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Topics - A_Clever_Monocle

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16
Builds / Triggering riposte with cryo sheild
« on: December 10, 2019, 11:26:45 pm »
Messing around on the last few levels of my dex versatility build (im at lvl 26)

Im debating between taking quick pockets and recklessness

Or

Parry and riposte

My questions are this how powerful is parry/riposte on a con 3 versatility hybrid charicter

And

Does cryo sheild trigger riposte

17
General / Killing aran without turning core city hostile?
« on: December 10, 2019, 04:55:50 pm »
Gas grenades used to work from what I hear but are there any other methods besides completing the expedition and letting him ambush you in your home

18
General / Buying enery edge emitters
« on: December 06, 2019, 01:09:31 am »
Besides coretech where can I reliably find theese things

19
Builds / Dirty kick for dex versatility builds (question)
« on: December 05, 2019, 04:29:01 am »
Dirty kick seems interesting since it doesent require a specific weapon making it an ideal choice for versatility builds.

also by unarmed damadge does it mean it scales with your boots as well as melee skill.








20
Suggestions / Reapers eye, Silent executioner, and Custom Order Suppressors
« on: December 01, 2019, 01:48:56 am »
Reaper's Eye is a unique supressed 12.7 MM sniper rifle with a bipod. Requires 50ap to fire and has a 50% reduction in ap cost when using snipe (Model it after a beretta maybe)

Silent executioner is a 44 Pistol with a suppressor modeled after a 1911 with an osprey suppressor. It doubles the damadge of execution and refunds half of the AP spent if it kills the target

The idea is that theese weapons (along with the mini izu) all belong to the same person

Along with the mini izu you find a note that tells you to meet your contact in the sewers beneath core city.

This sets off a quest chain to assassinate targets that this person gives you

At the end of the quest chain you get the ability to get a total of 3 custom made suppressors for your balistic weapons. This would bot count against their mod total and the weapon would get a 'custom' prefix



21
Suggestions / Injection knife
« on: December 01, 2019, 01:34:02 am »
Requires combat knife blueprint

Made using dagger mold and a new item: the injection handle, the number of poisin uses per vial is determined by this component.

Knife takes a damadge reduction in exchange for the ability ro use poison.

22
Suggestions / Feat: Concealed Weapon
« on: November 30, 2019, 04:36:04 am »
Allows you a special weapon slot to carry either a knife or a pistol.

-Requires quick pockets as a prerequisite feat
-requires 120 points in either melee or guns
-requires 6 dex
-having this feat will allow you to retain the weapon after a wild encounter with a certain woman in the foundry
-weapons in this slot do not need to be removed before entering certain controlled zones

Flavor text: It's better you if you don't know where the holster is.


23
Suggestions / Chem Gel Grenades
« on: November 29, 2019, 07:28:05 am »
Chem Gel Grenades are designed to make use of existing chemicals and give them more uses

They are basically on the opposite ende of the spectrum from gas grenades concealing substances as opposed to.vaporizing them

Blueprint: 3X frag grenade case 5X chemical agent 1X chem gel Catalyst

Chemical agents:

Liquid nitrogen does cold damadge and can add chill effect. With a 25% chance to freeze outright and will always freeze chilled target's. Has a chance to create an Ice Slick that will eventually cuase a target to become off ballence if they move on the Ice enough.

Normal Acid will deal acid damadge and has a 75% chance to cuase entanglements

Gyromitrin will deal heavy bio damadge to foes and daze them

Napalm will deal heavy heat damadge and ignite with a 75% chance but will not leave a fire surface


Feel free to post your own ideas for chemical agents below



24
General / Anyone figured out how camp supplies work for expedition.
« on: November 28, 2019, 08:41:35 pm »
I have a few questions about the mechanic

-does it tick down while ur in the main game
-when does it start ticking down exactly
-who thought that this was a good idea

25
So this is an evolution upon an earler thread and I can say so far I have managed to vet the build from before and make adjustments based on how useful the feats were overall.

It turns out that the trick to this was making it a crit build, with the changes to ambush this build is much more accessible.

I believe this will be a great build for new players who aren't too thrilled about role playing as a AR weilding tin can.


Without further ado the starting stats are

S:5 (or 6 defending on what shotguns you want access to)
D:7
A:4
C:3
P:10( goal of 13 for Scrutionous)
W:3
I:7-8 (goal of 10 later)

For feats I feel this build has a lot of mix and match potential as well as room for QOL feats. core feats will be denoted with a * and should be take that level.

1. Versatility*/Aimed Shot*
2. Marksman*
4. Point Shot* (P+1)
6. Premeditation*
8.Ambush*(I+1)
10. Psyco temporal acceleration*
12.High technicalities* (I+1)
14.Critical Power*
16. Blindsiding*  (Take stats of your choice from here out)
18.Bowyer*


From this point on the feats you take will mostly be quality of life. Below is an explanation on the feat combinations to give you a better Idea

Aimed Shot/Ambush/Critical Power/Blindsiding-This is where the bulk of our damadge comes from.

ambush in combination with critical power will allow you to do massive damadge with just about any ranged weapon.

Aimed shot gives you options for when ambush wont trigger.

And Blindsiding is a nice damadge buff simply because you will attack from stealth 9 times out of 10 and end combat within a turn or two.

Versatility/Marksman/Bowyer- this combination of feats allows you to use crossbows VERY effectively with only 15 points of skill investment.

you should only be using basic incendiary bolts. This is with the express purpose of lighting enimies on fire to trigger a light source for ambush.  ( this will only work on living enimies without antithermic gear).

Point Shot/High technicalities-
point shot with an electroshock pistol can and will trigger ambush. If there is enemy in a group that meets the conditions you can wipe out; or severely damadge the whole group.

 For. 15 ap without or 7 ap with the jkk tactful vest thats one hell of a bargain. (Did I mention that you can do this once every turn and twice every third turn)

High technicalities: with 10 int will give you a 40% damadge boost to energy pistols with high technicalities and simply expands upon your one shot potential.


Premeditation/Psyco temporal Acceleration-This combination basically gives you free adrenaline shots that don't fatigue you.  With psyco temporal contraction.

And  Premeditation is probably one of the best overall feats in the game.

Even after all thay you still have five feats to choose from.

You can chose whatever fits your playstyle but there are some you should consider taking and some that seem good but end up being potential traps for this build.

Do Consider taking

Power management: Possible to do without but sheilds will be your primary method of defense this feat can extend that by a third.

Escape Artist: Dumping Dodge and Evasion means getting stuck In place can be a death sentence good defensive feat.

Sure step: mandatory if you're using Caltrops

Grenader: decent feat for any build

Pack rathound: Good for any build (you will have lots of gear to carry)

Quick pockets: If you plan to take either grenader or sure step grab this as well.

Rapid Fire: solid pistol abilty but only works on firearm pistols.


DO NOT TAKE

Leading shot: If you ever pick up a shotgun for this build use it for groups of clustered enimies and pepper the whole group instead of getting one or two with overkill amounts of damadge. (In otherwords low accuracy is a good thing you will have other better weapons for single target damdge)

Steadfast Aim: complete waste of a feat if you are using ambush and proper gear

Practical Physicist:Circular wave amplifiers make this feat pointless

Future orientation: Do not take this feat this feat especially if you use limited temporal increment a lot. The aditional ap drain is not worth it

Psychosis: you use psi abilities for CC not damadge.


Meh feats that won't screw up your build


Opportunist/execute: Blindsiding effectivly replaces opportunist for our purposes and execute is superseded by crits.

Snipe: good on paper but with the critical power specialization it wont realistically exceed your critical damdge. It still synergizes well with Blindsiding

Special tactics- handy if you want to pop another special bolt out but Premeditation effectively replaces this feat


Skills

Guns (Max)
Throwing (120 effective skill)
Crosbows (15 base skill for marksman)

Dodge: (0)  (or get 30 for escape artist)
Evasion:  (good Later game dump stat)

Stealth (max)
Hacking (100 effective skill) (low priority early game but super useful for expedition)(Mid game dump stat)
Lockpicking (100 effective Skill) (raise this as an early game dump stat)
Pickpocketing (0)
Traps (0)

(NOTE crafting benches give an extra 15% to this skill group)
Mechanics: (150-160 effective Skill)
Electronics: (150-160 effective Skill)
Chemestry: (120 effective skill)
Biology: (130ish effective skill)
Tailoring (0 JKK and redacted can get you decent tabi boots)

Thought control: (0)
Psycokenisis (45) get 30 base ability before old junkyard for electrokenisis
Metathermics:(50) get 35 before old junkyard for cryostasis
Temoral manipulation (55) aim for 25 before junkyard for increment

Persuasion:(0)
Intimidation:(0)
Mercantile: (105 effective for secret shops) (get 20 effective at charicter creation for 2 early game mercantile checks)

Specializations
Critical power (10 levels)
Premeditation Cooldown (2 levels)
Last 3 are player choice

Psi abilities and when, where, and why to get them

First off are abilites from sgs teachers

Bison's Psycokenisis abilities

Telekenetic punch (Psycokenisis 0): very useful ability for the first 2 or 3 missions.

Forcefeild (Psycokenisis 25): get this ASAP this is our single best defensive ability for the early game it can be used to deploy an impassible and indestructible 3x3 wall anywhere (including doorways and chokepoints.

Electrokenisis (Psycokenisis 30): better stun ability that basically replaces telekenetic punch.

Quinton's metamantics abilities

Note: take the quest for a to learn a free ability and use mercantile to get a second freebie before accepting the quest. Accepting the quest also nets you a free crossbow so I reccomend choosing a pistol as your weapon in the armory.

Cryokenisis (metamantics 0): okay damadge but the main draw is that it allows you to freeze someone for longer when you follow up using cryostasis. (I recommend buying this one and getting the next two as freebies)

Pyrokenisis (metamantics 25): its just a fireball but it can be very useful early game as it is an aoe attack comarable to a small grenade.

Cryostasis (Metamantics 35): possibly the best single target CC ability in the game as unlike fear or stun freeze has no immunity period following its use. Alternate between this and stun effects to keep strong enimise permenantly locked down. (This is also the only CC ability thay will work on wyatt).

Ethan's Temporal Manipulation abilities

Limited Temporal Increment (Temporal Manipulation 25): reduces all cooldowns by one.

Psyco temporal dilation(Temporal Manipulation 45): Basically a slow ability that reduce ap and mp very useful when you are waiting for stun immunity to wear off.

From here out all of our psi abilities come from mentors

Electokenetic Imprint(Psycokenisis 45): Amazing ability Psi equivalent of quick tinkering with a bear trap place this in a doorway to stack enemies up. Also great for crawlers and lurkers.
-random loot I think it can show up in (redacted) shop if you have mercantile for the special merchandise check

Psyco Temporal contraction (Temporal Manipulation 55): This is the best psi ability in the game for hybrid builds with the relevant feat it gives you 20 ap and 30mp for 3 turns with no drawbacks.
-buy from doctor at rail crossing

Thermodynamic Destabilization (Metathermics 50): This psi ability more or less replaces the need for damaging grenades.
-doctor at foundry


GEAR

your gear ahould consist of the following by end game

Amplified Smart Electroshock Pistol- nearly silent and almost a guaranteed group kill with a critical hit or aimed shot.


Pneumatic AA cyclon crossbow and bolt quiver- 14 ap for a 50%  chance to light an enemy on fire for ambush good range for picking off more distant targets. Don't bother with notmal bolts.


Any tactical non combat shotgun with Hoppershot (shotguns are just useful against large numbers of weak enimies)


Rapid Smart AA Sniper of your choice. (This is what you pull out for super long range fights or damadge resistant enimies)

Seeker night vision goggles: massive boost to crit chance makes ambush more reliable

High quality Ninja tabi boots (aquired from JKK or redacted shops) (stealth, dodge, evasion, and movement bonuses with no crafting investment)

Jkk Tactful Jacket (makes point shot almost a free action costing only 25% of a weapons ap cost instead of 50% and a lovely 2% crit chance boost)

I will upload a strategy for junkyard after the holiday ends but feel free to coment on the build below




26
General / Getting all three faction armors in one playthrough
« on: November 27, 2019, 02:10:28 am »
Is it even possible to loot them and can it be done without turning oligarchs hostile

27
Builds / Really wish occulus would sell more vanishing powders(or a bp)
« on: November 26, 2019, 04:32:11 am »
I like them as a sort of panic button when I abush groups of enimies but with so few of them its more of a once in a blue moon thing that I actually do use one

28
General / Anyone suceed in capturing one of the dude's laser cats
« on: November 25, 2019, 11:30:43 pm »
Just curious

29
Suggestions / 44 pistols are underwhelming
« on: November 23, 2019, 04:05:52 pm »
I've been experimenting with point shot builds using the pisol early game I've been using the crossbow and versatility with the pistol as a sidearm.

The w&s worked fine for a while as did the wasteland hawk buth those atlre unique pistols and as such have fixed damadge.

The hammerer is the only frame compatable with 44 but its too damn erratic one minute your spitballing the other someone gets turned into bloody mush.

And then there are the lackluster criticals, it seems that whenever I get a crit off, its a low damadge shot.

Either fix the hammerer or add a new pistol frame optimized for higher calivers with a tighter damadge spread

30
Suggestions / Psi school photoacoustics
« on: November 23, 2019, 07:17:42 am »
School focused on manipulating light sound and shadow made with a psi Nonleathal stealth build and oddity runs in mind.

Backstory is that the school was started by a disenfranchised thortist who sought to end all violence in underrail)

Abilities


Photokenisis: create a mote of light at the designated location illuminaing the area (25 skill)

sensory overload: bombards the senses cuasing th target to be incapacitated for 1 turn (number of turns increases with ability withevery 10 points it increases by 1) and does no damadge. (0 skill, this is the base attack ability you learn. AP and Psi cost of 15)


Antiphotokenisis-creates a patch of darkness that makes those within it much harder to hit (and lowers accuracy without a feat or night vision) (25 Skill)

Audiokenisis: generates sound by osscilating air molecules (35 skill)

AntiAudiokenisis: cuases counter oscillations in the air canceling out any sound produced. (35 skill required)

Photosynthetic projection: create a clone that tuants enimies into attacking until it is despersed (can take x damadge that is determined by skill level) but is immaterial.(cannot attack)
(50 Skill)


Photodistortion: bend light around yourself temporarily dissapearing from veiw (untargetable but can be heard) any action asside from movement will cuase the distortion to dissipate (70 skill)

Feats

Pacifism (15 skill) reduces cooldown of all psycoacoustic abilities by one and reduces their ap cost by 5 and their psi cost by 5 provided you do no damadge. This feat grants the pacifism ability that has an unlimited duration and a 20 turn cooldown.

Trickster: (35 skill) all photoacoustic abilitiel lower the targets resolve (excluding the user)


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