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Topics - haze1103

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16
General / Abram's Bug - No hacking, pickpocket, or persuasion?
« on: August 18, 2022, 01:13:19 am »
It's my first time playing a build without hacking, so I'm kind of confused at what to do for Abram's Bug. Yeah, you can persuade, I just didn't run persuasion. I didn't invest in pickpocket yet either.
I thought maybe I could throw a nade from stealth and get the Deputy to move... but  they don't seem to react to sound.
I got pretty good stealth, but not good enough to open a vent without getting spotted I guess.

I assume most classic players get to the spoiler faction without Hacking, pickpocket, or persuasion, so what's the trick?

17
General / Hard difficulty Veteran struggling to move on to Dominating
« on: August 16, 2022, 04:23:37 pm »
I've beaten the game 3 times on Hard, and I've had a few other builds reach post level 18 without necessarily completing the playthrough. I'm pretty familiar with the tools of the game.

But any time I try to move on to Dominating, I can't make it through the beetles to Newton. I struggle to beat even one in 1v1, and anything more has me down in one round, even with 5 con and no psionics.

I get that lots of newbies make that kind of complaints about Easy/Normal, and that they're wrong and just need to get good. But I can't for the life of me figure out how I'm meant to adapt my play to Dominating. Hard for me is a walk in the park the entire game at this point, hence why I feel like I should upgrade.

Right now, I wanted to play stealth versatile crossbow/throwing/traps. Probably not a build terribly adapted to beetles, but I figured throwing and traps can probably get through everything somehow, right?
It just feels like every fight is a reload fest until the AI decides to do something silly like melee to death instead of pulling back.
Am I expected to bear trap and caltrop every fight at this point, and not save any money? Or am I just using a build that's too slow for Dominating? Like, I could take the red pill and do Temporal Distortion kiting instead. I just feel a non-psionics build should be viable somehow

18
General / [DC] Stealthy way to save the Tchortist Captives?
« on: August 12, 2022, 02:53:59 pm »
I was wondering if there was a stealthy way for me to rescue the captives.

The door has a 120 lockpick check, which I'm 1 point short for if I take an eel sandwich (incredible, right). I assume one of the faceless has a key, but it's not the 2 guarding the cell. I don't have the pickpocket for checking the Faceless's pockets, much less steal a key.

I don't mind aggroing the Faceless at this point, I'm mostly trying to avoid fighting through the entire base.

I'm close to a level up, so assuming I manage to distract the Faceless and open the door myself, will I be able to sneak them out, or is this always a confrontation?

19
General / Tappy in Camp Hathor
« on: August 11, 2022, 08:36:27 pm »
So we can just get a jetski 2 quests after getting access to TNT now? Or is the wiki wrong on the requirements to make this guy appear?

It's not too hard to swap it with an abandoned Skimmer, then equip it with components stolen from a parked Protectorate Cruiser. You now have a pretty serviceable jetski 2 hours in.

I invested all this lockpicking and went JKK just to steal the store's Skimmer!

20
General / Lunatics under the secret eye
« on: July 28, 2021, 05:26:42 pm »
I finally found the lunatics under the "secret eye" location, but I always knew about the faction at this point. I saw screenshots online about being able to attend a ritual involving the eye's defense system. I convinced the lunatic at the entrance to let me see their leader, but when I talked to Synethese, I could only do a Persuasion check, excuse myself, snatch his gem, or start a fight. I couldn't pass the Persuasion check, and the other 3 choices end up in a fight.

Is it impossible to witness the ritual if you already know what's "up there"? People were saying there's a bunch of extra dialogue too.

21
General / Utility Station 6
« on: July 26, 2021, 04:25:22 pm »
Just started this new thing. Is there something I don't get this place? Styg saw that most builds struggle with Bilocation, so he decided to make an entire dungeon where these things spawn infinitely and chase you everywhere, even in vents.

I'm level 25 with full TC, so I can usually get them in two Neural Overloads if I have my full psi gear on. But if I get caught with my gas mask on, I usually need to adrenaline, otherwise I'll get one shot the next round. I'm not sure what I'd do on a build that couldn't just neural overload their way out.

Is this really meant to be an alternative to the lunatic mall? I'll take the nerfed mall over this on any build.

22
General / Tchortist crit hypos
« on: July 26, 2021, 01:32:55 pm »
I've never really crafted hypos on my characters, since I always end up with 500 spare advanced hypos in my house just from pickpocketing and looting. But I got the new Bioinvestigative Belt anyway to reach better meds, and was wondering if y'all felt it was worth to make a bunch of "emboldened" hypos. The 5% proc chance makes me think it's only worth it if you make tens of them and start using them as your primary mean of healing. It's not like I can just keep 5 spare ones for a panic situation.

Even as a Hard player, I doubt spending this much blood on advanced hypos is worth it. Sure, the super hypos I was planning on doing anyway get this 5% crit for free, but with such low odds it might just never proc in my playthrough.

I get this is a free bonus compared to the previous versions, but I was wondering if anyone had ideas how to make best use of that belt. The other two have a bonus that only helps tech pistols, so it's the only belt that helps all builds.

23
General / West section of the new Lost Vault
« on: July 23, 2021, 11:58:24 pm »
Do I really need 11 STR or 11 AGI to do the western section of the Lost Vault? My AGI is at 6, which I'm not sure can make it through anything short of an All-In. For strength, I'm again at 6 base, but I'm not too far with the Rathound Regalia, Rathound Barbecue, and an Adrenaline Shot. Anything else could give me an extra point of strength? Or is there some other way I missed?

24
General / Free Protectorate Cruiser in the Warehouse?
« on: July 23, 2021, 11:45:07 am »
I last played over a year ago, and I had gotten the idea that one could steal a jet ski from the Protectorate Warehouse in Core City, even before starting the Expedition. But here I am right now, and I can't see any on the piers.

Did Styg nerf it, the same way he's nerfed stealing from Ray's shop (with good reason, IMO), or was it always like this? Or am I missing something? Do you need to start the Expedition for them to appear now?

25
Suggestions / Making Psychosomatic Predation be worth a slot
« on: July 22, 2021, 11:42:11 pm »
As someone who started a Spear/TC build on the new patch, I was interested when I found Psychosomatic Predation. The theme seemed to work well with exactly my kind of build. Except, thinking it through, I'm not sure it's ever going to be worth putting in one of my innervation slots.

1. The damage bonus is not too incredible, which makes me think it's really meant to be used for melee builds with sources of fear.
2. Apparently, Yell doesn't count for the "frightened enemy" bonus (hard to verify). Sources of fear are then going to be mostly Frighten, which costs another innervation slot, and molotovs, which aren't terribly reliable at creating fear. Frighten might have been fine if I was using Locus of Control.
3. 15 AP is a bit much when paired with the low bonus. If I had more than 15 AP to spare, I'd just use an extra attack instead. If I had just 15 AP to spare, grenades would give much more damage, or a flashbang could buy time.
4. Even if it was worth casting, the cooldown is a bit long for what it does.
5. It's a pretty high psi investment, though normally you'd get back half of it.

Any of these items on their own are not really an issue on their own, it's really all these things combined that make me reluctant to keep it prepared.

Suggestions:
1. The cooldown could be refreshed when the target is killed. I'm still not sure using up 15 AP each time would still be worth it, though.
2. When the target is killed, apply the effect on a random nearby (maybe afraid only?) enemy for a refreshed duration. This avoids both the cooldown and the AP investment issue. You're left with a high psi investment but rewarding spells that can make killing a chain of enemies just a bit easier.

26
General / Does Psychosomatic Predation damage bonus proc on Yell?
« on: July 22, 2021, 04:01:29 pm »
Yell is weird in that immunity to fears do block it, but it also does not trigger Aphobia. I'm wondering if the x2 damage that applies on "frightened enemies" applies. My Spear/TC build could use the bonus damage.

27
Bugs / Stuck under floor after killing Vivian
« on: July 20, 2021, 11:38:07 pm »
During the third JKK mission, I killed Vivian after doing the chitchat but before activating the switch. Then, I activated the switch, fell under the floor... and that's it. Stuck in there. The mission is not failed.

IMO either the transition to the next floor should happen, or the mission should fail and the switch should not be usable.

28
General / Stealing a jet ski before starting the expedition in 1.1.2.4
« on: November 30, 2020, 02:28:34 pm »
I've been searching information on how to steal a jet ski, but most of it seems outdated. Few seem to take cameras into consideration (I suppose they were added after Expedition came out), and the rest don't seem to be hitting some of the issues I have (more on that below).

In my current playthrough, I have enough Perception to get inside the shop through the vent. Once inside, I can easily steal a few items from shelves without being seen by the cameras. Ray's cameras are special, in that once they get their sights on you, their vision is 360 degrees, and have to get out of range to not raise the alarm. Getting caught is not an option I want to consider.

If I want to steal a fancy jet ski, I need to open the gate first, but the green button is guarded by a camera. This one can easily be worked around by entering turn-based mode, pressing the green button, and moving a single tile west before ending your turn. However, getting to a fancy jet does not seem to be possible, as I haven't found any tile that's safe from cameras. I may be wrong on this, but it seems it's designed so that fancy jets cannot leave the shop without raising an alarm

Fine, I can take a junk jet on the pier. The doors require 110 lockpicking, which I can reach with Huxkey, Jackknife, and eel sandwich. On the pier, again, is a camera, but in my experience you can reach the Freighter without triggering it. The Freighter requires 100 lockpicking without the Huxkey (the other jets seem to be 80), but unfortunately, I can only reach 95 right now. So, I entered turn-based mode again, ran to the end of the pier, and went back to real-time mode. Surprise, the camera does not reach the tip of the pier, and you can safely reach the junk jet. Making sure not to get seen by Aegis workers, I hotwire it, and ride east to the waters of the Core Ring.

Unfortunately, no matter where I exit, I land right next to a Praetorian outpost on the waters (with a certain guy named "Ludenloff", if I remember correctly), which seem to realize immediately that my jet is stolen, and attack me on sight. I haven't seen any other information mention this outpost, so maybe it's new?

So, I'm kind of stuck. Am I missing something that can be done on the current version? I mostly want the "Ray was stolen from" event, so maybe just stealing jet parts from his store is sufficient?

I've read comments say you can take a jet from the Protectorate, which I wouldn't mind doing for exploring pickpocketing some All-in, except I messed up Gorski's quest and turned them aggressive, and entering the docks in the back immediately puts me out of stealth, which forces me into a big confrontation. Strangely enough, even at level 22 with 400 effective evasion, these guys hit me 75% of the time, and my 3 CON doesn't last long, even with aegis and morphine.

I hope someone has figured this out.

29
Now that many pieces of gear can appear in the Quick Invoker under the Gear section, I feel like night vision goggles could use this too.

Right now, if it's not in your action bar after starting battle, it's impossible to drag into your action bar and therefore cannot be used.

This would be fixed if you could just invoke them as a Gear ability

30
General / Obscure Oddities
« on: November 19, 2020, 02:20:30 pm »
So last night, I realized for the first time in many playthroughs that there's two 3xp Oddities I'd never grabbed before: the Sword Handle from the Praetorian Security Headquarters, and the Tri-Monitor Street Receiver Blueprint from the JKK office.

I almost always play stealthy characters in Oddity mode, so I'm kind of stunned I've never grabbed those two before.

It's kind of weird that you can get access to all three Oligarchy buildings only if you ask *before* getting a job at either of them (unless I'm misunderstanding something).

Are there other good oddities that are easy to miss if you don't literally check every container in every building?

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