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Topics - haze1103

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1
General / Feedback from my Heavy Guns experience
« on: April 29, 2026, 03:02:47 pm »
After the 10th year anniversary update, I finally got around to trying a Heavy Guns build, and I've beaten the whole game with both DLCs with it now on Dominating.

I was running with 7 int, 10 con, full heavy metal with Disassemble. I mostly used LMGs and rocket launchers, I never really saw a point where I wanted to use a minigun. Rocket launchers gave me an opportunity to initiate from a distance, but were hardly usable in an actual round of combat with no MP and no ability to reload and shoot on the same round, though I found they could easily one shot a band of lunatics or something, so still had their uses. Beast of Burden with some spec points made it much more manageable.

Essentially, anything in the range of my LMG always died in one burst, even with normal bullets. I've used W2Cs for Tchort and making bursting down a group of exosoldiers more reliable. I had never done Heavy Duty before, so I missed the optional end quest, and I didn't know that the fusion cannon would make rocket launchers completely irrelevant. More damage, less resisted, ammo is more plentiful and weighs nothing. If I had spoiled myself, I would have just let gunslinger die and rushed this right after Depot A. I'm wondering what rocket launchers even add compared to that.

It felt like economy was my main obstacle. Never a hard blocker, but I played with the intent on buying a fully upgraded Devastator and some housing upgrades, so I made sure to use Disassemble to craft as much bullets as possible. With this in mind, a swarm of burrower spawns felt more penalizing for my build than a naga protector.

My open questions are, was I missing something to make the heavy guns experience better? It felt silly that when getting surrounded by enemies that couldn't even damage me, my main option was mostly to spend an entire burst on each of them, or wait for grenade cooldown until they finally go down. The playstyle is built around burst, but the spread angle is hardly customizable, it can only be reduced with upgrades. In addition, the burst can only be done around a visible target, not at arbitrary locations.

It feels like the playstyle could be greatly enhanced with a ground-targetted burst ability, could even be a feat given how little feats you need. This could have a much greater spread angle and reduced precision. This would help bring some diversity in choosing different shooting styles depending on enemy placement. This would also give an option for covering swarms of really weak enemies, where you just want one bullet to land on each. I would also consider using miniguns and its larger bursts for suppressive fire and covering hidden targets.

tl;dr are heavy guns kind of dumb and boring, or skill issue?

2
Suggestions / Let us eat Shrimp
« on: April 15, 2026, 12:53:17 am »
The description says it's tasty.

Give it a useless "Raises max health by 10" buff.

3
General / Prednisone Solution after beating the original game?
« on: March 29, 2026, 02:44:12 am »
I am in the middle of Deep Caverns, and while I am able to craft Supersoldier Drug now, I was wondering if I would be able to keep crafting more after beating the boss of the area, or if I should farm as many as I can now. I'm on an LMG build, so my bullets are somewhat limited before I need to go and finish the game.

As far as I remember, for most other DC components, I can just go back and harvest more, but I'm not sure about the Prednisone, as it's harvested from the brains of the creatures in Hollow Earth.

4
General / New Player Home burglars?
« on: March 17, 2026, 01:32:40 am »
I was loading old saves (on lower difficulties) to check the fully upgraded house, and I noticed burglar corpses in front of security features. On my current Dominating run that only has the bare minimum for crafting stations, I noticed items missing from my lockers, and then I got ambushed by a burglar holding some of my items I had stored.

Are these burglar events new to 1.3.0.15? I don't remember getting them before, and now I've gotten it multiple times within 30 minutes of messing around with housing, though across multiple runs.

5
General / 9mm cheaper than 8.6?
« on: March 09, 2026, 04:24:14 pm »
I'm currently playing a heavy guns build, so I try to think about the cost of using my weapons. One thing that I assumed intuitively is that 9mm bullets would be more expensive than 8.6mm, so I would do things like use the Brno when I didn't need firepower. From reading the wiki, this assumption is accurate: 8.6mm has a value of 20, and 9mm has a value of 26.

But to my surprise, 9mm is actually cheaper than documented on the wiki in-game, its value is actually 18, between 7.62's 14 and 8.6's 20. All the other calibers match the value I see on the wiki.

Has this changed recently? I verified on multiple saves, this is always true. I can't find any documentation that this has been changed recently, but I might have missed it.

6
General / Where's Grampus?
« on: December 21, 2024, 04:15:51 pm »
I'm at the Lower Passages right in front of Core City, and according to the wiki, there should be a ladder here today. But I can't find it.
Should I wait for a 2 hours refresh? Can I use the CheatEngine merchant refresh to trigger it now? I want my barbed throwing nets!

7
General / Heavy Duty speculation
« on: September 29, 2023, 02:59:41 pm »
Are grenade launchers going to be the new meta, or a useless gimmick for people who already invest in Throwing regardless?

Post your expected character builds for your November 1rst playthrough

8
Bugs / Rude Bob buys a single piece of scrap?
« on: December 31, 2022, 10:55:49 pm »
Not sure if intended - I feel like it must be some kind of joke. But I just wanted to make sure.

Rude Bob can buy a single piece of scrap from you. Not a stack, just a single unit.

I feel like if one wanted to make it useful, Bob should probably accept an infinite amount of scraps.

9
General / Captain Grim negoations: how to negotiate other topics?
« on: September 04, 2022, 04:29:52 pm »
So during the Captain Grim negotations, I see people claiming you can negotiate things like:
- free passage in and out of the Bay for Aegis
- free access for you to Health Center/Manufacturing Complex
- allow unarmed laborers into pirate territory (to recover the mines)

As a character with 300 Intimidation and no persuasion, I tried approaching the free passage topic, but that just made Captain Grim drop the case. Do you absolutely need Persuasion to negotiate anything else, or did they unblock only after you offered supplies? I ended up negotiating only for professor release at the cost of 1/4 of jetskis, since nothing else seemed available

10
General / What's the lunatic dungeon in Upper Underrail again?
« on: August 31, 2022, 12:01:35 am »
I thought I remembered a dungeon in Upper Underrail with a bunch of lunatics. There were parts in a sewer or some garbage dump. Some annoying gimmick where you had to sneak and assassinate some targets on the first floor. I haven't been able to find it in two playthroughs these days. Was it random?

11
General / Captured laser cat
« on: August 29, 2022, 02:21:50 pm »
Any interesting uses for a captured laser cat, or is this just for a meme item?
I guess I don't have too many ranged options as a melee build, especially that can do energy damage, but 15 ap for 15-30 damage is not really that great... Even for the Beast waves, I'd rather spend 30 ap to throw acid

12
General / The Sleepy
« on: August 28, 2022, 12:26:17 pm »
What's the deal with The Sleepy, in the mutie dungeon with the pipes in the CC sewers? I climbed pipe 4 and found the guy standing in gas. His dialogue is like "I was dozing and ended up here, alright?"

I tried killing him, no special loot.

13
General / Any boost for melee special attacks?
« on: August 26, 2022, 04:34:23 pm »
From what I can see, smart goggles and smart module are only on ranged weapons. But the wiki lists Heavy Punch as an Unconditional Special Attack, implying that it wouldn't receive any bonus for boosts to special attacks - but are there any that work with melee attacks to begin with?

I'm mostly wondering if there's anything to boost Expose Weakness, Pummel, Super Slam, etc.

14
General / Hopperdrome cheating: any insights?
« on: August 23, 2022, 04:31:30 pm »
From my limited testing in the hopperdrome, you're meant to have an opportunity to tip the scales for the race. The primary mechanism for this is sneaking into the cages and interact with the hoppers before the race.
With Biology skill, you can determine the heart condition, the digestive health, and the mental state. You can impact hoppers by giving them food or meds. From what I could observe, food reduces digestive health, while meds weaken heart condition and destabilizes mental health (I could not determine if the *type* of food or meds had different impact, maybe veggies would improve health?).
I figured that since meds lasted too short to have any impact on the race, the goal of this is ruin the health of the competitors, not improve the health of your hopper, right? I didn't see any buffs on the hoppers, and none of the hoppers seemed to perform any better under food or meds.

My problem is that even if I make sure all the competition are bloated unstable creeps, the hopper I bet on never seems to win.

Has anyone else used cheating with success?

15
General / Self driving to Black Sea: can you still join the Expedition?
« on: August 23, 2022, 12:11:45 pm »
Someone suggested I should go to the Black Sea with the new Camp Hathor jetski to cheese myself some easy loot. Can I still join the expedition if I enter the area by myself? I know there's a cutscene showing the boats leaving Core City to go to the outpost, and I think I remember the expedition is hostile to you by default.
I'd be okay with joining the pirates, I just want to keep my options open so I can do the first quest for the expedition.

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