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General / Re: Bleed based unarmed build viable for dominating?
« Last post by jubisloviu on January 19, 2018, 07:41:13 PM »
i think getting quick thinkering early will be alright, using it for crowd control purposes and to proc bleeding on targets with bear traps sounds good and helpfull on depot A.
i can live without grenadier if i plan ahead what to do, even thought it's really good it's more of a quality of life than necessity.
Eviscerate looks really good but sadly it's for only for knives.
after fiddling around the build planner i think a 3/10/6/10/3/3/5 is around the sweet spot between mobility with sprint and survivality with thick skull.
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General / Re: Bleed based unarmed build viable for dominating?
« Last post by Ploluap on January 19, 2018, 04:11:06 PM »
Is there a typical "bleed" build out there ?

I'd say there are multiple ways...

You must first ask yourself if you'll use fist weapons (since you plan to the claw) or knives (for eviscerate) [EDIT : sorry i didn't read you post title properly, but maybe you were considering eviscerate ? It seems to be the utlimate bleeding skill].

Using both seems cool but maybe hard to optimize (lots of different feats to take., also knives require 5 will for ripper).

I'm pretty sure you can get your build viable for dominating in any case.

With fist weapons you'll basically want lightning punches, cheap shots and taste for blood asap, then expose weakness, vile weaponry and probably combo.

One thing to consider though is whether or not you'll take quick tinkering and grenadier, and when.

Those are extremely powerful feats for dominating, especially early on, but they will delay greatly the core of you build if you take them at lvl 4 and 6... (that matters only if you play oddity though)
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General / Bleed based unarmed build viable for dominating?
« Last post by jubisloviu on January 19, 2018, 03:03:06 PM »
Hello there folks, i need help theorycrafting a decent bleed based unarmed build for dominating.
it all started when i was doing the institute quests and stumbled upon the Ripper's Glove on my psi monk playthrought.
and now i wonder how viable is it for dominating but honestly i've never played with bleed based builds so i have absolutely no idea what feats besides the generic ones (cheap shots, expose weakness, etc) i should take and what order should i get them.
Of course i'm fully aware i'll have huge problems dealing with enemies that have high DT/DR or enemies that can't bleed, but i suppose i can always use bear traps/grenades/power fist to deal with them.
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Suggestions / Re: Poison knife (as an enhancement)
« Last post by Ploluap on January 19, 2018, 11:25:12 AM »
Thanks for you answer :)

I personnaly don't think that there is a problem with stacking dots though, also in my opinion it wouldn't cause any balance problem because :

- it'd work as a replacement for shock generator, so you'd lose a bunch of electricity immediate damage if you'd chose poison instead of shock knife (making it useless against robot by the way);

- there would be a limited number of poison charges per knife, and maybe you'd be unable to reload it during combat.
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General / Re: Post your experiences with the new Dominating difficulty!
« Last post by Dizzy on January 19, 2018, 08:20:27 AM »
Quote
Unfortunately I couldn't manage to beat the game without some significant save-scumming at certain points.

Can i ask how many reloads did you have to do in the final fight? To get some perspective)

The final fight (If you mean the boss fight) wasn't too bad. It was the rest of DC that required a large amount of save-scumming, I don't have an accurate estimate of reloads. But it was an EMBARRASSING amount of save scumming. ;(

I'm going to try a chem-pistol build next, I think it will be much more viable.
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Bugs / [1.0.3.20] Wounded Man random encounter bug
« Last post by Mindless on January 19, 2018, 08:15:12 AM »
Wounded Man doesn't respond correctly in dialogue after healing him. So talked to him three times and he died with _full health_. Encountered this bug in my several runs.
And another thing - encounter will fade away completely(with Wounded Man, Lurker body, etc) if you revisit area several times even if you talked to Wounded Man.
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Suggestions / Re: Poison knife (as an enhancement)
« Last post by ciox on January 19, 2018, 07:30:37 AM »
That sounds really cool actually, I'd like to see it

My guesses for why poison knives aren't in:
- bleeding from serrated knives already provides the damage over time aspect of poison if not the special effects
- AP cost, since knives' AP costs are 11-12, while poisoned throwing knives have an AP cost of 18, this would let you inflict poison at a much greater rate, the AP cost of poisoned knives could be increased however

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General / Re: Post your experiences with the new Dominating difficulty!
« Last post by MirddinEmris on January 19, 2018, 07:28:39 AM »
Quote
Unfortunately I couldn't manage to beat the game without some significant save-scumming at certain points.

Can i ask how many reloads did you have to do in the final fight? To get some perspective)
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General / Re: Post your experiences with the new Dominating difficulty!
« Last post by Dizzy on January 19, 2018, 06:43:28 AM »
Do you mind sharing your general build?

Lvl 15, S8(9)/D3/A3/C7/P13/W3/I6
Maxed Guns/Throw/Hack/Lock/Mech/Elec
Mixed Chem/Bio/Tail
I could have put points into stealth or persuasion without much loss here

Conditioning, Aimed Shot, Expertise, Opportunist, Quick Pockets, Juggernaut, Full Auto, Commando, Concentrated Fire

Rapid Muzzled Hornets 7.62/8.6/9mm
Smart Anatomical Bipod Corsair 12.7
Smart Goggles (used adaptive for a long time at first)
Efficient High x2 Shield, working on Efficient Low x2 for meleers
Boots are double plate + dense foam

Stealth Gear:  Muzzled Silenced Jackrabbit 5mm, ninja tabis, hopper soft black leather, black balaclava, cloak device


Utilities are absolutely essential; get tactical with them, and carry at least 15 bear traps anytime you go out

I finally finished dominating with a heavy gunner build utilizing the tips you provided. I traded throwing for stealth, allowing me to avoid certain fights in DC.

Unfortunately I couldn't manage to beat the game without some significant save-scumming at certain points. :( Huge props to anyone able to.

Thank you for posting your build!
PS: DC is a living nightmare, I'm not sure how anyone could do it without tons of save-scumming. Stockpiled traps like a madman, by the end I had practically nothing left in my inventory to utilize.
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Development Log / Re: Dev Log #51: New Weapon Types
« Last post by Hazard on January 19, 2018, 03:01:38 AM »
Machetes seem like they could work well with a riot armor and shield. They have the same strength requirements and since machetes don't seem to be light weapons, a high DEX isn't needed, freeing points for STR or other base abilities. And a shield + short sword wielding character would simply be really cool. Then again, this doesn't remove any of the existing issues that riot armors have, so... eh. We'll see.

Edit: Also, Styg, any plans for a new dev log this month? Or perhaps even a release date? :D
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