But what did you primarily use? SMGs or melee (knives or unarmed/fist)?
I've had an energy blade for stealth kills when carrying the 5mm wasn't feasible. Also, 5mm shock bullets are total trash against anything that's even slightly armored.
But what did you primarily use? SMGs or melee (knives or unarmed/fist)?
you didn't have a single encounter that stressed it for even half its capacity, neither did you exhaust the knife - if you make any use of stealth, it's probable you never lost more than 20% of shield juice, so why insist on a perk to have an extra 35% you're not missing
Also, fully speced out versatility? Is that really a thing?
The black outlines being gone is a crime against humanity. Not only did it look cooler, there was this sense of wonder for new players, trying to figure out what the silhouettes may be and looking forward to finding out. It also made keeping track of what was already found a lot easier on subsequent playthroughs.
That said, taser requires minimal investment since the stun chance doesn't scale with quality at all.
Classic.
The reward for trying different and challenging builds is trying different and challenging builds. The biggest problem with classic is that it showers the player with XP compared to oddity (level 12 before Depot, level 30 long before DC, etc.) thus making the game much easier. Being penalized for skipping combat isn't nice either, as the game, though combat-oriented, has plenty of alternative solutions to combat.Classic is better because it's a combat oriented game
You already know where all the oddities are because their location is static, so there's no reward for trying different and challenging builds
classic rewards you for playing like a jrpg tardClassic is better because it's a combat oriented game
You already know where all the oddities are because their location is static, so there's no reward for trying different and challenging builds
The reward for trying different and challenging builds is trying different and challenging builds. The biggest problem with classic is that it showers the player with XP compared to oddity (level 12 before Depot, level 30 long before DC, etc.) thus making the game much easier. Being penalized for skipping combat isn't nice either, as the game, though combat-oriented, has plenty of alternative solutions to combat.Classic is better because it's a combat oriented game
You already know where all the oddities are because their location is static, so there's no reward for trying different and challenging builds
The only oddities I ever need to farm are snouts or frog hearts. Everything else comes with a natural playthrough assuming you aren’t skipping every encounter that has a dropThe reward for trying different and challenging builds is trying different and challenging builds. The biggest problem with classic is that it showers the player with XP compared to oddity (level 12 before Depot, level 30 long before DC, etc.) thus making the game much easier. Being penalized for skipping combat isn't nice either, as the game, though combat-oriented, has plenty of alternative solutions to combat.Classic is better because it's a combat oriented game
You already know where all the oddities are because their location is static, so there's no reward for trying different and challenging builds
The game has too much content as is, classic lets you selectively choose what you want to experience in a particular playthrough.
Classic penalizes skipping combat way less compared to oddity's low % drop farm roulette.
on Classic, the only thing stopping me from getting to level 30 before doing the SGS outposts by farming rathounds with my bare fitsts is my, admittedly weakened by crowbar, sanity.Most encounters aren't "respawnable", so there's no grinding here.
on Classic, the only thing stopping me from getting to level 30 before doing the SGS outposts by farming rathounds with my bare fitsts is my, admittedly weakened by crowbar, sanity.Most encounters aren't "respawnable", so there's no grinding here.
Is 7 str just for full-auto or are there other benefits aswell?
Full auto is about 15% more damage which is not bad
It also helps with armor you can wear (heavy if you like, etc.) but also the amount of ammo you can carry. You'll need it.
Obviously the ultimate meta-economy cheese would be spending 5 spec points on Disassemble and not carrying any repair kits as result. If only Versatility spec costed less than 10 points.
Do you actually need to fully spec versatility?
Do you actually need to fully spec versatility?
THC is a problem with SMGs. That problem doesn't exist for Gun-Fu Versatility builds.
Long range* THC is a problem with SMGs. A problem that never really goes away, because they have inherently huge drop over distance. Though I would still go for max versality. High weapon skill is important for both damage and precision.Do you actually need to fully spec versatility?
THC is a problem with SMGs. That problem doesn't exist for Gun-Fu Versatility builds.
You'll be spamming burst at close range anyway. Never tried gun-fu on pistol builds though. Seems like a waste of feat.
You'll be spamming burst at close range anyway. Never tried gun-fu on pistol builds though. Seems like a waste of feat.
I tried Gun Fu on my 0.44 pistol build, and it made a huge difference. I do not understand what it does exactly, so I cannot break down the math, but in practice it is really good for pistols.
You're supposed to gain the bonus at melee range
You're supposed to gain the bonus at melee range
Yes, I know that. I do not know how to calculate the bonus. But I saw a huge difference in damage once I got it and used it.