does the melee combat depend heavily on controller or M+Kb? It felt sluggish on a controller
Why the fuck would you play this with a controller? This is beyond fucking plebian, especially in a game that actually has a competent PC UI for once.
Disruptor gun stuns everything, including weavers, and in that time (even if it's unupgraded) you can empty full clip of pistol or half shotgun into the creature you stunned
There's a few things that don't get stunned. Notably, the Voltage Phantoms are completely immune, and the few times I tried to use the Disruptor on the Nightmare, I found that it had little to no effect. It's also fairly useless to use it against Mimics and Cystoids; the Mimics get stunned but it's usually not worth trying to stun them and you may just waste ammo if you miss, and I believe that the Cystoids just flat-out die anyway.
Which typhon powers are worth spending neuromods on? I'm sitting on 20 unused mods currently , elected not to spend them since I can't decide.
How many can you install before you get bad effects?
I haven't tried that many. All I can say is that Psychoschock is
extremely powerful against a few different enemies, not only because some enemies takes a lot of extra damage from it, but also because it completely shuts down their psychic powers - blasting most things with it in an ambush fucks them over really, really bad. Phantoms can't zip away or throw psychic dodgeballs at you, Telepaths can't do anything and simply start fleeing, and Technopaths can't shut you down. The Nightmare takes a lot of extra damage from it too, and his fucking pass-through-everything homing rapeballs are locked down.
Already at Rank 2 (I believe) it will also instantly kill Mimics, and at Rank 3 it will instantly kill basic Phantoms (at least on Hard). The fact that it (like all psychic powers) also allows you to "pause" the game is insanely useful for surveying what's going on and take a second to think.
Remote Manipulation Rank 2-3 (1 is fairly useless) are also quite powerful, but not strictly necessary. It's really nice being able to push buttons and enter passcodes and use computers "close and personal" as well as hack things at a distance, through small holes (such as the openings on most security stations) or without having to leave your hidey-hole. It's just one of those really nice utility things, and 30 meters (Rank 3) is a long, long range. It also allows you to pick up items at that range, such as gas canisters and O2-bottles, which you can then throw at the enemy. I got a lot of mileage out of Remote Manipulation, but it rarely helps overly much with killing enemies.
I also got Mindjack, because I wanted to avoid killing civilians, but they only appear in, like, 2 places on the entire station, so it might not be worth it. It's powerful, at times, as you can get enemies fighting eachother. When used on civilians that have been brainwashed by a telepath, you don't take them over and they don't turn hostile to the typhons, they're just knocked out and go unconscious. I thought I'd mention that, because I hesitated in taking the skill because I was afraid they'd just die anyway after being freed or that they'd attack eachother.
Superthermal is good because _a lot_ of things are sensitive to fire damage, but there is no other way to do fire damage in the game, and it's also a "free" mine, which is useful because most enemies patrol, and it should still do "sneak attack" damage provided the enemy hasn't seen you (this also applies to grenades/mines in general).
Lastly, Kinetic Blast can be used to "Rocket Jump", which isn't explicitly listed as an aspect of the power, so I should mention it.
That's about what I know.