Blaine
Cis-Het Oppressor
Azuridae carapaces go into the armor plate slot, bottom-left. You can click the slot, and the UI will cycle through eligible components in your inventory.
Also, I am having a really though time with my rifleman char. I die so fast, have trouble surviving the first turn very often. I got a steel armor and an energy shield. Am I just too low level? The fight with the 'bandits' at the protecterate train, jesus christ. The sniper kills me in one shot, the melee dude kills me in one turn.
I am level 10.
I don't mind the challenge though, but I feel like I am missing something.
Is there a viable light guns-based or psychic way to deal with bots later on? I'm levelling my crafting to eventually make EMP stuff, but damn.
Also, I haven't quite figured it out... which psychic attacks are silent? The basic mental attack ought to be, and the TK punch... but what about, say, cryokinesis?
No it wont, telekinetic punch only helps with living targets. You need electrokinesis to fight them, expose weakness also works wonders, tho its a bit higher level.Is there a viable light guns-based or psychic way to deal with bots later on? I'm levelling my crafting to eventually make EMP stuff, but damn.
Also, I haven't quite figured it out... which psychic attacks are silent? The basic mental attack ought to be, and the TK punch... but what about, say, cryokinesis?
Telekinetic Fist with the Force User feat will take chunks out of those bot's health and stun them. Once you find thepsi-ability they will die in one turn easily. You could also use Electrokinesis if you don't yet have Force User. It will stun the bot, giving you time to disengage from combat, and it does decent damage if you can get two bots to stand next to each other.Telekinetic Proxy
I believe Cryokinesis is silent or close to.
For bots you want electricity, there is one spell in the psychokinesis line, forgot the name. But for more advanced mechanic critters Ive found opening up with an emp grenades (or emp traps if you prefer traps) better.Just bought this game, loving it SO MUCH. Believe the hype!
Going stealth + psychic (3str 3con), am just heading for Junkyard for the circuit board, seen little trouble so far. Frag mines and bear traps seem super easy to use + powerful for a boss fight, like the GMS raider leader. I'm thinking of branching out into either SMGs or crossbows later on... SMGs look like a better up close "oh shit" option, since psychic powers and crossbows share utility attacks, and cryokinesis is good for ranged spamming.
Is there a viable light guns-based or psychic way to deal with bots later on? I'm levelling my crafting to eventually make EMP stuff, but damn.
Also, I haven't quite figured it out... which psychic attacks are silent? The basic mental attack ought to be, and the TK punch... but what about, say, cryokinesis?
(The slow walking speed is indeed unnecessary though... maybe have a "relaxed" stance available for travelling through secured areas, that makes you loud, vulnerable and drops your detection but makes walking out of combat like 50% faster? Would help with all the backtracking.)
Next level up that can put a stat point - put it in Con. Thick Skull is necessary for a heavy.Need some advice on a hammer build please. I made a character with 10, 3, 6, 9, 3, 3, 6. and it seems do be going well enough though I do little dmg to the bots in SGS. Any specific traits I should get, except I guess the obvious sprint? The fight vs the bandits that wanted my package was a piece of cake btw.
edit: I took throwing and chemistry for some possible ranged dmg, picklocks seemed obvious too, melee wep, biology for drugs and shit and mechanics for crafting (though I have not found anything quite good so far). Oh and dodge + evasion.
So, I'm thinking about a sneaking-knife build with added throwing weapons grenades and knives. No PSI, no Guns.
My starting attributes:
5 - Strength
9 - Dexterity
9 - Agility
3 - Constitution
4 - Perception
3 - Will
7 - Intelligence
Am I gimping myself with 3 on con and will? Or will it work fine?
Are grenades enough for bots, or should I increase my strength and use a sledgehammer for such enemies?
SKILLS:
Defense: Should I up both dodge and evasion ?
Subterfuge: Stealth, Lockpicking, Hacking. Are traps worth it?
Technology: I'm thinking of increasing everything except biology. Am I missing something very good here? AFAIK I need biology for poison knives, are they any good?
Social: Maybe put some into intimidation. I don't know, should I dump it completely?
FEATS:
Start:Snooping, Expertise (?)
Then:Opportunist, Recklessness, Crippling Strike, Cheap Shots, Expose Weaknesses, Taste of Blood, Cut Throat, Blitz, Critical Power, Eviscerate.
I chose snooping to find secret areas. I'm not sure if expertise is the best choice for a starting feat. I'm not sure if any of the other feats are crappy, ideas? Maybe I should throw in nimble as well?
You can get 14 feats, so I can get two more feats. Now here is the question. Should I go for Sprint+Hit and Run, for extra movement, or should I replace them with the Fancy Footwork feat (but only if increasing dodge to 40 is a good idea)
If I go for Fancy Footwork, what should be my other feat? Maybe Grenadier? Dirty kick?
I think as a first build - I played it pretty tight with just maxing 8 stats. Looking back that wasn't necessary - could have lagged hacking a bit with haxxors - same with lockpicks. Crafting except for the big three could have lagged too.Guise, is persuasion or intimidation worth the invested points? I play with this build http://underrail.info.tm/?build=AwG...qqbUPalezghx8BOHNggUcQzGBCYxUKcn7IYydgKRhg1IA and there are some points left that I haven't decided how to spent. Otherwise I can max crafting.
No it wont, telekinetic punch only helps with living targets. You need electrokinesis to fight them, expose weakness also works wonders, tho its a bit higher level.Is there a viable light guns-based or psychic way to deal with bots later on? I'm levelling my crafting to eventually make EMP stuff, but damn.
Also, I haven't quite figured it out... which psychic attacks are silent? The basic mental attack ought to be, and the TK punch... but what about, say, cryokinesis?
Telekinetic Fist with the Force User feat will take chunks out of those bot's health and stun them. Once you find thepsi-ability they will die in one turn easily. You could also use Electrokinesis if you don't yet have Force User. It will stun the bot, giving you time to disengage from combat, and it does decent damage if you can get two bots to stand next to each other.Telekinetic Proxy
I believe Cryokinesis is silent or close to.
What I found out is that unless you max Persuasion it is useless which is sad as the skill is so rarely useful. It should not be needed to max it. I have not passed a single persuasion check yet and I put 26 points into it. I quit putting points into it after that. At least intimidation has a combat purpose.I think as a first build - I played it pretty tight with just maxing 8 stats. Looking back that wasn't necessary - could have lagged hacking a bit with haxxors - same with lockpicks. Crafting except for the big three could have lagged too.Guise, is persuasion or intimidation worth the invested points? I play with this build http://underrail.info.tm/?build=AwG...qqbUPalezghx8BOHNggUcQzGBCYxUKcn7IYydgKRhg1IA and there are some points left that I haven't decided how to spent. Otherwise I can max crafting.
With that in mind, putting some points in persuasion/intimidation is certainly possible and could have some utility. It will give you some alternative quest solutions and may open up a few quests as well. Worth thinking about - but I wouldn't worry about it on playthrough #1.
It wont stun them.Are we talking about the same bots? I come very close to one-shotting standard bots (look like small tanks) with Telekinetic Proxy into Telekinetic Punch.