Recent Posts

Pages: 1 ... 6 7 [8] 9 10
71
Builds / Re: Are Guns+Heavy guns viable together?
« Last post by TheCONMan on November 19, 2024, 04:04:38 am »
Yes! AR and LMGs/Miniguns go very well together, in fact, I'm currrently writing a guide on a build that utilises the 2 together.

ARs and heavy guns share many feats together:
  • Suppressive Fire + Opportunist
  • Full Auto
  • Concentrated Fire

While all of the above feats are sort of mandatory, Concentrated Fire is the crown jewel. It is THE ability that enables bosses/targets with high health to be taken down in 1 burst. And Concentrated Fire has a PER requirement of 8, so 8 would be the minimum PER for your build.

From my own experience playing AR and LMG builds, 8 PER is also enough to get through the game, so I would spend extra ability points on CON or AGI instead of PER.

Thanks to the sharing of feats between heavy guns and ARs, if you already have an LMG build, all you need to make the build viable for ARs is this one extra feat: Commando. Commando is THE defining AR feat, must have for AR builds. And it costs only 80 skill points and 1 feat point extra for an LMG build.

If you have an AR build and want to tack on heavy guns to it, it would unfortunately be more nauced. First, you have to have enough STR to use the heaviest heavy gun that you intend to use (e.g. 12 for refurbished GlaShaG-9). Then you have the feats exclusive to heavy guns:

  • Mag Dump
  • Brute Aim
  • Heavy Metal
  • Bullet Trance
  • Gunner's High

Since you are playing a tin can build, Heavy Metal would be the most important feat for you, since it adds huge damage to LMGs/miniguns (but you can't have a LMG in one weapon slot and an AR in another weapon slot, you will have to choose one type to bring to each encounter.)  Mag Dump comes second, Brute Aim would be good if you are putting points into Heavy Guns skill instead of relying on Guns synergy, Bullet Trance I tend to skip if pairing LMGs with other weapons like sledgehammers or ARs, since using other weapons tend to easily break Bullet Trance stacks. Finally, Gunner's High only heals your health and does not help offensively, so I tend to skip as well.

Enjoy your build!
72
Builds / Re: Newb Sniper/Ar build
« Last post by Eidein on November 18, 2024, 01:56:00 pm »
Oh sure AR is boring braindead, SMG is much more fun. Especially paired with sniper.
73
Builds / Re: Newb Sniper/Ar build
« Last post by Easyprey on November 18, 2024, 01:15:39 pm »
AR kills everything and anything, my AR build 1 burst 8k hp off the final boss.

Yeah, I'm sure of it. My point was exactly that it may feel a little boring to just burst things down after a while.

But that's just my opinion or a matter of personal preference if you will.

After all this is my first full fledged playthrough, I think it's understandable I wanna try and mix things a little.
74
Builds / Re: Newb Sniper/Ar build
« Last post by Eidein on November 18, 2024, 12:55:39 pm »
AR kills everything and anything, my AR build 1 burst 8k hp off the final boss.
75
Builds / Re: Newb Sniper/Ar build
« Last post by Easyprey on November 18, 2024, 12:49:43 pm »

In general, I don't see the reason to get feats for two separate weapons that both meant to be used as main source of damage.


Disagree here, I think AR is the wrong choice since AR can kill anything sniper can kill, just better. However SMG pairs very well with sniper, incendiary bullets can proc ambush and its a good low ap close range choice.

Dragunov is bad use AFW instead until you get a spearhead and/or a harbinger.

And traps are lame.

Smg feels pretty solid too, they are probably a better pairing. My idea was to have 2 one shot long range, then 2 (3) one shot (burst) mid range.
I felt like smgs would need me to be too close to the enemy for my own good.

And yeah, AR can kill almost anything with one burst. Almost.
I feel like a 400% damage snipe can hit that spot.
AR definetly can work on their own, but then what? If you prefer, let's say this is an AR glass cannon build with a side of SR  ;D

About Dragunov, I progressed in the game and crafted 12.7 mm reaper harbringer. Now im doing Expedition, still haven't tackled DC.
Having fun murdering scores of natives with contaminated bullets atm.

I still didn't find the AFW.

My bad, I looked it up, apparently I missed it in Foundry.  ???
I'm going to give it a try now, thanks.
76
Builds / Re: Newb Sniper/Ar build
« Last post by Easyprey on November 18, 2024, 12:32:14 pm »
Thanks for the replies, guys.

Traps are much-much more useful with Trap Expert. It's a lot more than QoL, like how it seems. Simply placing traps almost immedaitely allows you to set them up a LOT closer to enemies with stealth. Quick Tinkering is perhaps the best CC in-combat ability. Interloper + Hit and Run is a must, Sprint is not needed. Ambush is fundamental too.

In general, I don't see the reason to get feats for two separate weapons that both meant to be used as main source of damage. When an enemy is within AR range (or even a tile close), you can just as well kill them with a sniper rifle. Due to this, taking feats of anything else is a waste. Especially if they involve you wasting stat points too. Also you have to carry more bullets, often different caliber. A pistol can be the only exception as it won't fight the rifle, it supports it with boosting your Initiative and allows you to perform Kneecap Shot with the longest range and the cheapest AP. Excellent CC ability for any incoming melee.

In addition, with high Detection and Stealth, crawlers pose zero danger and are just sitting ducks. Even without Motion-Tracking Goggles with NV, you can easily spot them before they notice you and just pop them. They also cannot open doors. Paranoia helps your bad Initiative and is pretty much the anti-crawler feat for so many reasons. Once you are able to make crawler poisoned Bear Traps and see just how immensely OP those are, you feel like you want to farm these critters. Incendiary Traps are also amazing to trigger Fear and Ambush on demand where you want it.

Any case, here's a tried and tested DOM-proof Sniper build for reference:

https://stygiansoftware.com/forums/index.php?topic=10837.0


I get how strong traps are, I tend to use them only when I'm struggling. I did in the early game, now I rarely do. I still carry a few traps around for thought times.

During a previous test build a got interloper. Made stealth a lot more easy to use.
I guessed I could have done without, but it's definetly useful.

My previous test builds were to determine which side arm to use with a sniper. I tried pistols and Smgs. I decided to save pistols for a full pistol run.
I was undecided between AR and Smgs untill the last moment. Smgs a probably a better complement to Sniper Rifles, yeah.

Although I don't think I completely wasted that point really. Isn't 6 strength needed to carry that last unique SR?

About crawlers. I'm running a high perception build, and I carry around a pair of detection goggles. Still, it takes a few moments to spot them, and sometimes they still take me by suprise. They are less of a threat now, but I did struggle a lot with some early encounters.
I dread what pain in the ass they could be for a low perception build, especially since I'd like to try a psi build next.

All in all, in retrospective, I think I've ditched too many QoL talents, probably because as a newb I expected some crazy difficult ahead.

Thanks for your advice.
77
Bugs / Spiked Chrome Brass Knuckles cannot be laced with poisons
« Last post by Albert Altmann on November 18, 2024, 05:57:34 am »
Despite the fact that any spiked combat gloves can be laced with poisions and similarly applied substances, the unique brass knuckles refuse to follow suit. Similarly, only in reverse, CACS can actually be put on them, which is impossible with any common spiked combat gloves (including Ripper's Glove and The Claw).

Additionally, Spiked Chrome Brass Knuckles, as they are first found in the game, are at 300/1050 durability. I'm not saying that the original owner can't have used them to that extent, but still cannot help seeing a connection between the oddly precise value and common Brass Knuckles' max durability also being 300.
78
Suggestions / Re: Combat Skills Balance (needs to be achieved)
« Last post by Eidein on November 18, 2024, 01:40:59 am »
Also your weapon rankings id consider way off, AR is incredibly strong, same with knife and smg, AR is absolutely on the same tier with nade launcher, pistols aswell.

Any dex melee is pretty much top tier by virtue of having 4ap attacks and fancy footwork.

And calling psi weak on its own is a joke right?


Mr. Dunning Krueger, its an honor!
79
Suggestions / Re: Combat Skills Balance (needs to be achieved)
« Last post by Eidein on November 18, 2024, 01:33:50 am »
Quote
no trap can destroy the eye in time for you to stay alive.

Well I did it!

8k hp tchort using 50 plasma mk3 mines, here's the timestamp to the end of the fight.

https://youtu.be/woywEvhpnT0?t=15733

And no, you just stand on the trap yourself. No tchortlings required!
80
Builds / Re: Newb Sniper/Ar build
« Last post by Eidein on November 18, 2024, 01:29:24 am »

In general, I don't see the reason to get feats for two separate weapons that both meant to be used as main source of damage.


Disagree here, I think AR is the wrong choice since AR can kill anything sniper can kill, just better. However SMG pairs very well with sniper, incendiary bullets can proc ambush and its a good low ap close range choice.
Pages: 1 ... 6 7 [8] 9 10