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Goddamnit those refurbished SMGs - still worse than crafted ones, but now they are actually viable on Hard, so I am rolling with them just for the fuck of it and make use of 5mm shock rounds and 9mm acid ones.
The major downside is that with 3 STR, carrying over all of them and tons of different ammo types (haven't refurbished tommy gun yet, carrying that one with pile of exploding .44 rounds will be a pain in the ass), but it's way more fun that standard steel cat/jaguar duo with W2C.
Full auto is a waste of stat points for SMG build - you're better off putting those into PER, so you can hit/crit more often, instead of having 2 extra rounds, which may as well miss.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
Ever wondered if it's possible to stealth deep into tribal territory to pickpocket Magnar and Øyensørm without killing anyone? Would they even have oddities in their inventory?
You probably didn't, but I did, and now no one has to.
The expedition has to die while Oldfield is held hostage by the pirates, then you need to break him out. Since he can't return to the now destroyed camp and can't take a train to the north because of faceless, he stays at Core City and becomes a depressed alcoholic.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
There is some synergy, but nothing as big as fists and PK. I've seen TC knife and sword with heavy investment in dodge/evasion boosted by Precognition. Hammers actually go well with all schools - TM is nice for movement, mirror image from TC is great for preventing damage nukes, PK for force field, MT gives you thermoD and shatter with cryostasis.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
I find stealth + knife + thought control or sword + psychokinesis + temp quite fun. Sword in particular almost needs it, because (unless you're just going to savescum) the biggest problem with a sword build is how to compensate for the occasional flurry whiff, and force field + stuns + stasis gives you the most options to reset the encounter in your favor. Never used hammers before but I'm sure this applies there as well.
Does anyone know if one of Booth or Coral is guaranteed? I had a recent playthrough where I never saw Coral and couldn't ever find Booth's hideout.
Also does any one have hard numbers for the effects of charms? Specifically the ones which boost weapon crit chance (hopper) and psi crit chance (psi beetle).
Also does any one have hard numbers for the effects of charms? Specifically the ones which boost weapon crit chance (hopper) and psi crit chance (psi beetle).
whole thing is a mystery. Somewhere on those pages info was shared and I remember it being underwhelming, hard to trigger and not worth any attention.
It was among the lines: you get +1 crit chance if you play naked and your mum is watching you
Ever wondered if it's possible to stealth deep into tribal territory to pickpocket Magnar and Øyensørm without killing anyone? Would they even have oddities in their inventory?
You probably didn't, but I did, and now no one has to.
The expedition has to die while Oldfield is held hostage by the pirates, then you need to break him out. Since he can't return to the now destroyed camp and can't take a train to the north because of faceless, he stays at Core City and becomes a depressed alcoholic.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
There is some synergy, but nothing as big as fists and PK. I've seen TC knife and sword with heavy investment in dodge/evasion boosted by Precognition. Hammers actually go well with all schools - TM is nice for movement, mirror image from TC is great for preventing damage nukes, PK for force field, MT gives you thermoD and shatter with cryostasis.
Very interesting. Amazing how despite playing this game for several years i'm still discovering stuff about it.
While in the Psi discussion: has anyone managed to get a 100%-ish crit psi build? I could get 100% base crit with crossbows and guns, but never with psi.
Ever wondered if it's possible to stealth deep into tribal territory to pickpocket Magnar and Øyensørm without killing anyone? Would they even have oddities in their inventory?
You probably didn't, but I did, and now no one has to.
The expedition has to die while Oldfield is held hostage by the pirates, then you need to break him out. Since he can't return to the now destroyed camp and can't take a train to the north because of faceless, he stays at Core City and becomes a depressed alcoholic.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
There is some synergy, but nothing as big as fists and PK. I've seen TC knife and sword with heavy investment in dodge/evasion boosted by Precognition. Hammers actually go well with all schools - TM is nice for movement, mirror image from TC is great for preventing damage nukes, PK for force field, MT gives you thermoD and shatter with cryostasis.
Very interesting. Amazing how despite playing this game for several years i'm still discovering stuff about it.
While in the Psi discussion: has anyone managed to get a 100%-ish crit psi build? I could get 100% base crit with crossbows and guns, but never with psi.
Ever wondered if it's possible to stealth deep into tribal territory to pickpocket Magnar and Øyensørm without killing anyone? Would they even have oddities in their inventory?
You probably didn't, but I did, and now no one has to.
The expedition has to die while Oldfield is held hostage by the pirates, then you need to break him out. Since he can't return to the now destroyed camp and can't take a train to the north because of faceless, he stays at Core City and becomes a depressed alcoholic.
For cave wizardry, how viable are spellblade types? I mean we have the obligatory haste users and such, but I mean other types of melee (non fist) types of synergy
There is some synergy, but nothing as big as fists and PK. I've seen TC knife and sword with heavy investment in dodge/evasion boosted by Precognition. Hammers actually go well with all schools - TM is nice for movement, mirror image from TC is great for preventing damage nukes, PK for force field, MT gives you thermoD and shatter with cryostasis.
Very interesting. Amazing how despite playing this game for several years i'm still discovering stuff about it.
While in the Psi discussion: has anyone managed to get a 100%-ish crit psi build? I could get 100% base crit with crossbows and guns, but never with psi.
This gets you to 98%. I'm not sure if Absence actually works as the description says, but if it does, that gets you to ~114%. Otherwise, you could reach 103% with a single stack of Psychostatic Electricity.
I've always been tempted to do a Survival Instincts Psi build. I think you can also get any weapon to 100% crit chance using the feat. But I don't like the idea of walking around near death just for the sake of having Survival Instincts active. I kind of wish the feat kicked in once you went below the health threshold, then lasted for a minute or so, rather than just staying up forever. Although, now that I'm thinking about it, Hemopsychosis and Psionic Mania could probably activate Survival Instincts instead of just walking into fights at low health.
Whilst the "high IQ" crossbow connoisseur with 3 STR (DO YOU EVEN LIFT??) fastidiously sets up yet more beartraps to help him survive one mere encounter, the tincan has already cleared the entire area in question.
When you're firing 5 bolts (at least) dealing 700 damage each before combat even starts you don't need bear traps. Keep coping tin man, maybe someday you can afford a luxurious core city home after spending every charon on ammo
Dabbled with a Neural Overload critman, but I've never been convinced by it. It's a nice way to go all into TC crowd control & high INT luxury life, but the damage scale just doesn't seem up to it. Perhaps with tranquility & minimised AP for spamming is the better way.
When you're firing 5 bolts (at least) dealing 700 damage each before combat even starts you don't need bear traps. Keep coping tin man, maybe someday you can afford a luxurious core city home after spending every charon on ammo
Not to mention with maxed out Throwing and top tier grenades you can blow large groups up anyway and then mop the rest up easily. Tincan does not have the points to invest a lot into dex. Also funny that people harp on about 3 strength when one level 1 feat can easily solve the problem for carry weight.
Not to mention with maxed out Throwing and top tier grenades you can blow large groups up anyway and then mop the rest up easily. Tincan does not have the points to invest a lot into dex. Also funny that people harp on about 3 strength when one level 1 feat can easily solve the problem for carry weight.
Played a metathermics psi guy who used that ability that makes people blow up. Absolutely nuts on a crit build, with premed and special tactics, it's a high damage explosion for free, then you can throw a grenade, then you can reliable spam crit shock bolts with crit AoE
There's no way a burst tincan can be this versatile and high damaging. Crossbows gets straight up busted when you get to lvl 16 with crit power + elemental bolts combo