So is it time to revert the PSI nerfs?
Yes.
When it comes to super-overpowered strategies, Temporal Manipulation™ is the culprit, and not the classic psi skills; the nerf in no way limits min-maxers' ability to abuse TM™. Styg quite clearly deployed the nerf in order to make it more difficult for pure psi wizards to simply sprout an an entire fourth psi discipline—but as we've seen, tons of builds can benefit immensely from TM™.
The psi nerf wasn't even a nerf, yeah. It's basically "fill out these pointless forms and you can still rob the bank". It's not the worst thing in the world, but it is just ineffective at its job.
Two words: graze mechanicsbut I'm convinced dodge/evasion builds should also have a decent HP buffer in case you get hit with bad RNG.
TM should have been nerfed like this:
PTC: Base 5 AP and 15 MP, scale up to 200 TM for 15 AP and 30 MP. Duration also starts at 1 turn and improves to 2 turns at 150 TM. 3 with feat and we can remove or weaken that debuff.
Stasis: Only one turn and only usable on enemies. At 100 TM you can use it on yourself. At 200 TM you get the 2nd turn duration.
LTI: Starts at a 10 or even 15 turn CD and increased TM skill reduces the CD until its current maximum.
Unnerf Continuum Ripple. It is annoying that it outside of like one build has no real use.
I have a better idea about stasis. Instead of doing that, make de enemie AI stop attacking and wasting grenades and special attacks on a char on stasis. Just make someone on stasis "un attackable". It's easy to cheese the AI entering stasis and forcing them to waste adrenaline, special bolts and grenades.Stasis: Only one turn and only usable on enemies. At 100 TM you can use it on yourself. At 200 TM you get the 2nd turn duration.
Yes and yes. You also seem to get some free melee skill just for mutating. Stealth is hard though, since mutating lowers your agility to 3 and gives you 50% armour penalty. And you can't wear any stealth boosting equipment either.Do you still keep stealth as mutah? Your melee skill still affect your damage?
I have a better idea about stasis. Instead of doing that, make de enemie AI stop attacking and wasting grenades and special attacks on a char on stasis. Just make someone on stasis "un attackable". It's easy to cheese the AI entering stasis and forcing them to waste adrenaline, special bolts and grenades.Stasis: Only one turn and only usable on enemies. At 100 TM you can use it on yourself. At 200 TM you get the 2nd turn duration.
I have a better idea about stasis. Instead of doing that, make de enemie AI stop attacking and wasting grenades and special attacks on a char on stasis. Just make someone on stasis "un attackable". It's easy to cheese the AI entering stasis and forcing them to waste adrenaline, special bolts and grenades.Stasis: Only one turn and only usable on enemies. At 100 TM you can use it on yourself. At 200 TM you get the 2nd turn duration.
Do the new pistol changes make a straight firearm pistol build viable?
I was thinking of a pistoleer build, dodge/evasion, with throwing, electronics, lockpicking, tailoring, chemistry, mechanics.
Or is pistol only viable if using Psi?
Stealth is hard though, since mutating lowers your agility to 3 and gives you 50% armour penalty. And you can't wear any stealth boosting equipment either.
Do the new pistol changes make a straight firearm pistol build viable?
I was thinking of a pistoleer build, dodge/evasion, with throwing, electronics, lockpicking, tailoring, chemistry, mechanics.
Or is pistol only viable if using Psi?
I disagree. I made a pistolero build that could do ridiculous amount of damage with smart silenced neoluger, on dominating.Not that you can't do it without those, will just take a bit of tryharding.
Cool. The other thing I noticed with just a brief amount of playing last night is that I can still only get one shot per round with the .44 hammerer. I have Aimed Shot, Gunslinger, Nimble.Do the new pistol changes make a straight firearm pistol build viable?
I was thinking of a pistoleer build, dodge/evasion, with throwing, electronics, lockpicking, tailoring, chemistry, mechanics.
Or is pistol only viable if using Psi?
You have access to chemical and energy pistols, along with snipers. If you use them, even at no feat investment, against hard targets for pistols you won't have any trouble.
Not that you can't do it without those, will just take a bit of tryharding.
Crits work great with ballistic pistols post patch. Bullet time reduces AP cost by a lot, so you can get 4AP shots with Versatility. They also work with PER as well, as Sharpshooter now applies all the time, even after mowing. So you get to choose between PER for more damage per shot, but fewer (not by much) shots per turn, or DEX+Versatility+Fatal Throw for more shots per turn.
And explosive bullets don't crit
Here's what a PER version looks like, video by kaylee from discord:
And here's what a DEX version would look like endgame:
Unless you're speccing a wizard, dump Will to 3. Even if you're not, you can still get decent mileage out of a single Psi school with only 3 Will. I'd honestly recommend the same for strength so you can refund the deficit into either Dex, Agi or Int. You can make up the difference with Pack Rathound and a higher Int will make it easier to craft a lasting energy shield. UnderRail is a game that rewards specialization.Cool. The other thing I noticed with just a brief amount of playing last night is that I can still only get one shot per round with the .44 hammerer. I have Aimed Shot, Gunslinger, Nimble.Do the new pistol changes make a straight firearm pistol build viable?
I was thinking of a pistoleer build, dodge/evasion, with throwing, electronics, lockpicking, tailoring, chemistry, mechanics.
Or is pistol only viable if using Psi?
You have access to chemical and energy pistols, along with snipers. If you use them, even at no feat investment, against hard targets for pistols you won't have any trouble.
Not that you can't do it without those, will just take a bit of tryharding.
Strength: 5
Dex: 8
Agi: 5
Con: 5
Perception: 7
Will: 5
Int: 5
Am I fucked with these stats? I always forget you can decrease attributes below 5 when starting a character.