Recent Posts

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1
Suggestions / Re: [DLC]Biomancy Psi school
« Last post by lenin_nahobino on December 04, 2025, 11:01:17 pm »
more psi options are always welcome, always wanted a way to deal bio damage with psionics
2
General / -
« Last post by Brentpal on December 04, 2025, 09:53:53 pm »
Ive been looking for these videos but I have not found anything, does anyone know how they are titled and where can they be found?
3
Bugs / Water Treatment facility ventilation shaft minor bug
« Last post by yako on December 04, 2025, 07:03:24 pm »
You can pass through this hidden ventilation shaft with and without clicking on it (no collision for the wall).
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Bugs / Cryostasis + spear bug
« Last post by harperfan7 on December 04, 2025, 05:14:34 pm »
Shattering an enemy via induction (or maybe just killing a frozen enemy period; not sure) with a spear won't give you spear guard. 
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Bugs / Dreadnought issues
« Last post by yako on December 04, 2025, 11:22:54 am »
If you have equipped a psi headband with extended slot(s) and used one or more slots, you'll need to place abilities to that slot again after you dismount the dreadnought.

Rocket explosion does not use explosion animation and uses fire graphics instead.

Certain feats probably shouldn't work, for example fancy footwork for drill attacks. Gunner's high for minigun attacks should heal your character health instead of the dreadnought durability.
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Bugs / Matriuss Ludenlof boat Junk jets
« Last post by yako on December 04, 2025, 11:00:03 am »
There are two jets marked as protected (red-hand). You will be attacked if you try to board them but no one will care if you collect their parts. You can also tow them away using Freighter without anyone noticing.
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Bugs / Re: No sound when searching/opening containers
« Last post by yako on December 04, 2025, 10:55:09 am »
Near player house
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Bugs / Misbehaving rathounds
« Last post by yako on December 04, 2025, 10:50:55 am »
These rathounds don't revere the Rathound King regalia (they still attack others normally if you flush them using the valve in the control room).
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Bugs / Cryostasis electroshock emitter bug
« Last post by harperfan7 on December 03, 2025, 07:06:27 pm »
If you freeze somebody, then shatter them with your attack, the emitter wont shock nearby enemies. 
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Builds / Re: Returning player. Quick check on sniper\traps build please?
« Last post by dddmemaybe on December 03, 2025, 01:30:19 am »
Well Eidein didn't include Traps and Vokial included Psi. OP wanted a psi-less, trapper-Sniper.

I'm not gonna lie, Eiden's builds he posted are good. He just didn't include any traps (traps + sniper isn't too op but, that's still what the thread-poster wanted) and just posted his own best Sniper builds. His second build he posted also uses both Psi and no traps...  :P LOL

And I must also say sorry in advance Vokial, because Paranoia on a full-Stealth, CON-3, trapper-sniper is just not good. You enter combat without an initiative check and are too squishy for dodging low-chance criticals to be relevant for you. The extra Detection is decent, but you're 10-18+ PER and can definitely use Detection goggles... Even though traps alleviate the need for Sprint, it's a bit awkward to not take it on AGI-7 glass-cannon when your Sniper alerts the entire map. There's also infused cave hopper tabis that can halve the Sprint cooldown too. Your trap detection difficulty is a bit mediocre even with trap expert, it's not a huge issue but you can typically only place like a few traps instead of reenacting Armageddon. You also want Strafe as soon as you can make use of a solid Sniper Rifle, I wouldn't take it too late personally. You can use a basic scope or Spearhead type to hit close to 95% hit while moving w/ Strafe pretty darn quickly.

The OP's build is not that bad for his concept. I would probably slam Sprint on there somewhere, like instead of Hit and Run, if I'm going to be 100% honest with you. Allocating a tiny bit of skillpoints for a throwing effective skill of like 50 or so by level ~20-ish is probably also worth it. You have DEX-7 so it won't take too many points and you can use combat utilities to help you make a get-away too. And earlier Strafe is probably a good idea, I'd probably swap it with Interloper since Sprint fills a similar re-stealth role, but is more flexible.
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