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Messages - A_Clever_Monocle

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31
Suggestions / Re: Self-driving module for Jet-ski
« on: December 05, 2019, 03:50:18 pm »
Maybe make it an ability of a jet skis body or add an auxiliary module slot to the jetskis

32
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 05, 2019, 07:48:42 am »
Im using a versatility build with dex as my main stat and melee as my main attack skill, so I've been trying to figure oyt the mileage dirty kick gives me, I plan to take it around 18 or 20 along with flurry I put it in a previous post (would do a link to build tool but that thing is a pain to use on mobile.)

Also I am aware that machetes are not light weapons but I figure its worth some light investment due to the red dragon/critical power synergy
 in the engame loadout will probably consist of that in combination with a laser or electro pistol


33
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 05, 2019, 05:17:18 am »
Just tested and it looks like force emission adds no damage, but the actual damadge from the attack is suprising given the ap cost. thematically it fits the versatilitybut its limitations appear to be pretty glaring.

 but quick pockets with a taser does the same thing and stuns robots so I will just hold off for now.

I just wanted to get an Idea on the feat and see if there was anybody who swore by it

34
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 05, 2019, 04:54:21 am »
Good to know looks like I will give it a go, the main draw for me is the lack of weapon restriction and a 15ap stun. Seems really handy as a panic button or setup for flurry (Intend to grab flurry+red dragon late game for zones where ambush wont work) it should give me a quick kill as I come out of stealth.

Also does force emmision effect dirty kick

35
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 05, 2019, 04:42:43 am »
Also is it really all living/organic targets or just humans

36
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 05, 2019, 04:41:15 am »
How good is it exacty will high dr/dt enimies resist the stun if no damadge gets through

37
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.








38
General / Re: Weapon/Item comissions
« on: December 04, 2019, 01:22:22 am »
Silencers that work on 44 pistols and  5 mil spearheads that are silencer compatible could be really interesting

39
General / Re: Anyone figured out how camp supplies work for expedition.
« on: December 04, 2019, 01:15:02 am »
I saw some complaints on steam but never noticed it either (I gave supplies to muties and whent full rambo on the pirates) raids seem to be triggered by certain events/quest progress but I never did get far in the dlc

40
With that I intend to stop edditing the build post.

I have to say that versatility is a really interesting feat to play around with but the builds I plan with it in mind always end up suboptimal when I actually get into practice with them and find out that I made some sort of decision that holds it back.

Only by playing it through (and finding out how absurd critical power is on energy pistols) did I come to my present conclusions.

In an earlier build I allocated my feats poorly and in this build I was forded to look at the benifits each stat brings to the build (turns out dex is arguably the best stat due to our feat requirements and their overlap with melee)

Anyway feel free to comment below

41
Builds / Re: Stealth generalist build for new players and old ones alike
« on: December 03, 2019, 12:26:39 am »
An update

Unless you really Like energy pistols you might want to dump percerption down to 6 (for feats) and int down to 7 or 8

High technicalities isint worth it when your crit damadge is so high anyway.

Another note is that this build can easily be adjusted to fit Daggers (and machetes but I do not reccomend)

The reason you would do this would be to give your pistols and crossbows a swort of roundabout scaling from dexterity

More importantly energy pustols are considered light weapons and we will be using versatility anyhow. If we max dex with versatility we can acheive damadge comparable to a high perception charicter (and crossbows share that benefit so two birds one stone)

Your starting stat spread would look like this

S:6 (use all shotguns, snipers, and machetes)
D:10 (and take it every 4 levels)
A:4 (temporal contraction will keep you mobile)
C:3
P:6 (minimum requirement for some feats)
W:3 (you can also dump 1 point from Int/Str)
I:8 (requires 7 for feats the extra point bc this build is crafting heavy.)

The outline from here out would be the same as above

Minimum guns skill with this change would be 25 points for point shot.

Note early game this charicter will feel absolutely starved for points until you hit level 14 or so

at that time you should have reached all of the benchmarks for all of your psi skills, as well lockpicking and possibly mercantile.

Crafting will also be nearing the maximum worthwhile investment after a few point dumps before you reach 20

In the 20s you will be able to pick up hacking, tailoring or maybe persuasion as a dump stat. Depending on what you find to be worthwhile (note that hacking is Very useful in expedition)

Still you will probably feel the squeeze through all of depot A


The sweet spot for the guns skill is 25 where you get acess to a slew of pistol related perks.

If you decide you really like firearm pistols consider using your extra points to get guns to 50 and taking rapid fire

Also for specializations prioritize versatility, then critical power and or Premeditation cooldown.

42
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



43
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.

44
Suggestions / Re: Feat: Concealed Weapon
« on: December 01, 2019, 01:26:17 am »
You know a craftable holster/sheath that provides an ap cost reduction ior other effect could be interesting, in theory you could also have shotgun and rifle scabbard.

45
Suggestions / Re: Feat: Concealed Weapon
« on: November 30, 2019, 04:01:41 pm »
Seprate as in a standalone?

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