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Messages - cypherusuh

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121
General / Re: Killing aran without turning core city hostile?
« on: December 18, 2019, 11:57:31 pm »
Yeah just insult him for being the weeb he is and he'll ambush you in your own home, so kill him there.
But you have to complete expedition. Previously there was exploit to murder him without completing it, straight up getting balanced gear without 80h+ requirement

122
General / Re: Can't apply for gauntlet
« on: December 18, 2019, 11:56:19 pm »
I find that you have to kill Carnifex before the guy offers you to register gauntlet. Idk if it's bug, intended, or I'm dumb enough so I can't get the registration from 3 dialogue option

123
General / Re: Impressed With Expedition Writing (Early Spoilers)
« on: December 17, 2019, 02:39:34 am »
I agree with ferrymen's Philosophy dialogue cluster. Eventhough I dont have enough INT IRL to understand everything, I could see that it's pretty rare for a video game to have such deep-thought provoking dialogue. The only thing that has same deep of it, on top of my head, is Fallout New Vegas, on the "last boss" of base game, you could discuss philosophy with him if you have enough speech, making it one of the rare game where you could literally speak him to death, figuratively.

124
General / Re: is the Naga Protector repairable?
« on: December 16, 2019, 03:46:53 am »
It's possible, but said tribesmen is already banished from the village. He's been chillin' inside a cave somewhere north-west most of Black Sea. You need pretty high INT to be able to communicate with him, though. Idk if it's possible to bypass its requirement

125
Builds / Re: Sniper with a firearm pistol
« on: December 15, 2019, 02:08:39 pm »
You don't really need more than 6 unless you need one of the 7 INT feat or High-technicality build tbh. Crafting is super lenient rn due to hypercerebrix and house bonus.
Having to rely on item & house bonuses is why I've found crafting with a dumb character annoying. Also, the op will be playing for the first time, so it might take a long time to get the blueprint (and the house).

As for sniper & traps being strong, the thing is, traps are strong enough on their own. Combining traps and grenades is a bit of an overkill and can clear out entire maps (or almost, as some enemies can't or won't leave their positions) on their own, at which point it doesn't matter what type of gun you use.

Tbf, Hypercerebrix might be too meta, but house bonus is pretty much available when you able to found dank quality parts through oligarch so it's usually pretty comfy to rely on.

I agree with trap and grenade. It's still strong enough to cheese dominating difficulty, but I hope it won't get nerfed. Or maybe it's damage scale with trap skill somehow, so not all build could abuse it

126
General / Re: is the Naga Protector repairable?
« on: December 15, 2019, 07:29:21 am »
Probably not. It's easily solvable by simply introduced "genocide" to the friendly natives

127
General / Re: Nexus Save
« on: December 15, 2019, 07:27:08 am »
Better solution : ask on nexus, not here

128
Builds / Re: Sniper with a firearm pistol
« on: December 14, 2019, 05:21:32 pm »
You don't really need more than 6 unless you need one of the 7 INT feat or High-technicality build tbh. Crafting is super lenient rn due to hypercerebrix and house bonus. Max per is nice to eliminate lighting penalty and increased the range which you could score 95%, so sniper is well worth it to have 18 Per, unless OP playstyle revolves around "mobile close combat" sniping with lots of disable, caltrops, and "escape" feat (sprint, Strafe). In this case, 13 Per is good enough.
Since you pick Ambush, lighting ain't a problem anyway, and first turn molotov is pretty strong opener

Also, sniper with trap is pretty damn strong, in a metagaming perspective. You could block other potential enemies using bear trap and mines, by the time you shoot the "main" group, everyone in the map will be alerted, caught in bear trap, and soon will die from multiple mine explosion.
Although idk if sniper actually louder than grenade, since mk1 can only affect ~40 tiles, which basically adjacent room

129
Suggestions / Re: Saving should be disabled in the under-passages
« on: December 14, 2019, 03:54:19 pm »
well, a real, cool difficulty setting could in fact be able to save only in "safe places"...
Pushing your selfish desire to adds up artificial difficulty is always a bad suggestion. That's said, it'll be cool to use "sleep" mechanic as manual saving point

130
Builds / Re: Sniper with a firearm pistol
« on: December 14, 2019, 11:01:26 am »
Also, are grenades that common in this game so that I can take advantage of the Grenadier feat as early as level 4? I always thought of them as utility from time to time when the situation demands it.
You could buy like, 16 grenades right after you left your room, implying you have the cash for it
Higher tier grenade are fairly low on stock, but always showed up. You could easily stock em up, since most well-placed grenade could either halfed group of enemies' health, or straight up killed them, especially with some lucky frag grenade hit

131
Builds / Re: Sniper with a firearm pistol
« on: December 13, 2019, 01:48:09 pm »
I guess we saw it through different angle, Bruno.
I saw it as pistoleer which transition to sniper mid-game, while you saw it as sniper with pistol sidearm, and as Bruno said, versatility build is bad if you play sniper too early, while it's perfectly fine on higher level for very long ranged Snipe. Plus you get far better mileage on your pistol

As for Paranoia and Trigger Happy, I don't really like them on stealthy char, because Alpha Strike from stealth = bypassing initiation roll. The only important initiation roll afaik is very early on GMS compound and later on Arena vs Carnifex. With decent dex and agi, reload pre-fight and maybe with stuffed bat food will allow you to have a chance to win initiation without spending any feat. And with decent PER, I think your detection would be good enough for trap, and you could use Motion goggle for massive boost. Paranoia is less useful in practice imo.

As for tailoring, you could skip it altogether, because rathound regalia and phantom dancer is a very good unique light armor, and JKK is great for point shot. But you should check on Infused Leather wiki first. Some of them provides pretty dank bonus.
Also, increasing it for repair kit ain't worth it imo. Money is pretty easy to came by, and you could just buy loads of em on merchant, both normal and advanced repair kit, and armor rarely requires repair unless you somehow managed to tank a lot of enemies attack / grenade..... Unless you played on dominating, I guess

132
Suggestions / Re: Self-driving module for Jet-ski
« on: December 13, 2019, 08:51:02 am »
At least the feature is there

133
Builds / Re: Sniper with a firearm pistol
« on: December 13, 2019, 08:46:57 am »
For trap skill recovery, I found that 110 is nice enough to recover almost anything pre-DC btw
Also, my SMG dex versatility still able to shoot pretty accurately with sniper rifle, 95% on well-lit around 8 tile ahead, although it depends on how underleveled / high evasion enemies, but it's good enough for combat opening / lure mechanic

134
Suggestions / Re: Self-driving module for Jet-ski
« on: December 13, 2019, 06:52:05 am »
or, at the very least, make our "last used" jet ski to appear on mini map as an icon to find where it is.
one could forget where they parked it when they got too carried away killing pirates and crabs
You could do it yourself by shift+click on the map, it'll allow you to adds custom note on each tile

135
Suggestions / Re: title for achieving something
« on: December 13, 2019, 06:50:45 am »
Btw, you could actually unlock additional title through arena, based on your way to clear Arena, check the wiki for list of title

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