How does this work? The log says Carnifex resisted almost all my damage yet his health meter went down and so did he.
How does this work? The log says Carnifex resisted almost all my damage yet his health meter went down and so did he.
He has 50% energy resistance !?
does anyone sell 140 quality ars, I got lucky with a 147 huszar mid game, now I want a hornet
So I looked at some saves, the torch switches between 60-120 and 40-80 on both 18 WILL and 3 WILL chars. Anyone know the trigger?
Is the first Pirate Raid supposed to be tough? I convinced the captain to let me do it alone, and when the Black Eels come it seems like it's going to be a really tough fight.
I had extreme trouble as a swordsman even with the pirates, had to spam grenades. If you're ranged it's laughably easy. They have snipers and you can't use your shield on a jet, if you disembark you get netted.
1) Click and drag the NVG from your head to your hotbar. Another little tip, shift and control expand the hotbar.1) How do you activate the night vision goggles? I load and and equip them, yet in the item description it says that it needs to be activated too. I don't see a button and right-clicking doesn't work either.
So, min-maxing lockpick and hacking has been pretty much figured out. What about stealth? Obviously, it depends on what you're trying to do.
1. How much stealth do you need to not be instantly detected by any (non true-sight) enemy? Greater Coil Spiders will instantly detect you at 115 stealth or less. I assume a few enemies have even higher detection but not by much.
2. What about to sneak within melee distance of any enemy? I'm guessing about 150 is sufficient for most enemies. My experience with the Greater Coil Spiders was, once I passed the instant detection threshold, I could sneak through their lairs without too much trouble. I can't remember if I had Interloper or not.
3. To place and arm a trap 5-7 tiles away from any enemy? I'd guess 150-170 is sufficient. Less with Trap Expert.
4. To fully survey an area? That is, to see almost every tile in the map? Probably at least 200 since you may need to walk past guards in a tight hallway.
5. To reach any tile that isn't guarded by true-sight enemies? I'm guessing at least 300 is needed if this is even possible.
Will increases resolve which helps especially against psi debuffs (hence you'll often see enemy psionics resist your telekinetic punch, for example) but it's hard to get Resolve high enough to reliably shrug everything off. Psi is overpowered for you and them. Luckily for bandits etc. psionics tend to be the most squishy.
Is there any defense against high level psyonics other than taking those enemies out first? Does a high WIL help or are there specific psyonics skills for protection?
killing them on the first turn is the only way other than avoiding (there aren't many mandatory fights with psi enemies, and most of them are late into the game).4) Is there any defense against high level psyonics other than taking those enemies out first? Does a high WIL help or are there specific psyonics skills for protection?
Styg be likeYou don't get one at 28 because of the feats that give you 2 points in the ability of your choice.Speaking of the character builder, I believe it suffers from a slight oversight and fails to account for the 1 additional base ability point you receive at level 28... unless you don't receive one, that is, although I don't see why you wouldn't.
You don't get an attribute point at level 28
Quick tinkering - Cooldown changed to 5 turns (up from 2), setting traps while in combat will now cost 25 action points
Some of the specs are great though. You take commando spec and now you can burst three times in a round with a chimera/huszar as long as you use adrenaline and kill something. Before Expedition only marauder/hornet could do that. I'm extremely happy that all four assault rifles are usable now (I mean marauder/huszar still kinda suck but whatever). That alone is enough to make specs totally worthwhile for me.What else should i add... maybe feat upgrades? Yes, and i'll call it "specializations". However, feats are already good. fuck, what should i do? Ooh, i've got an idea, what about nerfing them first?!
inception trailer sound
Quick tinkering - Cooldown changed to 5 turns (up from 2), setting traps while in combat will now cost 25 action points
Some of the specs are great though. You take commando spec and now you can burst three times in a round with a chimera/huszar as long as you use adrenaline and kill something. Before Expedition only marauder/hornet could do that. I'm extremely happy that all four assault rifles are usable now (I mean marauder/huszar still kinda suck but whatever). That alone is enough to make specs totally worthwhile for me.What else should i add... maybe feat upgrades? Yes, and i'll call it "specializations". However, feats are already good. fuck, what should i do? Ooh, i've got an idea, what about nerfing them first?!
inception trailer sound
Quick tinkering - Cooldown changed to 5 turns (up from 2), setting traps while in combat will now cost 25 action points
Good job! I've added the maps to the wiki, thank you.Parabalus, Candide If you need a Black Sea map for the wiki, feel free to use mine.
Here, I've made an updated version. It should include every location (visible on the map). Plus, I have marked locations with hostile natives and pirates by "N" and "P" respectively.
And below, an empty version, without any markers, just in case:
I hope I did not miss anything.
BTW. I'll ask again. Is there anything left to do after ending the expedition's main questline? I got the torch, and befriended a certain guy. But the monolyths are still a mystery to me. Every hostile pirate and native still lives BTW. With the exception of some shamans.
Some of the specs are great though. You take commando spec and now you can burst three times in a round with a chimera/huszar as long as you use adrenaline and kill something. Before Expedition only marauder/hornet could do that. I'm extremely happy that all four assault rifles are usable now (I mean marauder/huszar still kinda suck but whatever). That alone is enough to make specs totally worthwhile for me.What else should i add... maybe feat upgrades? Yes, and i'll call it "specializations". However, feats are already good. fuck, what should i do? Ooh, i've got an idea, what about nerfing them first?!
inception trailer sound
Quick tinkering - Cooldown changed to 5 turns (up from 2), setting traps while in combat will now cost 25 action points
Better yet, you can burst three times every turn without using adrenaline, if you craft a 7.6mm hornet with a rapid reloader. Well, provided the first burst kills a target. Also, with a Bullet Strap Belt, you'll still have the AP to reload at the end of your turn.
Anyways, there's a lot of really powerful specs. Concentrated Fire will more than double the damage of a 7/9 shot burst, if all rounds hit and the feat is fully specc'd. Get ready for 600 damage non-crits at the end of a burst. Flurry spec nearly doubles the number of flurries you can attempt in a turn (7 vs 4 w/ 70 AP or 5 vs 3 w/ 50 AP once you've got max stacks). Etc.