Why does all leather suck? Where do I find good leather?
I've been forcing myself to go for leather cause I invested in Dodge/Evasion. So I don't want to take higher armor penalties.
Ultimately I think I'll agree that the Dodge/Evasion investment is too high for the benefit offered, not to mention the downsides which include cutting you off from a huge diversity of equipment that would be viable otherwise. I think the way the armor penalties are implemented now is logical, since you really shouldn't be mobile in heavy armor, but it looks like very high investment for little reward. I'll keep going though because now it's too late to turn back.
Where @ tho?There is, in fact, another way to turn the plasma turrets on with no hacking or any other skill. It just requires going somewhere and getting something first. The statue is strictly hacking and electronics though.
Ultimately I think I'll agree that the Dodge/Evasion investment is too high for the benefit offered, not to mention the downsides which include cutting you off from a huge diversity of equipment that would be viable otherwise. I think the way the armor penalties are implemented now is logical, since you really shouldn't be mobile in heavy armor, but it looks like very high investment for little reward. I'll keep going though because now it's too late to turn back.
They need to be consolidated into one skill, been saying so for ages. The skill sheet wouldn't look as fancy, but ultimately that's not the important thing. Actually, basing them solely on Agility and Dexterity scores + level (not unlike Detection) would be great also.
So ultimately the problem with how Dodge/Evasion are designed is that not putting points into them offers a significant reward - the possibility of using heavier armor, and if you do decide to put points into them, you better be prepared to invest a fuckload. Clearly the balance is off there and this is a significant problem with the skill system at this time. That said these suggestions to fix the system sound fairly reasonable so far.
So ultimately the problem with how Dodge/Evasion are designed is that not putting points into them offers a significant reward - the possibility of using heavier armor, and if you do decide to put points into them, you better be prepared to invest a fuckload. Clearly the balance is off there and this is a significant problem with the skill system at this time. That said these suggestions to fix the system sound fairly reasonable so far.
[Expedition] Temporal Distortion will now properly break incapacitation/freeze
[Expedition] Continuum Ripple - Chance changed to 25% (down from 35%)
Dodge is bad since low penalty characters can just use their high mobility to keep away from melee enemies most of the time.Ultimately I think I'll agree that the Dodge/Evasion investment is too high for the benefit offered, not to mention the downsides which include cutting you off from a huge diversity of equipment that would be viable otherwise. I think the way the armor penalties are implemented now is logical, since you really shouldn't be mobile in heavy armor, but it looks like very high investment for little reward. I'll keep going though because now it's too late to turn back.
Maybe it would feel better if there was a higher diversity of light armor to choose from? I don't know, seems like a complex problem.
Depends. I went through at level 7 (and of course shortly after scrapped the character to try a different build, lol) with a 3 perception guy. He had 25 in traps, paranoia, goggles, trappers belt and detected just fine. Didn't snack on anything, though I remember finding bat food which adds 15(?) or so detection, so it could be an alternatve if you don't have any traps skill.Door-camping and spamming grenades is pretty much mandatory, yes (though again, not every build utilizes Throwing, meaning you'll be save-scumming more often than not without it), but you still haven't addressed the fact that low-level, low-PER builds will die in one hit from a mine in that area, even with food and goggles. Again we arrive in save-scumming territory.
Yes. Disembark on the south-eastern side, on the cave shore across from the battleship.Is there even a place to sneak into/attack the pirate base by yourself? Ive gone all around the base and can't find a single spot.
Dodge is bad since low penalty characters can just use their high mobility to keep away from melee enemies most of the time.Ultimately I think I'll agree that the Dodge/Evasion investment is too high for the benefit offered, not to mention the downsides which include cutting you off from a huge diversity of equipment that would be viable otherwise. I think the way the armor penalties are implemented now is logical, since you really shouldn't be mobile in heavy armor, but it looks like very high investment for little reward. I'll keep going though because now it's too late to turn back.
Maybe it would feel better if there was a higher diversity of light armor to choose from? I don't know, seems like a complex problem.
Evasion is fine. It's not meant to be your only defence, it's just part of it. As a low penalty character you have stealth to kill threats before they can fight back, mobility to back up to safe places at the end of your turn, evasion to maybe dodge things, shield to absorb damage from shots that do hit, armour to absorb damage from shots that pierce your shield. It doesn't need to work 100% of the time.
Also look into tactical vests. They can be just as light as leather if you don't use a plate, and they're much better against bullets. If you get lucky you can buy a 110 quality laminated panel as soon as you find the drill parts, and that gives you 30 DT vs bullets for only 10% penalty. Combine that with a shield and you'll be able to survive the shots that get past your evasion no problem. Leather is good early on and later once you get super steel, but during midgame it kinda sucks since the quality stops going up.
Depends. I went through at level 7 (and of course shortly after scrapped the character to try a different build, lol) with a 3 perception guy. He had 25 in traps, paranoia, goggles, trappers belt and detected just fine. Didn't snack on anything, though I remember finding bat food which adds 15(?) or so detection, so it could be an alternatve if you don't have any traps skill.Door-camping and spamming grenades is pretty much mandatory, yes (though again, not every build utilizes Throwing, meaning you'll be save-scumming more often than not without it), but you still haven't addressed the fact that low-level, low-PER builds will die in one hit from a mine in that area, even with food and goggles. Again we arrive in save-scumming territory.
Admittedly, I tend to "move & stop to detect" in suspicious areas, which is a leftover from playing IE games where I got plenty of rogues killed by being to impatient.
30 DT vs bullets is pretty nice though.Watch and despair as I destroy all of your arguments with two words:
Rathound Regalia
Which is your personal preference and has nothing to do whether you can or cannot do mutant land without quick-reloading at low level and with 3 perception.Paranoia is absolute shit in this context. It's +20% of a score that's already garbage because you have very low PER. I can put on +80-150% fucking goggles instead later on in the game and not burn a feat, which is what I usually do on low-PER heavy melee guys.