rusty_shackleford
Arcane
- Joined
- Jan 14, 2018
- Messages
- 50,754
pretty strange to add content that is only accessible if you play on dominating thenThe game wasn't designed to be played on Dominating. Styg has said so,
pretty strange to add content that is only accessible if you play on dominating thenThe game wasn't designed to be played on Dominating. Styg has said so,
Not really. There's not that much content that's dom exclusive - Sewer Masters, Utlity Tower Boss and I think that's it. Also, styg has mentioned that probably none of the developers play on dom or at least haven't completed the game on dom. Normal really is the intended way to play the game. Dom balancing is basically this:pretty strange to add content that is only accessible if you play on dominating thenThe game wasn't designed to be played on Dominating. Styg has said so,
There is a list of people from whom you should never take build advice, and on this list you'll find absolutely everyone who's ever recommended dropping Interloper.
Tested Interloper and than never used it in 10+ full runs on Dominating.
You really do not need it, you have enough stealth to pass all encounters you want (even cloaking device is not really needed though you can use it for extra 70+ stealt).
For someone who played on hard once and did not master game mechanics, you have loud mouth and you are not in position to tell others from whom someone should take advise or not.
Not having to creep around at a snail's pace isn't merely a convenience, though it is also that—importantly, it allows you to sneak by and through areas much more safely and easily in spite of patrolling enemies, bump-inducing critters/minions, lurking crawlers, etc.
Why would you always move in stealth? Only use when enemies nearby.
I don't think I'd recommend specializing Interloper on a close-in build, however. I chose to do so with my sniper because it leaves me with 35 MP + Sprint after using Snipe.
If you invested in shooting spree and +crit damage fear you would not need those extra 15 mp from interloper at all. You can reliably kill 5 enemies in first turn as sniper user. And if someone survives and want those mp, you get +30 mp from Contraction and even extra +10 mp from jumping bean. Together with sprint they give 60 mp.
pretty strange to add content that is only accessible if you play on dominating thenThe game wasn't designed to be played on Dominating. Styg has said so,
pretty strange to add content that is only accessible if you play on dominating thenThe game wasn't designed to be played on Dominating. Styg has said so,
I knew someone would produce this argument. Styg has had fun adding a bit of content for the true diehards, yes. That's because Dominating is its own special place, a sort of playground separate from the intended game experience; he can do crazy shit there without fucking up the default game. It's a challenge for his team, too, as indicated by Sheepherder's excerpt: How blatantly unfair can we make Dominating without actually rendering the game impossible to complete?
Dominating is not the baseline experience. The way Dominating is played is fundamentally different than the way the game is meant to be played, and that is on purpose. It's one thing to have fun with Dominating, but quite another to treat it as the only correct difficulty mode, the one to which everyone should aspire and for which Normal and Hard are merely training programs. Whisper, this serves as my reply your above post as well.
"Oh, I'VE beaten Dominating TEN TIMES! Who are you to contradict me?". I'm someone who's seen the phrase "drop Interloper" posted way too many fucking times over the years, that's who I am. Too often, almost inevitably, "drop Interloper" comes from Dominating-addicted, 18/3'ing, SI- and Ambush-abusing, bear trap- and molotov-spamming Contraction-Orientators.
Blaine I agree with your argument that dom isn't and shouldn't be the default difficulty. But dude, you picked the weirdest hill to die on, Interloper of all things! MP is ezpz to get for a char that can get interloper, it's 7 agi and sprint is 6 agi, so I'd just pick that instead. Is movement speed in stealth reaaaly worth a feat point? Most of the time, if I wanna get to somewhere without being seen, I use TNT for noise. Or grenades. Much easier to just get the enemies outta the way instead of trying to stealth past them. There are exceptions, like some of the beast and NPCs don't react to noise, but that's uncommon.
I think Interlopers would be marginally useful when trying to grab the cargo in the silent isle, it'd make the AI pathfinding RNG less annoying. Oh and also anywhere where there are hoppers and enemies. So mushroom cove and that area in DC with before labyrinth. Meh. I guess it can be picked as a tertiary luxury feat at level 20+ or something.
Blaine I agree with your argument that dom isn't and shouldn't be the default difficulty. But dude, you picked the weirdest hill to die on, Interloper of all things!
MP is ezpz to get for a char that can get interloper, it's 7 agi and sprint is 6 agi, so I'd just pick that instead.
Is movement speed in stealth reaaaly worth a feat point? Most of the time, if I wanna get to somewhere without being seen, I use TNT for noise. Or grenades. Much easier to just get the enemies outta the way instead of trying to stealth past them.
I think Interlopers would be marginally useful when trying to grab the cargo in the silent isle, it'd make the AI pathfinding RNG less annoying. Oh and also anywhere where there are hoppers and enemies. So mushroom cove and that area in DC with before labyrinth. Meh. I guess it can be picked as a tertiary luxury feat at level 20+ or something.
Burglar and Ninja Looter are not great, not even close. Outside of your niche build, who wants it? 99% of people would forgoe it basically every single time.
Who wants anything outside of their niche? No one wants Special Tactics outside of crossbow builds, doesn't make it bad. Things are not balanced strictly by how many builds can benefit from them. Interloper lets you stealth through things faster even though you can stealth through everything without it. Burglar and Ninja Looter do the same thing, just for opening things and stealing. Interloper has the added benefit of having some MP in stealth, which is nice enough in combat, especially for snipers which will almost always open with Snipe and could use some mobility on the 1st turn. I would even go as far as to say Burglar and Ninja Looter are better in the sense that there are some things which are extremly hard if not impossible to do without them - Burglar allows you to get into and rob a few places without triggering hostilities that you otherwise couldn't most likely, like the lockers behind the ticket vendors next to the Arena. Trying to pickpocket enemies without Ninja Looter is a pain ad requires pretty long incaps to pull off. Not like any of this is necessary, but neither is being fast in stealth.
Edit: I will admit though, the "10 bonus stealth in controlled areas" part of Burglar makes me laugh everytime. The spec that adds another +5 had me hospitalized once.
Blaine I agree with your argument that dom isn't and shouldn't be the default difficulty. But dude, you picked the weirdest hill to die on, Interloper of all things!
Interloper makes perfect sense as a hill to die on when you consider that feats like Burglar and Ninja Looter also exist.
I'm not blind to that feeling of "I'd like to have this feat, but I can live without it. This other feat will produce more alpha damage!" I usually have to make sacrifices to include Interloper, such as taking a whole string of subsequent feats two levels later than I otherwise could have, even if I don't ultimately have to give up a key "more power" feat entirely. In the case of the sniper build I'm currently playing, also consider that I eschew psi, which means that I have a couple of extra feat slots available to me that many power builders these days typically spend on TM feats.
I realize that Interloper exists partly in the land of convenience feats, but only partly, and far less so than, say, Pack Rathound.
MP is ezpz to get for a char that can get interloper, it's 7 agi and sprint is 6 agi, so I'd just pick that instead.
I picked both in this case. Sprint is very nearly a must-have feat for most every build that isn't a ranged tin can build.
Is movement speed in stealth reaaaly worth a feat point? Most of the time, if I wanna get to somewhere without being seen, I use TNT for noise. Or grenades. Much easier to just get the enemies outta the way instead of trying to stealth past them.
I'm not going to carry a pallet of TNT around with me everywhere to distract enemies. I certainly do use noise to distract enemies sometimes, especially when there's no other way, but like most things in this game (bear trap spam, etc.), I prefer not to take it to extremes.
I think Interlopers would be marginally useful when trying to grab the cargo in the silent isle, it'd make the AI pathfinding RNG less annoying. Oh and also anywhere where there are hoppers and enemies. So mushroom cove and that area in DC with before labyrinth. Meh. I guess it can be picked as a tertiary luxury feat at level 20+ or something.
It's useful anywhere you do need to remain in stealth continually while moving, such as burrower, crawler, and spider lairs, the Under-passages, the Rig, crab sands in Expedition with small crabs wandering around, the vast majority of Expedition dungeons and their Suddenly Not Statues (being further away when they start bumbling around is safer), etc. It allowed me to take the Reaching Man statuette from the Lunatics without ever firing a shot.
It's useful for getting inside enemy lines to a different vantage point for starting combat before their suspicion meters fill too much; it allows you to burgle containers, reach doors, and such like in controlled zones that you otherwise wouldn't be able to do in time; and alongside Trap Expert, which I also have on my current build, it allows you to move around at close to normal speed setting traps quickly and easily. That particular usage may be pure convenience, but give it a try sometime. It FEELS powerful to me.
The thing is, yes, Interloper is in fact a clasically marginal feat. It eats away at a margin, at the edges of the gradient of what it's possible to accomplish while stealthed. It's difficult to read its on-paper description and foresee a huge benefit, other than saving you a bit of time. I'm telling you, though: In practice, it offers much more than you see on paper when comparing it to a "more power" feat while planning a build.
Could I just blow up TNT and slowly drop a carpet of twenty bear traps everywhere? Yeah, probably. You've got me there. But you're the crazy bastard who used five hundred pounds of throwing nets and knives to kill Carnifex on Dominating. You aren't sane!
Interloper is pretty good for stealth melee, not as a QoL feat, but as a combat one, even on DOM.
Starting combat from stealth in melee with 50 AP without interloper is much harder, meaning you don't have to blow haste/sprint.
I started a 3/8/9/3/7/3/7 on Hard, first playthrough since alpha. I generally know what I'm trying to build, but I can always adapt depending on how gameplay feels. This is my rough gameplan though: link
I'm familiar with the AP cost reduction table as a function of DEX, and the general AP cost of SMGs. I figure my final DEX value will evolve based on what SMGs I'm enjoying the most. The +2 DEX feat in my build is just an idea, practically speaking I may not need it. Not sure what I would put my extra points into then, but I'll figure it out as a go.I started a 3/8/9/3/7/3/7 on Hard, first playthrough since alpha. I generally know what I'm trying to build, but I can always adapt depending on how gameplay feels. This is my rough gameplan though: link
you can save one point of dex by eating an eel sandwich, its cheap and lasts 20 mins real time. since you went for 15 dex i guess you know which specific smg fits that number the best?