big bret keeps crates, traps, nets in an unlocked room on that floor.
Hm, with 6 dexterity you could afford 9 constitution for survival instincts. Base critical chance for electroshock pistols is 5%, instincts add 30%, with equipment, focus stim, chips & recklessness specialization it should be possible to push the critical chance to 100%, even in the case when setting an ambush isn't possible. And with psychotemporal contraction & adrenaline you'd get 3 shots in. Or 6 shots with a laser pistol.Sounds like you've figured it out already. Energy pistols you just use ambush and molotovs to kill everything. If the area's too light for ambush you can still hit ~50% crit rate with seeker goggles+infused rathound+focus stim+recklessness, so you're still really killy.I'm intrigued by the idea of laser pistol wielding scientist build. With mechanical pistols you need to pump points into dexterity to lower the AP cost and combine smart modules with special attacks. I guess with energy weapons you'd go for crit damage bonus instead? The problem is that Gunslinger doesn't work with energy weapons so no AP reduction, no +7 initiative. Any recommendations for energy weapon builds?
I went 10 dexterity but now that Expedition is out I'd probably go with 6 and just use contraction to get extra shots. Affording 55 skill points in temporal isn't hard because energy pistol builds already have high intelligence to make high technicalities work, and that also gives you a huge boost to crafting skills so you need less investment there than other builds.
As much as I like to help people out, I draw the line at enabling someone who can't be bothered to read the simplest instructions.
Has anyone checked the persuasion level necessary when trying to switch over to the Pirates side DURING negotiations? Also, does going to the pirates lock you out of getting ACoNR?
So I've been looking at temporal magic again. Someone check the math, but it looks to me that with future orientation & force user & limited temporal increment, you can just circle between stasis and force field. Meaning nothing will be able to retaliate between turns?!
You go south from the Old Jonas map and there is a pack of 6 dogs there, not rathounds.
I meant joining when you're in the Office with the Captain and his two Lieutenants. The check is 110 btw.You don't need persuasion, just tested it. Talk to razor about joining, then wait for the kidnapping, simply come on the aegis jet ski to negotiate and you get in.
Nothing locks you out of Acorn.
You go south from the Old Jonas map and there is a pack of 6 dogs there, not rathounds.
Unless you confused south with north, you stumbled on some random encounter, also I didn't heard about the one consistt from 6 dogs
I meant joining when you're in the Office with the Captain and his two Lieutenants. The check is 110 btw.You don't need persuasion, just tested it. Talk to razor about joining, then wait for the kidnapping, simply come on the aegis jet ski to negotiate and you get in.
Nothing locks you out of Acorn.
Was spear throw really that good that it deserved nerfs?
And to spear/sword users in dominating: What the hell do you do for the newton quest? Not do it? Psi beetles at that level is pure stat check.
Just did the quest where you sneak into that warehouse in Core City and steal a bunch of shields for Gorsky's street gang. Pretty tense stuff and raised my opinion of the game even higher.
I also like the character-building for Gorsky, so far all I know of him is:
-main military commander for SGS
-the defeated GMS station once put a price on his head, according to that one oddity
-Now he turns up in Core City with his old gang because he's butthurt at the Oligarchs and the Protectorate both
-Despises Vera, who is a pen-pusher and pro-Protectorate, and doesn't tell Tanner what he's up to
I love how sparse and how organic this character-building is.
It's another ability that was nerfed into oblivion after sensational screenshots, like Execute.What have folks found to be a high impact application of the temporal "take last damage again" spell? Anything that involves multiple projectiles/hits doesn't work, and dividing the damage across multiple turns really seems to put a damper on it, since most of my builds involve taking out any single target within 1-2 turns. Sure, maybe you're just setting that guy on fire / panic while you hit other people, but in that case can you waste all that AP on setting up the initial damage & recurrence on them?
Well, I had 4k coins lying around and no clue how to spend them, and a backlog of guns to sell, so I didn't mind. It was almost a relief really. Maybe I've been assiduous in selling all looted guns and some armour/ammo; will there be more stuff to splurge on later?Just did the quest where you sneak into that warehouse in Core City and steal a bunch of shields for Gorsky's street gang. Pretty tense stuff and raised my opinion of the game even higher.
I also like the character-building for Gorsky, so far all I know of him is:
-main military commander for SGS
-the defeated GMS station once put a price on his head, according to that one oddity
-Now he turns up in Core City with his old gang because he's butthurt at the Oligarchs and the Protectorate both
-Despises Vera, who is a pen-pusher and pro-Protectorate, and doesn't tell Tanner what he's up to
I love how sparse and how organic this character-building is.
I'm waiting to see your reaction to how he benevolently expects you to finance a certain repair (the game really needs a "No fuck you Gorsky, you pay for this yourself" dialog option)
Psionic Hoplite vs Oyensorm.
Despite Will 5 this strength-focused character is wearing full Psi-boosting gear including a Psi Carapace Riot Gear, headband that boosts Electrokinesis damage by 36%, and spirit staff.
All of the squishy casters get stunned and annihilated with Electrokinesis before they can do anything, including the high priest Oyensorm, which must ideally be instakilled before a certain event happens.
When the beefy Skaerder melee warriors approach to take their revenge, spear impales and crits pretty much one-shot them.
Not the worst build you could play.
It's another ability that was nerfed into oblivion after sensational screenshots, like Execute.What have folks found to be a high impact application of the temporal "take last damage again" spell? Anything that involves multiple projectiles/hits doesn't work, and dividing the damage across multiple turns really seems to put a damper on it, since most of my builds involve taking out any single target within 1-2 turns. Sure, maybe you're just setting that guy on fire / panic while you hit other people, but in that case can you waste all that AP on setting up the initial damage & recurrence on them?
Quinton sells 5 molotovs.
Ferryman gives you the location on the body. The grave rune is also visible on a statue (looks like a big rock) in one of the northwest natives locations (don't remember the coordinates).I fucked up and forgot to get the little paper from Yngwar that gives me the sign for the Boneyard. I can still get it from the Ferryman right? How?
It still needs refinement but sure, here's a dump of where I'm at.Share the build!