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Messages - cypherusuh

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196
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 29, 2019, 04:18:30 am »
You need to take Neurology feat to increase psi point, and that's pretty bad imo.
Atm I'm running with 50 throwing and I never missed that bad, only exception is the GMS bandit, since you have to throw at perfect spot twice in a row (grenade + flashbang), got so fed-up, I ended up just using bear traps and throw it just to provoke them.

197
Builds / Re: Is a mad chemist build+temp manipulation viable?
« on: November 29, 2019, 01:21:39 am »
Throwing is actually very reliable if you have at least 80 effective. And with high Dex, it's very chea investment. And if you wanna snipe using grenade, I think 123 is accurate enough for 7 tile ahead. Trap also requires bit of investment, else enemies will spot it and disarmed or just move around it
For headgear, psi band isn't that good, since it offers pretty small bonus with 3 Wil and minimum investment, better put on seeker or smart for that Cooked Shot AoE crits / bonus damage

198
General / Re: Fishing 'CD' system - how does it work?
« on: November 29, 2019, 01:15:03 am »
Also: when you mount a fishing rod, it fishes from all nearby water tiles in a fairly big radius. Not just the tile where the fishing line falls.
So that's why only 1 rod "vibrates" when I put 8 rod into Corecity sewer hole thingy...
Although I wonder why the one on Junkyard able to catch fish on multiple rod on the same pond

199
General / Re: Anyone figured out how camp supplies work for expedition.
« on: November 29, 2019, 01:12:42 am »
I only did expedition once (and I hate how it's too open-ended with few satisfying end knots), but I never lose any supplies in 30 hours-ish play, hell I don't even know what's "camp supplies" even mean, since there's no difference whatsoever on both camp's looks and shop before and after prof kidnap and giving few supplies to pirates.
As for raid gimmick, just cover the entire beach with bear traps and activate the laser thingy. No one will die even if you don't helped them

200
General / Re: Ballistics, it it useful?
« on: November 29, 2019, 01:07:16 am »
The biggest usage for ballistics is to make you immune to Stalkers a bit earlier before you find some big b0is plates w/ riot gear
(feat advertised is not guaranteed)

201
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 29, 2019, 01:02:49 am »
Imo deadly snares is a game changer. Having guaranteed crit AND nullifies evasion makes an actual legitimate stealth kill possible. I'm surprised how effective it is, that I managed to kill all Ironheads without alerting anyone, even on balor's map, thanks to their stupid goons who walk around on orange-eyed detection and got trapped and killed around corner. I'm tempted to make Super Zephyr AA just to makes sure that the enemy is really dead in 3 hit, at least before I found Cyclone (Jkk secret shop doesn't sell it, haven't done Free Drones though)

202
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 28, 2019, 01:30:48 pm »
I ends up doing oligarch quest first and skipped Foundry and rail crossing. Level 16 atm, and goddamn it's good against non-tanky dudes. I ran out of poisons quite often whenever I met tanky dudes. although at this point, I think acid bolts would works better. I still can't find Cyclone bow, though :m

203
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 27, 2019, 01:09:40 pm »
Tried it today, replaced Pack Rathound with Strafe and it feels much better. Although I played it mostly by abusing gas grenade and bear trap, but at least my crossbow accuracy is 90-95% rn
As for after drill parts, it should be doable as long as I skipped most combat with persuasion. though idk if it's possible to skip Camp Hathor' Burrower problem, especially on the last area. Maybe if I use cloaking device to safely cover the area with bear traps  ::)
Or maybe skip it altogether until I have enough stock of fire bolts mk2

204
General / Re: Ballistics, it it useful?
« on: November 27, 2019, 11:26:03 am »
On easy and normal, yes
On hard, probably
On Dom, nope

The thing about DT is, end-game enemies usually has much higher damage potential, that DR plays bigger role. It's "useful" pre-DC and early exploration, but it falls off later on.
Like most crafting feat, it's usable, but there's usually better feat to pick

205
Suggestions / Toggle-able highlight items
« on: November 27, 2019, 06:27:16 am »
Basically option to enables highlighting item to be toggled on or off, rather than keep holding it. It's just pure QoL that should be extremely easy to implement.

206
Builds / Re: Reglade's Cave Wizard Console Cowboy(DOMINATING)
« on: November 27, 2019, 05:32:49 am »
Btw if you're considering to skip most unnecessary combat, keep in mind that Oddities XP exists. It's quite doable, albeit very limiting before drill parts quest (can only go up to lv 9 vs 11 on classic w/ kill-all mindset)
After that, you could grind faster (or at least as fast) than classic, implying you know where to look, since there's handful of 2-3 XP scattered here and there

207
General / Re: Getting all three faction armors in one playthrough
« on: November 27, 2019, 02:33:36 am »
AFAIK no. It's only available on their shop. Although I haven't rummage all their cabinets, since usually it requires very high stealth to even passed their receptionist area

208
Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: November 27, 2019, 01:10:04 am »
Didn't noticed that Ratula always has scoped crossbow.
Man, it seems that xbow build are rough if they always depends on bear trap. It feels like a throwing knife build all over again, except throwing seems to have better hit chance all around :x
It really hurts when you max your skill and attributes, and you still waste your turn  and special bolts with horrible hit chance

209
Builds / Re: Dodge/Evasion Psi Monk - Input appreciated
« on: November 27, 2019, 01:04:49 am »
Protip : you'll lose any buff access in DC (unless you stockpile hypercerebrix and Underpie) so it's better to plan Biology and Chemistry as is, without relying on buff.
Bio is not as important, since you could finish the game without crafting any drugs. Although 115 biology is nice for regenerative mixture.
Everything on your new builder is looking good I guess, although imo, it's better to pick Force User (4), premed (6), lightning punch (8) and rely on Psi ability early on. FU that early makes you capable of 1-shotting almost anything and a simple cryokinesis could help finishing low HP / triggering explosive barrels / kiting them to death. Level 8 is the usual level to tackle Depot A, so you could makes use of your fist over there, since they have small mechanical DR/DT
Or instead of LP on 8, you could pick grenadier(8), LP (10) and depends on force field + frag grenade mk2 combo, those dogs are soft enough to get 1shotted by it. Fist ain't that strong before you cleared drill parts and unlocked high quality serrated blades and leathers (or simply rush that unique fist in Core City Sewer)

210
Builds / Re: Dodge/Evasion Psi Monk - Input appreciated
« on: November 26, 2019, 07:27:06 pm »
I said it in a wrong way. High Agi is recommended for dodge build and while we're at it, expert sprint is a good pick, as there's gear that reduced Sprint CD, making it more reliable MP and AP booster, combined with Blitz, that's a lotta AP.
If you leave dodge at 40, it's fine not to put high Agi.
Also FF = Force Field

7 CON is still okay. More health is still nice, so you could have more breathing room and take some mistake move or critical fail attacks/grenade throw
Max Dex is a waste for fist build imo. You'll lose lightning punch bonus after 14 Dex, since it's capped at 4 AP. although, max dex can make heavy armor punching build viable, albeit you have to wait until late game to enjoy low AP cost. If you're confident / don't mind reloads with 3 CON build, you could always put extra points on INT. More free crafting point is always welcomed, and you could divert extra points to Throwing / biology skills.

The builder haven't been updated on Core City faction update. Jkk set has a lot more persuasion bonus and they sells light armored stuff, which aligned with your build. Ofc you could pick any faction you want and leave it be. It only saves very small amount of skill points anyway

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