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Messages - cypherusuh

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136
Builds / Re: Sniper with a firearm pistol
« on: December 13, 2019, 06:32:02 am »
Actually, all offensive skills damage / accuracy only determined by the skills, while base stats increased "skills" bonus. With 18 Dex, you'll have so much Melee skill bonus, that Versatility could gives you gun skills as equal as 14 PER max gun, while having very minimal AP cost. Although, you still need some PER and Gun skill to unlock feats.

Dodge and evasion in this game is pretty bad, even maximizing it doesn't really show how it's worth, compared to just simply kite them and don't let them to even attack you.
I'm not sure if special attack could or couldn't crit, probably can't. What I know is all abilities with cooldown will be affected by Special Damage modifier, which most likely include aimed shot

Bullhead is a nice drug, it's basically gives you stun immunity, but you don't really need it, due to very rare case of enemies stunning/incap you. And as all drug, it's possible to just skip it and buy from vendor. Only very few exceptional drug which has limited stock / craft only. One of them is Hypercerebrix, it increased your INT by 2,very good to min max crafting skills, and it need 70 Bio.

137
General / Re: How do I infiltrate the Pirate Bay? [spoiler]
« on: December 13, 2019, 04:17:50 am »
According to this, seems like it's somewhere in the Pirate base
https://steamcommunity.com/app/250520/discussions/0/1643170269571444505/

138
Builds / Re: Sniper & Pistol wielding Rogue
« on: December 12, 2019, 04:01:00 pm »
First of all, you seems to be researching quite well and deep regarding character optimization, I'm impressed
As for your build, everything is looking good, although I'd remove Paranoia, swap it with Aimed Shot, then take Rapid Fire or Point Shot, depending on your AP per shot
I'd say that for pistol and smg user, it's better to max dex and take Versatility, while maxing Melee. You'll get decent Guns skill that way AND very low AP consumption, although maxing PER is still quite viable. You should check on Dexterity AP table to makes sure you're able to shoot good enough times per round
Wee bit of spoiler regarding Point Shot, JKK equipment will reduce its AP to 75%, making PS very cheap, if you run low Dex build.

The other feat I kinda dislike is Steadfast Aim. On paper, it's nice to have 8-10 extra crit chance, but it's counter intuitive with light gun. If you have lower AP, it means you could shoot more, and which, increased your total crit chance per round. And you can't really relies too much on crits. Unlike Energy Pistol / crossbow which could stack up more than 500% crit damage, pistol usually only has ~200
Instead, in my opinion, you should rely on "Smart" module, which increased your "special damage", basically any ability that has cooldown. Pistol has loads of em. But, some free crit are still nice addition beside your smart bonuses

Trap Expert imo is total garbage, unless you only put mediocre point on your Trap skills (even then, it's questionable why would you pick either TE or trap skill). Quick Tinkering is better in any case, because you could just stealth, activate QT, and instantly put the trap right beside your enemies. It would be very hard with TE, unless you have significantly higher stealth. Most enemies usually won't disarmed your trap if you have ~60 trap skills (unless it's "Trapper" enemies, even if they did noticed, you could just block a pathway with bear trap and their AI will forced them to land on em.

Blindsiding is nice for sniper shot, but not necessary. Only took it if you could somehow put it in without sacrificing other feat. In this case, I'd say keep kneecap shot, it's very helpful to kite melee enemies, and the bleed is fairly strong.

Lowering pickpocket is fine, 50 will allow you to steal at least 1 item from most NPC, and it doesn't really do much. Most NPC items are kinda trash, and the only good thing they have is Ammo, which translate to cash, which usually be very plentiful after few hours of gameplay. Only SMG and "all-oddities" run actually benefit pickpocket.

Mercantile is nice, but not sure how you could put it in your build, since you need at least ~90 to get the good stuff before end-game, and 105 in end game shop. It's one of the skill where you can't be half-assed with it

And lastly, what makes Firearm Pistol such a garbage tier, is how retardedly annoying Hammerer is, and you'll need to use it if you wanna get some thicc number action. But that bullshit is painful when you roll 20 crit damage at lv 18

139
I feel that Oligarch simply has too much presence in Corecity, or even in South underrail, that betraying them simply impossible without getting assassinated, story wise. Technically, you could "betray" them by not reporting about the cube, and straight up go to Tanner and proceed doing main quest this way

140
General / Re: Is Mercantile Worth It?
« on: December 10, 2019, 09:49:39 am »
(As a side note, I have never seen any hard evidence that special merchandise is in fact of higher quality than normal goods, other than HEAVY confirmation bias. Anyone got proof of this? AFAIK It just increases your chance of finding something useful.)
Idk and idc about the truth of special merchandise. But based of 18-ish run I've done, oligarch special merchandise constantly pumping out Q145+ each refresh. Sometimes, the normal merch able to spawn on 120-ish, but so far, I never saw Q150. Checked on all oligarch, Blaine (in this case Q80 pre-drill),and that 2 opposition faction. Tested on Hard and normal difficulty.
But, leather gears, especially Balaclava and Ninja Tabi boots, usually has similar quality between normal and special merch, albeit special merch more consistently able to spawned in slightly higher stats.
I think at some point, Styg said he wants to revise special merch, from only adding more stocks, to increased chance to spawn higher quality. Not sure what year he posted that

141
General / Re: Is Mercantile Worth It?
« on: December 10, 2019, 04:30:54 am »
Auto-pick for me. Special merchandise are very strong in term of high quality availability. Price modifier is secondary benefit for me

142
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 08, 2019, 08:13:13 am »
If it's 10 AP, it fits much better in sledge build. Fortunately, that's the AP cost for Taser, which makes DK much worse

143
General / Re: Player character's backstory
« on: December 08, 2019, 02:20:36 am »
Most likely that psi can be forced to to manifest, although most of the case becomes Lunatics.
Also, all the mysterious pillar can be assumed to be far more ancient than biocorp, most likely made by Godmen, since a handful of them tell the story of Leviathan's battle, which can be assumed that Psi originate from either godman, leviathan, or both. And they did experiment with either which creates Faceless race, and they also successfully manipulate Psi capabilities, which I assumed that some biocorp psi test subject somehow survives and had a child, which has genetic information of psi.

I still think that Oculus has much larger role, since they've successfully infiltrate nearly all organization in South underrail

144
General / Re: Next expansion speculation thread
« on: December 08, 2019, 02:07:20 am »
Gorsky "flee" from sgs, never to return...is gorsky fleeing from tanner?
Pretty sure that he "left" SGS to widen its reach. He has deep connection in CC, as he was infamous to be the leader of major gang back in the days. He also hate protectorate, so he's trusted enough to hold the front-line position, in case Oligarch make a deal with them.
Although I'm not sure if he's actually did that, or succumb to his own personal ambition and revives his old gang once again (as seen on his "best ending") just for the sake of it.

And as the cube, Oculus is most likely being double agent on Tanner and Six, Tanner managed to sniff out the Cube and almost successfully bring it back through that DC elevator near rail-crossing. Unfortunately, there's earthquake going on (most likely caused by either power Destabilization in DC which caused the elevator to dies out or Six' pro gamer rage moment), which trapped Baker's couple. And unfortunately for them, they got ambushed by Acid b0is and the cube got stolen. This is hinted by a particular side quest by Vera. Although idk if it's a coincidence that she asks the guy who's handling the particular work regarding the Cube, or she's intentional because she assumed we knew our actual objectives.

145
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 07, 2019, 08:58:56 pm »
Off-meta strat, I tried with metal spiked metal boots sledge build, the damage is pretty good, but it's quite often to missed compared to Taser, even with off-balance debuff. Although in sledge build, normal attack already good enough to kill most light armored guy anyway.
Gonna continue my unarmed monk tomorrow and check if the damage is worth more with that 20% unarmed damage boost thingy (although my monk is agi-oriented, not str-oriented :/)

146
General / Re: Anything for PSI from faction items?
« on: December 07, 2019, 01:49:12 pm »
JKK has hypno goggles, which works better with high TC, and this faction has amazing Persuasion bonus, up to 35 points, which is a huge boner for me. But their shop is kinda meh for psi build
CoreTech has better electronics, which means, you could find Q155+ very consistent and get some thicc psi-band quite early, implying you have enough barter to open their Tier-2 secret shop
Praetorian has better plating, so you could craft very good psi carapace tac vest. And there's some "mysterious pillar" on their questline, which might be interesting if you like lore. I think that this faction has additional Oddities, so it might be a positive.

For the other 2, Tincans are more gun oriented, so it's less useful than Anarchist, which usually sells pretty high clothes and plating

147
General / Re: Player character's backstory
« on: December 07, 2019, 01:43:03 pm »
Carnifex and Balor.

Yeah, but those guys don't have Locus of Control.
Balor but he also full-spec on psychokinesis and used his Implosion psi-mentor
Insta-kill first turn with TK proxy, implosion, TK punch combo  8)

148
Builds / Re: Dirty kick for dex versatility builds (question)
« on: December 07, 2019, 07:35:24 am »
It's a waste of feat. Just chug flashbang if you wanna disable more than 1 target

149
General / Re: Buying enery edge emitters
« on: December 06, 2019, 12:29:21 pm »
That expedition shop is quite often selling them. But highest quality usually sold by core tech w/ high enough barter

150
Suggestions / Re: Self-driving module for Jet-ski
« on: December 06, 2019, 02:21:43 am »
It could be an engine with Self-driving ability

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