Exactly this^, I haven't felt such orgasmic RPG stimulation in years.It's the last game that makes me feel like I'm shooting black tar heroin up my veins when I play it.
Gun Nut is useless because it adds only slightly over 7.5% of damage. Assuming you won't take it. Power Management is also not really worth it, even if it seems enticing. So save that 1 point.If I'm playing on Normal, did I gimp myself too much for mid/end game content by not going all-in in the DEX department? (SMG build).
I started with 8 DEX, and I will drop all my stat points into it going forward, apart from 2 points (wanna get 7->8 AGI and 6->7 INT for Uncanny Dodge and Gun Nut respectively).
Skill value formula for ATTRIBUTE >= 4 said:BASE * (1 + .085*(ATTRIBUTE-4))
Damage formula said:1+.7*SKILL/100[/code]
Max skill with Expedition said:
DEX 18 damage multiplier said:>>> 160*(1 + .085*(18-4))
350.4000000000001
>>> 1+.7*350/100
3.4499999999999997
DEX 17 damage multiplier said:>>> 160*(1 + .085*(16-4))
323.2
>>> 1+.7*323/100
3.261
Results said:# Damage decrease by 18 -> 17 DEX
>>> 1-3.261/3.4499999999999997
≈ 5.47%
# Damage increase by 17 -> 18 DEX
>>> 3.4499999999999997/3.261 - 1
≈ 5.79%
Most likely... i never ever finish the game on normal, my first playthrough was on normal and i ditched it mid game to start on hard. Pack Rathound is a great feat, but not a priority unless you're running a 3 STR build. If that's the case it's a must have, ammo weights a lot and you'll be carrying plenty around. 130 base carry weight is too little, you can get a +50 belt, a +30 infused pig boot, a +10 regalia and a +10 glove that you can equip for your Al Fabet needs, though.For real I will be able to outrun or outgun every enemy in the game, @CHEMS? Sounds boring, maybe I'll restart due to SMGs being OP
Gun nut's value depends on what gun frame you're using. If it's one with a high damage range like hammerer/steel cat/vindicator then it can be ~11% more damage. Which isn't great, but it's not terrible. Though it's definitely not good enough to be worth increasing int for on its own, so yeah, bad choice here.Gun Nut is useless because it adds only slightly over 7.5% of damage. Assuming you won't take it. Power Management is also not really worth it, even if it seems enticing. So save that 1 point.
Opportunist doesn't work well with flashbangs. Incapacitated ends the moment the target takes damage, so the first shot ends it and the other shots don't get the bonus.Maybe Opportunist for Flashbang situations?
Wait... are you playing with classic XP? From what I understand, that's the easy mode of XP options.Hi! I've grown a pair and decided to play on Hard after 4 years of owning the game (sadly, as my name indicates I had other addictions). I went with a basic bitch AR build with Time magic and Thought Control. I wanted to roleplay as honourably as possible, so no jewing people with mercantile, no thefts and no pickpocketing.
I'm going with a 3 con, stealth build, minimum throwing (compensated with the commando belt), dropped tailoring and chemistry (just enough for level 2 molotov cocktails) , dropped lockpicking (not hacking though, fuck the Depo A turrets), kept biology for the drugs and to make anticoagulant shots (to save cliff and his gf).
Let me say that playing as the Ranger of Southern Underrail is devouring my finances. I crafted a muzzled, 7.62 Marauder rifle pre-Depo A, looted from the Scavengers a 9mm Huszar and autistically storing all of the weapons from the junkyard fight is the only thing that is keeping me economically on the black. I lose between 70 and 90 points of durability per burst, the merchants are slimy fucks when you are playing on hard and I fear that I won't even have enough for crafting tables if I don't drop persuasion and start pumping mercantile. I'm stealthing through respawning mobs, not because I can't take them, but because the XP is not worth the cost.
Anyways, I'll currently level 13 and cleared the Rathound King quest through diplomacy. Some notable fights I remember are against the psyonic lunatics: gunners and cryomancers stay behind the fire when you throw a molotov cocktail; Brawlers go YOLO and preffer to take damage if it means that they can bash your head in. On normal, fire was a stopper for pretty much everyone.
Finally, I'm getting confused with some component descriptions: should I craft an AA scope on my rifle for the 35% crit damage or a Smart Module? I wanted to carry 2 rifles, an RR, muzled 7.62 Hornet to burst twice in a turn and a muzzled, AA, 9mm Chimera for the comando proc. I'll literally be shooting money but what else I'm going to do with it? Take it to my grave?
I tried a hammerer with oddity XP but I was too smoothbrained to get a decent tactic roling. I wanted a character that wouldn't make me ragequit a few hours in.Wait... are you playing with classic XP? From what I understand, that's the easy mode of XP options.Hi! I've grown a pair and decided to play on Hard after 4 years of owning the game (sadly, as my name indicates I had other addictions). I went with a basic bitch AR build with Time magic and Thought Control. I wanted to roleplay as honourably as possible, so no jewing people with mercantile, no thefts and no pickpocketing.
I'm going with a 3 con, stealth build, minimum throwing (compensated with the commando belt), dropped tailoring and chemistry (just enough for level 2 molotov cocktails) , dropped lockpicking (not hacking though, fuck the Depo A turrets), kept biology for the drugs and to make anticoagulant shots (to save cliff and his gf).
Let me say that playing as the Ranger of Southern Underrail is devouring my finances. I crafted a muzzled, 7.62 Marauder rifle pre-Depo A, looted from the Scavengers a 9mm Huszar and autistically storing all of the weapons from the junkyard fight is the only thing that is keeping me economically on the black. I lose between 70 and 90 points of durability per burst, the merchants are slimy fucks when you are playing on hard and I fear that I won't even have enough for crafting tables if I don't drop persuasion and start pumping mercantile. I'm stealthing through respawning mobs, not because I can't take them, but because the XP is not worth the cost.
Anyways, I'll currently level 13 and cleared the Rathound King quest through diplomacy. Some notable fights I remember are against the psyonic lunatics: gunners and cryomancers stay behind the fire when you throw a molotov cocktail; Brawlers go YOLO and preffer to take damage if it means that they can bash your head in. On normal, fire was a stopper for pretty much everyone.
Finally, I'm getting confused with some component descriptions: should I craft an AA scope on my rifle for the 35% crit damage or a Smart Module? I wanted to carry 2 rifles, an RR, muzled 7.62 Hornet to burst twice in a turn and a muzzled, AA, 9mm Chimera for the comando proc. I'll literally be shooting money but what else I'm going to do with it? Take it to my grave?
And yeah lol, AR bursting does just chew through ammo and durability like crazy doesn't it.
Not really. It's been tuned over the patches. Still, hitting the cap is much easier with the classic mode.Wait... are you playing with classic XP? From what I understand, that's the easy mode of XP options.
They work, but crawlers fucking teleport and have a assload of MP. The only right way to deal with crawlers and death stalkers is setting everything on fire, including you and any bystanders nearby.
Crawlers teleport away from you, but they can't teleport to you. Also, once you find one or two of them, it becomes really easy to predict where they teleport to. It's always roughly the same distance away, and usually behind something, so if you look around you and you see any kind of a terrain block you can bet the crawler's waiting behind it.They work, but crawlers fucking teleport and have a assload of MP. The only right way to deal with crawlers and death stalkers is setting everything on fire, including you and any bystanders nearby.
Smart module got nerfed to not activate on bursts so there's no point to it on ARs. It only works with attacks which have a cooldown now. Same with smart goggles. At least it makes your choice easy.Finally, I'm getting confused with some component descriptions: should I craft an AA scope on my rifle for the 35% crit damage or a Smart Module?
They work, but crawlers fucking teleport and have a assload of MP. The only right way to deal with crawlers and death stalkers is setting everything on fire, including you and any bystanders nearby.
Thanks! I'll hunt for a middle-of-the-road Chimera Frame in Core City and plug an AA with a rapid reloader into it. Muzzle break makes more sense to me on my Hornet, the 2 extra shots guarantees the kill and commando proc.Smart module got nerfed to not activate on bursts so there's no point to it on ARs. It only works with attacks which have a cooldown now. Same with smart goggles. At least it makes your choice easy.Finally, I'm getting confused with some component descriptions: should I craft an AA scope on my rifle for the 35% crit damage or a Smart Module?
Something about the new spider enemies in Expedition triggers my fight or flight response.
Unequip your weapons and combat utilities. They aggro if you're armed there.But as soon as the dialog closes, since I've become visible the colonel enters combat and shoots at me. Talk about a warm welcome.