ST'Ranger
Augur
- Joined
- Oct 23, 2014
- Messages
- 306
You are the one who is min-maxing a character for powergaming reasons, and then calling them a scientist.
You are the one who is min-maxing a character for powergaming reasons, and then calling them a scientist.
I'm happy to hear that a veteran player can craft better shields than a level 9 character.
Why the surprise? Your argument that one doesn't "need" more intelligence is that the crafting feats don't require more. I'll just repeat myself:You are the one who is min-maxing a character for powergaming reasons, and then calling them a scientist.
If you are dropping the intelligence of your science guy, because you just want to take advantage of crafting feats, well, that's what a lot of build are doing. Nothing special about that.Frankly, for a scientist I want to see a 10+ intelligence genius build, instead of the usual 7 intelligence plus crafting.
It's not about semantics; I'd really want to hear what makes this character a "scientist" rather than a gunslinger/grenadier/psi user who takes advantage of crafting.
EDIT: For me a scientist in a RPG game is a character created with high intelligence, and not dropped to 7, because "one only needs 7" for crafting feats.
Actually, I was thinking (but only thinking, I really don't have time to play another character ), about using a mix of guns, traps and grenades, but without focusing too much on them. Instead it would be sky high intelligence and crafting feats; the trick would be figuring the right combination of items, instead of going for that "maximal criticals" plasma pistols. He would be lacking in AP, an his chance to hit would probably not stellar, but whatever.It's not about semantics; I'd really want to hear what makes this character a "scientist" rather than a gunslinger/grenadier/psi user who takes advantage of crafting.
EDIT: For me a scientist in a RPG game is a character created with high intelligence, and not dropped to 7, because "one only needs 7" for crafting feats.
Well, I had a similar idea and made a char with 10 Int. I guess it gives some nice bonuses to crafting skills and my original plan was using chemical and energy pistols (inspired a bit by one of PopeAmole's videos). Also some hacking for good measure.
Ultimately I found myself playing mostly with SMGs and Sniper Rifles, though. They are simply much better than Chemical and Energy Pistols (at least so far).
That might change if I ever get access to high-quality chem/energy weapons but that hasn't happened so far - despite good crafting skills. The parts are just too rare.
So how many of the Pers/Intim options are fake? I'm convinced that at least a couple of them must be, but for others I'm not sure if my skill was just too low.
Lost Train, guy who sets TNT; the Faceless at Buzzer's shop. I can intimidate both, I had 75, didn't work. For the latter, it makes sense to me that I can't intimidate the guy, but for the former I'm not sure.
A quick question about JKK missions:
Problem is, I solved that quest ages ago, so I can't really see all the pitfalls a fresh player might run into.I don't think there are any. You know that Faceless attacked Core City, so it's your next stop. You know they are looking for some kind of object (if you talked with Dude).
When you arrive in Core City pretty much everyone tell you to go see Arena. After that, Garry tells you to get support from one of the oligarchs.
The problem is that no one tells you how its tied to the main quest, unless you saved Buzzer. Tanner will recommend seeking help from one of the factions in order to find Cornell.
How does one deal with industrial bots as a PSI build? My salty tears aren't making them go away.
And don't say grenades. Those hands have never clutched anything.
How does one deal with industrial bots as a PSI build? My salty tears aren't making them go away.
And don't say grenades. Those hands have never clutched anything.
Proxied Implosion and Telekinetic Punch despite its massive damage reductions, then lots of Electrokinesis and strategically-placed Electrokinetic Imprints.
There are only about three of them in DC and I've never seen them respawn, so an extended battle is a-okay in my books.
What's thethat people have been referring to? I think I completely missed it even though I finished the game.Mutagen Puzzle
Emp Grenade.How does one deal with industrial bots as a PSI build? My salty tears aren't making them go away.
And don't say grenades. Those hands have never clutched anything.
Proxied Implosion and Telekinetic Punch despite its massive damage reductions, then lots of Electrokinesis and strategically-placed Electrokinetic Imprints.
There are only about three of them in DC and I've never seen them respawn, so an extended battle is a-okay in my books.
What about plasma sentries. Shields eats up everything.
Emp Grenade.How does one deal with industrial bots as a PSI build? My salty tears aren't making them go away.
And don't say grenades. Those hands have never clutched anything.
Proxied Implosion and Telekinetic Punch despite its massive damage reductions, then lots of Electrokinesis and strategically-placed Electrokinetic Imprints.
There are only about three of them in DC and I've never seen them respawn, so an extended battle is a-okay in my books.
What about plasma sentries. Shields eats up everything.
Proxied Telekinetic Punch WRECKS Plasma Sentries, because their shields are able to absorb very little of the low-impact mechanical damage Works best at high skill obviously, but I can one-hit them every time if I catch them with their shields down, and often even with their shields up.
Ah, that place. I used Hacking to deactivate the alert.