: turn shield with low dissipation into shield with high capacity, change it's frequency, etc. Swap out mods on a weapon. Adjust psi-headband for different schools and abilities. Etc.
3) you can use high quality components to craft decent gear right away even if you don't have good components for all slots. As better components become available, you just swap them in.
4) even before you've fully spec'ed it, disassemble is really good for getting high value from selling loot (you can repair for free, assemble higher value items, change item types when vendor requires it and sell components when vendor refuses to buy crafted item).

Thoughts?

78
Doing a new run with the latest update.
Permadeath, dominating, all the usual.
Got to lvl 12 so far.
Link, as usual: https://www.twitch.tv/ouroboroses

79
General / Re: Anyone suceed in capturing one of the dude's laser cats
« on: November 26, 2019, 05:38:59 pm »
Super-easy: capture them before they go hostile.
For those beyond "the line", you just incapacitate and capture.
You don't need to kill a single one.

80
General / Re: Anyway to get a jetski before starting the expedition?
« on: November 25, 2019, 11:26:42 pm »
You can still lockpick your way to some of Ray's jetskies.
Once you drive it away, you should be fine afaik (assuming you never shown up on it in Core City).

81
Bugs / Gauntlet might be a bit broken when using stasis.
« on: August 27, 2019, 07:36:07 pm »
As in, completely:
https://www.twitch.tv/videos/473184081

You can get to the final section last, Stasis the electro wave and walk out a winner.

82
General / Re: Cheats?
« on: August 13, 2019, 10:59:52 am »
Are there any cheats in the game?
Sure. Just play as quad-school psion.

83
General / Re: Mutant Area
« on: August 05, 2019, 04:59:43 pm »
Depot A is a baptism of acid for your build, being sneaky is helpful but there are loads of dogs that can bump you out of stealth. The most useful item for this area is mutated dog leather armour that can absorb the acid dmg. You can make one if you have enough tailoring or maybe buy one at the vendors in junk yard. Siphoner leather armour also gives acid dmg reduction.
With stealth Depot A can be done in 5 minutes without ever going into a fight or sneaking by multiple acid dogs.
https://www.twitch.tv/videos/398609044

84
General / Re: [Spoiler] Medical Supplies For Mutants
« on: August 05, 2019, 11:46:15 am »
One other problem is that you can leave the mutant camp without ever realizing that they are now hostile to you. And than come back hours of gameplay later only to find out you are now screwed.

85
You go down from a level with crabs into the level with robots, and there you go EVEN DEEPER via a hole in the floor into a cave. Have you done that yet?

86
General / Re: [Spoiler] Medical Supplies For Mutants
« on: August 04, 2019, 05:34:33 pm »
What I really, really dislike is that you are never actually TOLD that living their camp without giving them "something" will turn them hostile.
That's not intuitive AT ALL.
Even less intuitive is the fact that there is no turning back once you leave: even if you DO get them the meds or the generator they still go hostile if you try talking to them.

87
To clarify: the problem is NOT that the trap is getting triggered by placing electrokinetic imprint under it, the problem is that the effect of the trap is applied to the players character even when you are standing well outside the traps normal area of effect.

So far I've seen this happen with acid blob trap (you get acid entangled even when triggering from the other end of the corridor) and with spiders webs.

88
I think Limited Temporal Increment has a cooldown of 3 turns.
By default, yes.
But it goes to 2 with future orientation feat.

89
Just saying.
I mean, I know psions are OP, but this is literally infinite invulnerability combo.
Put FF (force field, lasts 4 turns with force user) and LTI (Limited Temporal Increment) 3 times while it's active (on the turn you put it down, two turns later and on the turn it expires).
Then staisis yourself. When you come out of stasis, FF is off cooldown.
Repeat indefinitely.

90
General / Re: Invisible Scorpions, what gives?
« on: August 02, 2019, 07:14:17 am »
Also, they have a special ability that allows them to re-enter stealth and crawl away after a successful attack using THE CEILING. So they can end up in some pretty unexpected places.

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