Is detection in this game bugged? With PE 10 combined with Paranoia and tracking goggles my detection is 300+. Sneaky fucks still always have a jump on me. I can understand that with crawlers maybe with their troll attack, but even lowlife punks in random locations have godly stealth ability.
Within the same context i'l repeat my question about PE. Is it worth to rise it above 10 or maybe better invest in AG or END or smth?
You can use flares to stop them, works well regardless of your detection or throwing skill. "Stealth wars" are pretty random unless you significantly outstat your enemies, best to avoid frustration.
Is there any recent SMG build? Couldn't find anything in the build thread or here, mostly looking to use grenades and burst, would like some advice - have some dilemmas since I never used bullets before:
- Rapid fire/point shot? Guessing their value skyrockets with a powerful smart module.
- DEX vs PER - guessing I'd want 12 AP SMG after reductions for 2x burst, or 11 AP for 3x burst with AS. Unsure how to weigh this considering different weapon frames and attachments, and reloading.
- Gun nut seems bad?
- Full auto worth it? Napkin tells me it beats 4 PER both with and without muzzle break for burst damage, so thinking yes, gives access to AR and SR
I can't say much about SMG builds because I never made a dedicated one (only used them as a sidearm for snipers, prefer pistols now because Gunslinger gives +7 initiative) but:
- They are less useful for SMGs than ARs because Spec Ops allows you to squeeze more bursts and leaves you with less leftover AP. Rapid Fire + Point shot are 200% AP for 4 shots, SMG burst with Spec Ops are 200% AP for 7/9. You could take one or the other if your SMG of choice leaves you with 50% or 150% AP require to shoot, but it doesn't seem essential.
- DEX has diminishing returns, so it's best to find a sweet spot where you get the most bang for the buck, rest into PER.
- It's totally not worth it to get 7 INT just to pick it. You could take it if you want 7 INT for other feats.
- I never did the exact math, but I don't think it's worth it. It might give you more damage than 4 PER, but keep in mind 4 PER means a lot more precision. That said again I never did the math so I dunno.
Well, those are the questions I have, that's why I asked. Guess I'l figure it out as I go. Gonna go with high PER, seems safer since it raises hit% and I didn't really explore that system.
Tactical vests are good because they make you outright immune to 90% of enemy gun wielders, even 2k energy shields will get drained in one or two rounds of sustained fire. Shields save you from getting one shot by snipers and grenades or electrified.
Unless it's a crafted anti-rifle vest, it won't make you immune. It might make you near-immune to SMGs and low damage pistols and take a big chunk out of high damage pistols/ARs.
I could see tactical vest + shield being a good choice for taking Fort Apogee since it's just dozens of firearm users but other that, you are never under so much fire that shield is not sufficient. They are very good until you actually get a shield or if you don't put points in electronics, too.
Yeah, I meant crafted, though it's possible to luck out and get one from the shop as early as Junkyard. A grenade that hits you directly will likely drain your shield, snipe can do it too, important to toggle on/off correctly.
I agree that tactical vests are somewhat niche (from an optimisation perspective, compared to leather/metal) , but as e.g. PSI you don't have much choice since you want that beetle shell and riot gear req. STR/flat out sucks (though it did get buffed, maybe good enough now?), so you're kinda forced to explore them.
Problem with melee/crossbows is that they usually hit you with debilitating effects, their damage is far less of a problem compared to their CC against which effective HP isn't much help.
That's correct, but bonus HP helps you survive being under those effects. Bonus HP is also one of the very few ways to protect yourself from thought control and such. It's good against everything, not just melee.
How high did you get your infused pig leather quality? I remember trying out pig stuff but best I got was 140ish infused pig leather vs. 190ish ancient rathound leather, so even with better bonuses it wasn't worth it. Bugged me a lot, when cool effects get outdone by raw stats.
Interesting thoughts on nimble with a "light" metal armor character, uniquely benefits since he can't really use black cloth gear.
The lightest metal armor possible has 29% penalty, with nimble it's only 14%, that's almost nothing. I was actually thinking about a build using it but the 8 STR requirement and the fact that it's only available later in the game make it hard to synergise with most builds. Sounds perfect for sledgehammers though.
Yeah, I have a sledgehammer build where I planned to go max armor penalty (flavour), might switch it around.