Recent Posts

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91
Suggestions / Re: Mad Chemist follow-up feat
« Last post by lenin_nahobino on November 23, 2025, 12:15:56 pm »
that'd be pretty cool
92
Suggestions / Re: Metal gloves as anti-armor option
« Last post by Albert Altmann on November 23, 2025, 07:29:15 am »
*awkwardly scoots by Would also be nice for spikes on all glove varieties to reduce the penalty to mechanical penetration by a percentage, either static or quality scaling (with a larger reduction on metal gloves, of course). *awkwardly scoots away
93
Suggestions / Mad Chemist follow-up feat
« Last post by rararaven on November 23, 2025, 05:40:42 am »
High(er) int feat that would grant additional special effects for crafted chempistols:

Acid puddles would consume mp of those who walk over them similar to how oil puddles work (and caltrops)
Targets frozen with cryo pistol become shatterable
Incendiary pistol will create ground fire where it hits

94
Suggestions / Metal gloves as anti-armor option
« Last post by rararaven on November 23, 2025, 05:32:55 am »
Metal gloves should incur much lower DR/DT penalty than leather (since they're metal and heavy) which would give them actual niche and make their ap cost more reasonable while also increasing their damage without actually changing the damage number itself.
Also in addition they could have better metal components (metal plate, spikes, blades) scaling than leather



being able to attach firecracker cap on them would also be pretty funny
95
Suggestions / Lower Expose weakness's requirements.
« Last post by Eidein on November 23, 2025, 02:40:58 am »
Since its getting nerfed, maybe it should be a lv4 feat instead of a lv6 one, melee already has way too much to take at lv6.
96
Suggestions / upgradable unique melee weapons
« Last post by lenin_nahobino on November 22, 2025, 11:54:34 pm »
much like refurbished unique guns, i'd like to see upgradeable unique melee weaponry, add a smith npc or something, maybe in foundry? unique melee weapons need some love
97
Builds / Re: Melee & Gun hybrids?
« Last post by Dismas on November 21, 2025, 05:18:52 pm »
I've beat the game with knife & handgun high dex build. Will it work? Yes. Is it as strong as going either full melee or ranged? Absolutely not. It's fancy, but you will be shooting yourself in the leg a bit. Either go full ranged or melee with a bit of throwing. Honestly, most of the throwing knives & explosives will be able cover the part you would reserve for the guns.
98
Builds / Re: Returning player. Quick check on sniper\traps build please?
« Last post by Eidein on November 20, 2025, 04:36:45 am »
Nobody is copying your builds brother, and certainly not me.
99
Builds / Re: Returning player. Quick check on sniper\traps build please?
« Last post by Vokial on November 19, 2025, 05:46:53 pm »
What a joke. Nobody mentioned psiless and it did said with Traps. You failed to comprehend both.
What you presented here is on the second attempt to despereately wash yourself from the dirt you got on yourself is just a degraded, bootleg version of my build with cutbacks on pretty much all fronts and less abilities, feats and skills, AP waste all around with still no Interloper or Hit and Run after a Snipe and an utter waste of stats for a one-time meaningless Blitz. A one-turn version of a consistently build on stationary turret mode - which is a self-owning approach you would know if you actually played one. No wonder you rely on wating feats slots on Escape Artist and Uncanny Dodge. Then again, I should've stopped wasting time from the start when I saw STR 4.
100
Suggestions / Change Rapid Fire behaviour for Heavy Duty weapons
« Last post by yako on November 19, 2025, 10:18:31 am »
The feat works for machine guns, miniguns, and dreadnoughts, but the AP cost is 150% of the burst attack (sometimes more than 50 AP). Maybe it should use less AP than a burst for these weapons, similar to dreadnought without the DLC.
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