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Messages - Frank

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1
General / Re: Crafting thread
« on: January 16, 2016, 06:27:08 AM »
Skinner feat is super powerful on infused Leather. Keep that in mind.
No that good since it only works when you make the equipment, it doesn't work when you make the infused leather. It also depends on what type of infused leather armor you want to make. Obviously infused ancient rathound leather will get the highest bonus while something like hopper leather will barely be affected. After doing some testing I was disillusioned with the usefulness of the crafting feats.

After some testing the best quality plates I got were in the 150-161 range. That's from a pool of around 20-30 plates.

2
General / Re: How to get unlimited feats and stats points
« on: January 16, 2016, 06:18:21 AM »
Are you serious? Who cares? Using cheat engine you can start the game with every non-psi feat, maxed out skills, 20 in every attribute. Then you use cheat engine to find the value of EXP and make yourself level 25 before you need to be level 2. You can give yourself a single stack of 9999999999999999 of any type of item. It's fucking CHEAT engine, it allows you to CHEAT.

3
General / Re: [Mild spoiler] How to shoot .44 pistol twice?
« on: January 16, 2016, 06:04:42 AM »
I finished the game as a sniper twice, with pistols as a backup and my favourite is 9mm Neo Luger with rapid reloader and laser sight.

It's just the most reliable option, and you will be using your backup in situations where reliability counts the most. I think SMGs are stronger overall though.
Unrelated to the thread, but what are the highest skill requirements you encountered for crafting, lockpicking, and hacking?

4
Those builds look stupid as hell. going past the required 6 Int for persuasion and mercantile...WTF.

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General / Re: A response to "Help me threads"; A build for n00bs
« on: January 10, 2016, 03:19:31 PM »
Ballistics never helps a lot. If you want high bullet defense just make a heavy tactical vest and be done with it. It's a waste of a perk throughout the whole game.

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General / Re: A response to "Help me threads"; A build for n00bs
« on: January 04, 2016, 07:49:06 PM »
Ballistics is only for builds that prefer vests (+9DT).
Even then it sucks. With higher quality plates that's nothing. Whether you go for a heavy vest or a light one it's a waste IMO.

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General / Re: A response to "Help me threads"; A build for n00bs
« on: January 04, 2016, 07:02:36 PM »
Gun nut is probably the most overrated feat at this point. People will gladly waste whole 4 stat points on intelligence that could've been used in perception, it's crazy. Also Balistics is not the best choice for metal armors. It's much better suited for tactical vests where you can essentially get +9 damage threshold against bullets. Power Management is also not the best choice if your main weapons are firearms.

Imo the only good reason to invest into int on a metal armor build is to get Armor Sloping which can give you low enough armor penalty to use dodge/evade and stealth.
A most noob friendly build would probably be a stealthy sniper/AR guy which also has solid con.
Ballistics is probably the worst crafting feat, that +3 becomes almost nothing very quickly.
Gun nut is definitely not as good as some people think but it's alright. Sometimes it's like going with 8 STR if you want full auto, it's only 1 more point so why not?
Armor sloping is the best crafting feat in the game.

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General / Re: A response to "Help me threads"; A build for n00bs
« on: January 04, 2016, 03:50:55 PM »
You just made the build unnecessary grindy. 4+ 160Q plates? Are you insane?
I consider myself a minmaxer and even I wouldn't do that.

A lot of the things in this build seem unnecessary. 8 str 10 con 10 can solve most of the problems in the game. Even with a crappy metal armor and jug you get around 550HP at level 25 on hard  and if you opt for 16 con you get around 850hp. Crafting has severe diminishing returns so the 3 int and junkyard surprises should be enough, and the gimped int is more than offset by the high con.

9
I usually play without hack/lockpick now.

Crafting is another matter. The ability to make custom gear is just too good. The main thing is that what are you going to take instead of crafting? Even if you take throwing, one weapon skill, all the psi skills, you still have 3 skills you can max. I suppose stealth, evasion, dodge, pickpocketing, and intimidation.

All skills, except for intimidation, persuasion, and mercantile hugely benefit from crafting. If you shop around the items you can buy and loot are more than powerful enough to beat the game. A good way to look at it that a crafting build is a master while the non-crafter is a jack of all trades.

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General / Re: Overpowered Puncher Build (insane dmg, high mobility melee)
« on: January 02, 2016, 11:32:12 PM »
Does this build hold up against a bunch of lunatics on hard?

As far as damage goes, burst weapons hold the best numbers as far as damage potential goes IMO. Yeah, execute might be the largest number, but it requires a huge amount of preparation compared to just burst and it's single target. You get a ton of damage but the tackiest enemy has about 700 hp, so the rest of it is just going to waste.

Here are some rifle and SMG ones. Just for kicks let's talk damage potential.
A 9mm 103 quality hussar does about 63 max base damage, with 16 PER it gets multiplied by 2.9, so that's 182.
Midlevel smart goggles give you about 25% bonus damage, a smart module gives you about 40%. Not sure how these get added up so let's just take the smart module bonus only...254 per bullet. since we're going for maximum let's say the other attachment is a muzzle break. 18 rounds per every other turn. Without perks that comes out to a loop of 4572 first turn and 2286 on the next. That's just the max though, but in reality if you want something dead, it's dead. even at incredibly low to hit chances it's dead because you are spitting 9 bullets. it's more useful than execute since when firing into a crowd those incredibly powerful shots get scattered between multiple targets.

I'm not going to do the calculations for SMG's, but for the adventurous who don't might a rough start try a
10,11,12,13,14,15,16 DEX
7 STR
7-8 PER
7-8 AGI

A 103 quality 8.6mm steel cat does about 46 max base damage. 7 STR allows you to take full auto. Past level 20 you are able to fire four 9 round bursts. That's potentially 36 hits per turn. That's 1.38AP per attack.

Personally, I consider these numbers insane. How does a psi, dex, unarmed build hold up compared to that?

11
General / Re: How to turn on night vision goggles?
« on: December 29, 2015, 03:10:36 AM »
Drag them to the action bar and use them from there.

12
Suggestions / Re: Reduce wealth by a lot
« on: August 11, 2015, 09:59:49 PM »
S'pose a system like Metro would work, where bullets are the money.^^
That depends on your definition of work. Bullets are abundant in the game as well.

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Suggestions / Re: Reduce wealth by a lot
« on: August 08, 2015, 11:50:41 AM »
The only RPG I encountered where enemies dropped almost the exact gear they use and the economy was somewhat challenging was Risen. In that game vendors buy items for 90% less than their value.

14
Flashbangs aren't beneficial with weapons that rely on multiple hits to do their damage. Yeah, you get one hit which does 35$ more damage but who cares? For SMG's and knives stuns slowdons, and immobilization is where it's at.

Don't bring bio past 60 if you aren't relying on psi crits if you are, go up to 70, but no higher than that.

15
Huh. Your build is similar to mine with the notable exception being the stealth. Those points in traps are a complete waste IMO. Honesly SMG's seem to be one of the most lenient builds feat wise. The only must haves are probably spec ops, expertise, and commando. BTW you forgot to mention how much Per you have I assume it's 8.
My feat progression:
L1-Sprint, hit and run
L2-Gun nut
L4-Expertise
L6-Supressive fire. It works well with evasion, but I'm not sure it's necessary since 99.9% of the time you kill everything before it gets a turn. According to the wiki it will synergise with opportunist, then it will be a must have.
L8-spec ops
L10-Skinner. If I understand the feat correctly it buffs the component twice. Once when you create infused leather and another for the actual item, that's a huge buff.
L12-Grenadier
L14-Commando
L16-Three pointer
L18- Nimble
L20-Power management

I'm most curious about why you took opportunist so early? Are you using the electroshock pistol, taser, or throwing nets? The only way I'll take opportunist on my guy is if I get quick pockets. I'm using the ammo belt for faster reloads and that allows for only three utility slots. Replacing frags, emp's, or flashbangs for a net or taser is a no go. I also want to have 2 SMG's to fire more and reload less so electroshock isn't worth it either.

Edit: I would also raise stealth every level if I went that route and chemistry until I reach at least 69. MKIII nades become relatively available so raising chemistry up to 50 doesn't give you much. MKIV and MKV are rarely dropped and never sold. So either 69 or 112 is the way to go.

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