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Topics - haze1103

Pages: 1 [2]
16
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.

17
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.

18
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?

19
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?

20
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.

21
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.

22
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.

23
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.

24
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

25
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?

26
Builds / Recommendation for a high agility build
« on: November 11, 2020, 02:23:59 pm »
Agility is that one stat I never raise above 6 in any build I play. All the other stats either directly boost an offensive skill, or have a feat or side effects that makes them increase your damage output. Agility doesn't have much beyond Ambush and Blitz, at least it seems to me.

I get that having access to very high dodge, evasion, movement points, and stealth is kind of useful, but I don't know if that's going to help carry an entire playthrough, at least on Hard and above.

However, I'm curious to try a playthrough that has access to all those agility checks, especially the absurdly high Expedition ones.

I'm thinking of maybe a versatile shotgun / crossbow stealth build?

Also, I usually play Oddity, but I get that it's probably the kind of build that's not going to be able to afford to grab Hacking/Lockpicking/Pickpocketing and crafting at the same time. I can try to play classic xp for once.

27
General / About the "Core City" endings (spoilers, of course)
« on: November 08, 2020, 12:10:06 pm »
The wiki lists the conditions for the "Core City in Chaos" ending as "Archibald Knight is alive" and "Archibald Knight knows Miland Simmons killed Edmund Knight".

I'm curious if there are alternative ways to fulfill the second condition. For sure, if you join the Praetorians, then doing the Cube quest will give you an opportunity to inform him. But given that this fact can influence the ending slides this much, I feel there has to be other ways.

28
General / About to do Deep Caverns for the first time
« on: November 05, 2020, 07:42:02 pm »
Despite having had like, 3-4 playthroughs that got pretty late game, I'm now for the first time at the end of a playthrough that managed to complete all the content, Expedition included, outside of Deep Caverns.

My build is Spear + Riot Armor shield, with Three-Pointer and Grenadier for grenades. I have 112 chemistry and 130 biology, without workbenches.

Without going too much into spoiler territory, is there anything I would regret bringing with me into DC? My typical adventuring gear weights 150, and I can carry up to 250, so I can bring about 100 kilos worth of spare resources. If I go into this with a full inventory, am I just going to be weighted down until I can find a place to settle?

I was thinking of bringing a stock of spare Mk 4 and Mk 5 grenades, lots of electronics repair kits (my two spears are electric and energy), maybe some plasma grenades, and some of the rarer biology resources (I assume there's nothing to make Hypercerebrix or other Expedition drugs down there).


29
General / Fetid Marsh as a melee
« on: November 01, 2020, 12:15:13 pm »
Does land-to-water pathing seem broken to anyone else? Often, serpents won't try to attack me, even though they're a mid-range and nothing seems to be blocking their view. They'll even abandon combat right in your face. And once they get into a tile right next to the land, it feels pretty random whether or not my spear will even reach them - spears have extended melee range, so I think it's more of a visibility obstruction than being out of range

Having to use grenades for everyone battle sucks, especially for this area, where you're going to wake up 3 nests, 6 other snakes, and about 8 buried crabs

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