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Incline Colony Ship RELEASE THREAD

Litmanen

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Here it is, I cannot find the original post (I don't know if he has deleted it or has been moved elsewhere) but you can deduce it from the quotes and the comments. So, basically VD had some bad comments for Siege of Avalon, almost 16 years ago, and Beans00 has never forgiven him.

Edit: shitty resolution, sorry.
 

jackofshadows

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Immagine.png

Immagine1.jpg


Here it is, I cannot find the original post (I don't know if he has deleted it or has been moved elsewhere) but you can deduce it from the quotes and the comments. So, basically VD had some bad comments for Siege of Avalon, almost 16 years ago, and Beans00 has never forgiven him.

Edit: shitty resolution, sorry.
That's straight up impossible to read, man.
 

gurugeorge

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Strap Yourselves In
The main weakness of Colony Ship's narrative is that it lacks the intrigue.

Intrigue is one of the best tools to keep the player engaged with the narrative. KKKODEX's own N1 RPG, Planetescape Tournament is all about the intrigue. Who you are, what happened, how to fix it, and it keeps the intrigue well over to the end. Fallout 1, yet another great example, intrigues you with the world which you, as a Vault Dweller, never seen. Are there even any people? How do they look like and how do they survive? Who are the supermutants? And so on, the examples are numerous.

Compare it to AoD, where you have the entire hidden level of pre-war history and what actually happened during the Great War, who are the void dwellers and do they really exist? Who started the war and why?

Colony Ship lacks this angle. You are on the ship. What was before? The same ship, only it looked better. What happened? Mutiny and civil war. What is the status of the mission? Nobody knows and nobody cares.

This is really bad for the narrative, it doesn't engage the player with it and with the setting. Why not start telegraphing the intrigue right from the Pit?

Some people would outright tell you that you are not on the ship, but in some kind of penal colony where inmates took over control (hi Gothic), or maybe the ship is the space penal colony. Others will tell you that the mission is hopeless and the ship is lost in the space forever. Others will believe in the mission and will claim that the ship is close to destination.

While exploring, you will find bits and pieces of information which would slowly uncover the real state of affairs. And the plot McGuffin will be the thing that could radically change everything.

Let's say, you uncover the fact that just before mutiny the ship came really close to its destination, but someone sabotaged the nav equipment and now ship is just circling around. Your McGuffin is the replacement navigation supercomputer, which could put ship back on track. Then we add a second variable - Proxima is still the closest planet, but it may be not well suited for colonization because aliens, climate or somesuch. Meanwhile, the onboard surveillance equipment detected another planet farther away, which seems like a perfect choice for settling. The catch is that your ship may not make it there. We could even add the catch that landing on Proxima is possible in just years, while journey to another planet will take some more generations.

This is where the factions come in, and it's the second major flaw in the CS' narrative. The factions in Colony Ship are just bland. Brotherhood is vaguely socialist, Protectors are "fascist", and Church is just hardcore Christians. What are their goals aside from powermaxxing? How they come into the bigger narrative? They barely influence it at all.

Compare it to AoD.

Antidas is idealist and wants to restore the empire to its former glory, whatever it takes.

Gaelius is pragmatic powermaxxer, and he considers old technology to be too dangerous, thus, it should be destroyed. Humanity should rebuild civilization from scratch.

And Meru is a fanatic who wants to bring Gods back - and you don't know from the start if Gods really exist, is Meru just a nutcase or he really has a link to the other side.

New Vegas is another good example, every faction has something to say. NCR is soft, but corrupt and ineffective. Legion has its own idea of order, but it works - no crime, no raiders, no drugs. And House doesn't give a fuck, he is interested only in his little domain. This works despite the fact that basegame New Vegas has very little intrigue (the past of the Courier is a matter of interest only in DLCs).

We could flesh the factions the same easy way. Brotherhood would want to travel to better planet. Protectors want to land on Proxima. And Church would be fine with either choice as long as people have the faith. Cyborgs could be the Yes Man option if you don't like either of the factions.

Comparison with Underrail can't be avoided since it too has the mandatory three factions fork to progress. Yes, the three factions in Underrail are likewise not really fleshed out and you pick one mostly based on your build and what gear you want. But they don't really matter much because Underrail has the overreaching intrigue with Tchort, Faceless and demigods of Six and Tanner; also Shadowlith and other supernatural stuff. Then, in Colony Ship the large part of the story revolves around the factions.

So in the end we come to the fact that Colony Ship has little overreaching intrigue coupled with bland factions, which hurts the narrative a lot.

Very much agree with this. There's a lot to like about the game, but this is really it's biggest problem. The result is that the game feels claustrophobic, in a way that it wouldn't have been without the intrigue (my direct comparison would be something like System Shock, which is a similarly claustrophobic envionment, but you don't feel it because you're so interested in figuring out what the hell is going on ).
 

Beans00

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Immagine.png

Immagine1.jpg


Here it is, I cannot find the original post (I don't know if he has deleted it or has been moved elsewhere) but you can deduce it from the quotes and the comments. So, basically VD had some bad comments for Siege of Avalon, almost 16 years ago, and Beans00 has never forgiven him.

Edit: shitty resolution, sorry.


That was a joke, and I've said on here I really liked dungeon rats, and was lukewarm towards AOD.

colony ship just sucks ass, you can cope about that if you need to bitch ass fanboy (lmao).

I do find it ironic that VD criticized other games writing for years, and the best he could come up with was these trash games.


Ok, well lets be clear on 2 things.

1. very few people play games on hard/hardest their first time through. If I liked the game I would have replayed it on a higher difficulty, like I have done with many other games.

2. You can have a 4 man party, so the game is clearly designed with 4 people in mind. Saying this is easy mode is pure autism cope. Zero login and reasoning. Again, if I played with 1 character I would just make a diplomat character and talk or bypass every fight. So it's not necessarily more difficult.
Any non-random person should realize this is not a regular game. Especially on codex, AoD been discussed here for many, many years.

Again, not sure why it should be uncommon but I pretty much always start on the highest difficulty and only then if necessary lower it (which is very rare, rather quit the game in question entirely). Because normal is for "normies" and I am no normie as well as dare I say majority of people here (otherwise they wouldn't be here right?).

The game was clearly NOT designed with 4 man party in mind otherwise it would be undoable solo. This is a weak game spot actually, it's impossible to balance around both. Dedicated "consumable" guy alone makes a massive difference compared to solo. You don't know what are you talking about.

Diplomat playthrough... man that's some sad stuff. I agree with Ol' Willy that the narrative and other plot stuff is another game's weak point and especially compared to AoD. Doing that equals not seeing the game might to offer at all. You're very apparently no buildfag and no combatfag in general so you're unable to appreciate the game in its fullest. What can you do. Seek other titles that suits you.

I'm going to say this nice, and I'm not trying to troll you that much here but your post is pure cope.

If there's 4 party members, the game was designed for a 4 man team. If VD said otherwise he's either lying or a shittier dev than I thought he was.


Unless I am familiar I play games on normal first. CS didn't have a normal mode, only easy and hard so I made my own normal mode. If I enjoy an rpg, I will replay it on a harder difficulty.

This is all assuming you can't modify difficulty during the game. Which you can't in CS. When I was playing wasteland 2/3 I bumped up the difficulty since I was generally having a good time and found them getting too easy.
I'll freely admit, if I was able to change the difficulty in CS, I would have made it easier because the game was horse shit and by the 4-5 hour mark I was rushing through it as fast as I could.

The ONLY areas I genuinely enjoyed in CS, was mission control and the a far lesser extent the factory.

Once you get to the habitat, and the heart the game is legitimately garbage.

I'm not a buildfag or a combatfag or a storyfag, because I'm not autistic. I play a game I expect every aspect to be good, and if it's flawed in one or several areas it better make up for it in other areas(Ex; arcanum/toee).\

I'll use an example from your other favorite game. I played Underrail twice, once on normal and because I liked the game I did a 2nd run on hard(I haven't done dominating). Underrail mostly beat my ass and I still loved the game because of the good encounter design, good story/writing and good atmosphere. There were several fights in Underrail, where I had more reloads than my entire playthrough in CS.


Ol' Willy I stopped debating people properly like 40 pages ago, you're way too late to the party on this shit game lol. No one is on this thread anymore except 5-6 fanboys, and me shitposting.

Edit for willy, https://rpgcodex.net/forums/threads/colony-ship-release-thread.148806/page-79#post-8894232 My essay bitching about the game. I actually remember the factory more fondly than I wrote back then. Dunno, seemed like one of the places with the best art design. Reasctions to my thoughts are almost all positive back then :) .
 
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jackofshadows

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I'm not a buildfag or a combatfag or a storyfag, because I'm not autistic. I play a game I expect every aspect to be good, and if it's flawed in one or several areas it better make up for it in other areas(Ex; arcanum/toee).\
Yeah you're just a pure fag. Honestly I've no idea what're you even doing here because clearly niche RPGs aren't for you in general. You say you liked UnderRail but I remember your endless bitching, especially about deep caverns so you fool no one here that you're actually after this kind of stuff and it's just CSG is bad. No, you just entered the wrong door. Bye, fag.
 

Beans00

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I'm not a buildfag or a combatfag or a storyfag, because I'm not autistic. I play a game I expect every aspect to be good, and if it's flawed in one or several areas it better make up for it in other areas(Ex; arcanum/toee).\
Yeah you're just a pure fag. Honestly I've no idea what're you even doing here because clearly niche RPGs aren't for you in general. You say you liked UnderRail but I remember your endless bitching, especially about deep caverns so you fool no one here that you're actually after this kind of stuff and it's just CSG is bad. No, you just entered the wrong door. Bye, fag.

The deep caverns sucked, which is why I bitched about them.

The difference is the other 70 hours of underrail were very high quality.


All of colony ship sucked outside of mission control, so cry more loser boy lol.



http://www.irontowerstudio.com/forum/index.php/topic,8107.0.html <- no one even replied to this poor guy
 

Nikanuur

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very few people play games on hard/hardest their first time through.
Only weaklings don't play on hard on their first time.
I deeply regret playing stuff on hard the first time. And you know what?
I'd do it again (almost) every single time!
Muhehehe.

Post Scriptum: Through much pain and toil I understood that the (almost) was a sign of putrid, unholy weakness creeping in. One, that I would have to purge from my mind by exercising the sacred Xenos-onslaught benediction, clothed in nothing and armed with but overgrown nails and +4 attack smell of not having bathed for a week.
 

Litmanen

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very few people play games on hard/hardest their first time through.
Only weaklings don't play on hard on their first time.
I deeply regret playing stuff on hard the first time. And you know what?
I'd do it again (almost) every single time!
Muhehehe.

Post Scriptum: Through much pain and toil I understood that the (almost) was a sign of putrid, unholy weakness creeping in. One, that I would have to purge from my mind by exercising the sacred Xenos-onslaught benediction, clothed in nothing and armed with but overgrown nails and +4 attack smell of not having bathed for a week.
To be honest, I'm not an 'either-you-play-IronMode-or-you-are-weak' kind of guy, but it must be said that nowadays all games are way too easy to play on normal difficulty. So it's simply obvious, normal, and 'required' to play on a higher difficulty to fully enjoy the game.

But since the tone of this thread and forum revolves around "bringing moms into it" even when talking about color palettes, I've joined the festival and started insulting people randomly.
 

Technomancer

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You can have a 4 man party, so the game is clearly designed with 4 people in mind.

Saying this is easy mode

Weird take. You can also have no one in the party and benefit from the Lone Wolf feat as well as increased experience gain. So clearly it was designed with solo in mind too eh?

Party play still is effectively an easy mode, just the same as with DR. Playing these games solo is ultimate tactical challenge that will make you wrack your brain over how to overcome every combat encounter, each of which turns into magnificent, meticulously designed puzzle that will test your knowledge of game systems and planning skills.

Not engaging with it at least once and bringing the intended difficulty down by tweaking the settings (which were added for whiny casuals or for the sake of RPG noobs) is robbing yourself of fun and unique gaming experience. In no other turn-based tactics game I managed to get such satisfaction from overcoming the odds all on my own, except maybe Dungeon Rats.
 

Beans00

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I'm not a buildfag or a combatfag or a storyfag, because I'm not autistic. I play a game I expect every aspect to be good, and if it's flawed in one or several areas it better make up for it in other areas(Ex; arcanum/toee).\
This guy considers Halo as one of the best shooters by the way

My favorite fps of all time is Unreal, halo games are the only FPS that come close to unreal for enemy AI.


Ol' Willy, I'm going to leave this here in public just so everyone knows. I made you cry like a little bitch on this thread lol. I dare you to come in voice call with me and jarlfrank so I can make fun of your accent.
 

Ol' Willy

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So far after the first run I can't say that CS is simpler than AoD, maybe because I played AoD a lot or maybe because I did a lot of battles in CS while stoned. Also my build is really unoptimized, but that's fine for the first run, and maybe playing 4 CON char on the first run was not the best idea

I did most of the battles but later on got filtered quite by a number of optional encounters. Jed's subquest, skipped Great Mother fight (maybe could have done it, but being barred from location is annoying), the serpent, Shadow fight, the bunch of creepers and medusas in red hydro. All of these are optional and don't hinder you with the main quest, so this is classic design. Sided with cyborgs firstly because didn't want to fight them with this build, secondly because this is the most sound choice, I wouldn't trust the ship to any of these three retards. The factions seem like a massively inferior choice narrative wise to side with. I see the only reason to join any of the factions only if you want to fight cyborgs and ignore the narrative.

The lack of crafting/alchemy shifts the balance towards more hybrid builds to get better gear and more XP, there is something exclusive to each skill now, and generally a lot of useful loot could be missed without them. This is very different from AoD where a single skill could provide you with almost all the best gear through the entire game. I was missing a lot of energy cells and XP because of this

Both of these are elegant design solutions to naturally urge you to do more runs. You spend the time with the game and craft the build that could do all these encounters and or get this stuff. And the you craft a minmaxxed build that can steamroll through the game in solo, or go for gimmicky builds. If you are not a true minmaxxer, you wouldn't understand the enjoyment of it

The damage output on my guy is decent, accuracy and crits make for good headshots. With firearms under no debuffs and with good rolls I could make 40-50 damage per turn, with lasers around 60-70. Light energy armor is good and the char turns out to be just squishy, not overly squishy - can't get better energy armors. Evasion, unless maxxed, seems to be the worse choice over armor, but with dumped STR and CON it's not an option to choose. Notice - no blackouts on my char. In quite of the battles the party members' main job was to soak the enemy damage while I would do most of the hurting. Should have definitely maxxed DEX though and initiative is way too low

rJVVq9e7I_U.jpg


I forgot about the quest that gives feat to Evans and mutations lol

Bg9xNTWjmFA.jpg


I also spent the entire game without the helmet because style
 
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I also made a pistol/evasion/crit character with 4CON on my first run (and didn't pick a heroic feat cause I was drunk). Terrible decision for making it through any harder optional fights, but I guess it does make sense you can't "evade" bullets. Although it does seem ridiculous to go for it over armour, unless I'm missing something where Evasion can be really good.
 

Ol' Willy

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I also made a pistol/evasion/crit character with 4CON on my first run (and didn't pick a heroic feat cause I was drunk). Terrible decision for making it through any harder optional fights, but I guess it does make sense you can't "evade" bullets. Although it does seem ridiculous to go for it over armour, unless I'm missing something where Evasion can be really good.
I guess it becomes good only if you max it hard, requires 10 DEX feat
 

jackofshadows

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Yeah evasion is good only if you stack it hard. And even then. It's been nerfed. Pink Eye is a huge evasion enthusiast, he could tell more.

Nevertheless, it help a lot vs AI either way otherwise they easily target parts with less DR or outright crit you.
 

Pink Eye

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Evasion is best when you're solo, otherwise you won't hit the breakpoints you need to be effective in it. By mid to late game you need to be at least a 100+ evasion - this is doable if you're solo, have Mental Fortitude, Int Implant upgrade that increases combat skill, and Ask Questions Later combat feat and a few other things to stack combat skill gain. Also need a lot of bonus AP so you can turn left over AP into more evasion.

It's been a while now since I did a solo run as I usually do duo runs but here's where my evasion was at with a solo buld from long ago:

hTO8GCd.png


^this is an outdated build but the rough idea is how it has 140 evasion and 10+ in evasion skill which is what you're trying to shoot for

This one isn't my build but you can get even higher evasion on new patch:

UrGGv20.jpeg


^this guys can break into 200+ evasion

You're also going to need subdermal armor to mitigate chip damage from graze, since grazes add up over time. The great thing about evasion is how it turns hits into grazes. A critical hit or an aimed attack type that would have devastating effect would just becomes a graze, which is fantastic. However, the thing about evasion is that it peaks at around mid game (so somewhere around detroit encounter), and then after that it starts having issues against end game combat encounters. For example graze damage gets more and more stronger since end game enemies will have better weapons that increase graze damage. You'll also need to use smokies, lots of 'em, for the end game content in order to reliably dodge enemy attacks, yet even then you'll still recieve a few hits. Contrast this to a Juggernaut solo build or a Healing Factor solo run; in those builds you remain strong throughout the entire run, where else in an evasion solo you start petering out somewhere in the mid game and will have to spam consumbles to survive.

Otherwise in a party run, or even a duo, I highly recommend just focusing on armor since it's the most reliable way to mitiate damage - evasion requires way too much investment and optimizing and even then it still struggles against certain encounters. Or just roll a Healing Factor build, focus on increasing the amount of HP you regenerate, and laugh as you eat bullets and recover HPs for free. Personally for me, Healing Factor is one of my favorite builds in the game because of how easy it is to play.
 

Ol' Willy

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I would say that in general glass cannon builds with little HP or no defensive investment are more difficult to play in Colony Ship than in AoD. In AoD two such builds are the most capable, the max DEX maxxed Crit crossbow and Widowmaker type build. With crossbow you sacrifice CON to max PER and DEX for maximum accuracy and rate of fire, then you compensate for it with investment in dodge (obvious choice because you have low STR for shields and perfect DEX for dodge, you don't want THC penalty from shields and you want your max AP). Then you get bolter and nothing can touch you anymore. Once you get power armor and unlock +3 DEX mode plus get 8 crafting for blue steel ammo (going for 10 to unlock sky metal ammo is not even needed because it is overkill). Shame that at this point there are few battles difficult enough left. The damage output per turn is just that great, and could be made even bigger if you invest in alchemy and make poison and other buffs. With high quality neurostim you have 20 AP and 6 regular shots all with very high THC and crit chance, and you can delete any character from the map very quickly. Usually everyone except Agathoth drops in one turn. Very fun and simple to play

Widowmaker build as in Arena goes for pure max damage per attack which means going for max STR for attack bonus, it scales great on crits and two-handed axes as they have the biggest base damage of any weapon, and better 10 PER for max accuracy. All investment goes into axes, crits, crafting and alchemy, and both defense skills are ignored. Crafting gives better axes with sweet THC and CS bonuses, and alchemy gives high level poison of course. The late game of such build is that it can reliably, with almost no RNG, make two heavy attacks with very high THC and CS to any target in the game. The arena version of the build could deal around 40-60 damage per turn with no RNG to almost any target, no matter the armor or defense skill. In melee battles this build tears everything, but still suffers from ranged enemies. The only way of mitigating the damage directly here is the armor, and no matter how heavy it is, crits and weapon mastery attacks will still deal damage, and CON here is not great too. If you dump INT you wouldn't be able to have max crafting and alchemy. Because of this it's not at strong as crit crossbow, but still very fun to play, you can simply delete any character from the map in two clicks. High alchemy also gives you a lot of tools to remove debuffs. Both of these builds also often inflict bleeding on crits.

For true minmaxxing you also need to collect all crossbow/axe and crit training because it increases your CS and weapon skills above the maximum limit. With weapon skills you can also invest in synergy weapon skills. With crossbow build I managed to hit 220 effective CS but I've seen people reaching 230 and higher. This means that even against Agathoth, despite his overmaxxed vsCS, I still had around 80% crit chance. All of this with very high THC at almost any circumstances

This is because AoD has vsCS rating but Colony Ship does not. In AoD the crit chance is independent from THC, so you are fine with 85%-95% percent shots because you know you will crit. And debuffs don't come on you often or you have so much consumables to mitigate them (I remember finishing with like 30 healing potions on some of my chars). In Colony Ship now the crit chance is limited by the THC and enemies just love to spam debuffs which would lower it, on top of existing penalties. So if you want crit chance over 90% you need to first achieve 100% THC. Basically, now evasion took the role of vsCS directly which is sadly a simplification. My current best for regular shotgun is four enemies in one turn, although they're weak bums (still died later lol, took few attempts).

NnZwC3rC358.jpg


With laser shotgun you can end this encounter in two turns tops. I did Detroit on the first attempt with laser (although not true solo, brought the girl around too, mostly to distract the attention from me)

This presumes heavy consumable use, and consumable are fairly scarce. Energy weapons tear, laser shotgun doubleshots on my char can deal crazy damage, but cells are equally scarce. If I see enemy throwing some shit at me I of course would reload and kill him before he can throw anything. This means no shit is thrown at me and I have one more grenade to loot.

I understand the design philosophy of such decision, Dungeon Rats was already like that with bombs which you had to ration, but it leaves me wishing for more available energy ammo, it's simply fun. Would be cool to have some Fallout like trait which makes energy ammo dirty abundant, but adds some difficulty modifiers, like now it's solo only and encounters are more difficult
 

Beans00

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I would say that in general glass cannon builds with little HP or no defensive investment are more difficult to play in Colony Ship than in AoD. In AoD two such builds are the most capable, the max DEX maxxed Crit crossbow and Widowmaker type build. With crossbow you sacrifice CON to max PER and DEX for maximum accuracy and rate of fire, then you compensate for it with investment in dodge (obvious choice because you have low STR for shields and perfect DEX for dodge, you don't want THC penalty from shields and you want your max AP). Then you get bolter and nothing can touch you anymore. Once you get power armor and unlock +3 DEX mode plus get 8 crafting for blue steel ammo (going for 10 to unlock sky metal ammo is not even needed because it is overkill). Shame that at this point there are few battles difficult enough left. The damage output per turn is just that great, and could be made even bigger if you invest in alchemy and make poison and other buffs. With high quality neurostim you have 20 AP and 6 regular shots all with very high THC and crit chance, and you can delete any character from the map very quickly. Usually everyone except Agathoth drops in one turn. Very fun and simple to play

Widowmaker build as in Arena goes for pure max damage per attack which means going for max STR for attack bonus, it scales great on crits and two-handed axes as they have the biggest base damage of any weapon, and better 10 PER for max accuracy. All investment goes into axes, crits, crafting and alchemy, and both defense skills are ignored. Crafting gives better axes with sweet THC and CS bonuses, and alchemy gives high level poison of course. The late game of such build is that it can reliably, with almost no RNG, make two heavy attacks with very high THC and CS to any target in the game. The arena version of the build could deal around 40-60 damage per turn with no RNG to almost any target, no matter the armor or defense skill. In melee battles this build tears everything, but still suffers from ranged enemies. The only way of mitigating the damage directly here is the armor, and no matter how heavy it is, crits and weapon mastery attacks will still deal damage, and CON here is not great too. If you dump INT you wouldn't be able to have max crafting and alchemy. Because of this it's not at strong as crit crossbow, but still very fun to play, you can simply delete any character from the map in two clicks. High alchemy also gives you a lot of tools to remove debuffs. Both of these builds also often inflict bleeding on crits.

For true minmaxxing you also need to collect all crossbow/axe and crit training because it increases your CS and weapon skills above the maximum limit. With weapon skills you can also invest in synergy weapon skills. With crossbow build I managed to hit 220 effective CS but I've seen people reaching 230 and higher. This means that even against Agathoth, despite his overmaxxed vsCS, I still had around 80% crit chance. All of this with very high THC at almost any circumstances

This is because AoD has vsCS rating but Colony Ship does not. In AoD the crit chance is independent from THC, so you are fine with 85%-95% percent shots because you know you will crit. And debuffs don't come on you often or you have so much consumables to mitigate them (I remember finishing with like 30 healing potions on some of my chars). In Colony Ship now the crit chance is limited by the THC and enemies just love to spam debuffs which would lower it, on top of existing penalties. So if you want crit chance over 90% you need to first achieve 100% THC. Basically, now evasion took the role of vsCS directly which is sadly a simplification. My current best for regular shotgun is four enemies in one turn, although they're weak bums (still died later lol, took few attempts).

NnZwC3rC358.jpg


With laser shotgun you can end this encounter in two turns tops. I did Detroit on the first attempt with laser (although not true solo, brought the girl around too, mostly to distract the attention from me)

This presumes heavy consumable use, and consumable are fairly scarce. Energy weapons tear, laser shotgun doubleshots on my char can deal crazy damage, but cells are equally scarce. If I see enemy throwing some shit at me I of course would reload and kill him before he can throw anything. This means no shit is thrown at me and I have one more grenade to loot.

I understand the design philosophy of such decision, Dungeon Rats was already like that with bombs which you had to ration, but it leaves me wishing for more available energy ammo, it's simply fun. Would be cool to have some Fallout like trait which makes energy ammo dirty abundant, but adds some difficulty modifiers, like now it's solo only and encounters are more difficult

You put more thought into that wall of autism text than the devs put into encounter design lol
 

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