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So, as someone who loves the idea of shock shurikens, it kind of bugs me how terriblee they are at taking down most robots. Without having them scale with throwing skill (that is to say, the damage is fixed), they only ever really work on sentry bots and plasma turrets in early levels, with other robots only taking a pittance. Of course, there is an argument that throwing knives as a whole were never meant to work as standalone weapons considering they complement grenades so well for a throwing-only build and that their innate weakness should be high DT opponents, especially robot opponents, since they do not take increased damage from TK since they are not living targets.

Still, I do think that shock shurikens could use some sort of a buff so that they do not get so outscaled so quickly.

The two options above I think would be most appropriate if we do not want to just give them direct scaling. Either have them scale off high-technician or have them at three separate tiers with fixed scaling. Enough of a buff that, through enough persistence, a pipe worker such as myself could clear a room of strongmen without relying on the grenades with one of his favorite weapons.
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Builds / Re: Alpha-strike Psi-less Energy Crit Build for DOM
« Last post by Ploluap on Today at 09:04:01 am »
10 agi with no evasion is a bit sad in my opinion, but your choice :)
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Builds / Re: Cut-throat build after an anniversary update.
« Last post by Ploluap on Today at 08:27:39 am »
Hey, interesting topic, cut-throat builds are my favorites though i didn't have much time to play this update yet,

My experience with the feat is that it's very good for the "base game" that has a lot human fight/bosses (also worth noting cut throat works against mutants) and starts to fall off in expedition and DC when you face more robots and creatures, and the tougher humans have Thick Skull (like skaerders or faceless commander). Thick skull prevents the stun effect, so it's much less useful here but you still get the bleeding effect,

The change to 15 ap is very nice, and makes the feat overall more useful throughout the game, even in The Compound.

For a cut-throat centric build you indeed need to spec into it to the reduce CD, and you need ways to proc it, which are :

- stealth and only when unnoticed (unlike snipe which works even if the enemy sees you through stealth) ;
- incapacitation, which can come from : cheap shots (but it has been severely nerfed), flashbangs (8 turn cd), mental breakdown (8 turn cd) ; tranq bolt (12 turn cd (!) ) or pneumatic hammer (every fourth hit). Freezing effect does not work for cut throat (i say this because otherwise it kinda works like an incapacitation) ;
- butcher's hook, which is good for being unconditionnal, but has 5% reduced precision and less damage.

One of the strongest option is to rely heavily on flashbangs, causing an area of effect incap for 2 turns.

So IMO a very powerful Cut-throat centric build would use Grenadier, Spec ops (with 2 specialisation points) and LTI to reduce the cooldowns of both Cut-throat and Flashbangs to 2 turns, allowing you to incap, stun and bleed to death a lot of people before they can react.

For the exact build i have no idea what's best, you could do a 10 int cut-throat build this patch and it would be good since speccing into cheap shots and crit power will skyrocket your DPS.

But there are a lot of possible variations like using versatility and SMGs or any other ranged weapon, or psi-versions. 10 Will Knife cut-throat with Thought controls skills is cool for example. I also really enjoyed playing a Knife cut-throat/electrokinesis character, though it has no obvious synergy it works fine and the imprint in particular is always useful for more control.
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Bugs / Specialisation bug
« Last post by Eidein on December 30, 2025, 12:29:11 am »
If you choose feats with really low spec points then you wont be allowed to level up despite them being fully specced since you have left over points.
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Development Log / Re: Patch Notes
« Last post by Styg on December 29, 2025, 08:57:23 pm »
Version 1.3.0.17

Bugs
  • Fixed the character outlining issues
  • [Heavy Duty] Beast of Burden specialization fixed
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Suggestions / Re: Electroinvestigative Belt should lower Reload AP cost
« Last post by harperfan7 on December 29, 2025, 08:12:31 pm »
I also recently advocated for a battery version of a doctors pouch, but this new update changed the game when it comes to crafting.  The electro belt is now a big boost for crafting good electronics, like energy shields.  Giving it the recharge would make it too good. 
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Suggestions / Disposable Rocket launcher skill req too high
« Last post by Eidein on December 29, 2025, 08:05:11 pm »
Considering you will probably only use these semi early game the skill requirement of 75 heavy gun skill seems too high. Im 8 per and i wont reach that until lv10. By then ill be roaming foundry and corecity with my very own non-disposable rocket launcher.
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Bugs / Fusion Cannon
« Last post by Tpau2 on December 29, 2025, 05:59:29 pm »
When I'm using the Fusion Cannon and equip a tactical vest that uses black cloth, my character starts flashing in and out of existence


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Bugs / Re: Report spelling/grammar errors
« Last post by yako on December 29, 2025, 12:37:52 pm »
sophisticated
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Bugs / Re: Boutique basement bugs
« Last post by yako on December 29, 2025, 12:03:06 pm »
For some reason, picking up a gasoline canister makes Rag hostile, even if you are in stealth and/or he's upstairs. He'll also instantly spawn in the basement if he was upstairs.

If you detect and open the hatch on your own, engage in hostilities with a faction, then speak to Rag, the hatch will permanently disappear.
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