Iluvcheezcake
Prophet
Hard
My instinct is to say ditch persuasion - but don't. Maybe drop Con to 3 to buff Will. I think you're fine without stealth though.
I would shy away against being a jack of all trades though. I'm through Rail Crossing and while hacking is good for loot, it hasn't been super helpful in finishing quests. Basically - with hacking there's always a key or something out there, so it might be less necessary than lockpicking for quest purposes.
Eh - not a ton of sidequests early. Main quest is pretty much it (save for short fetch quests a la Jonas' watch). I've seen persuasion and Intim. checks for quests, so pick whatever.Another question:
How game flow from the beggining. In what order better to visit places? Where to go after clearing Omega station but before moving to next main quest?
My instinct is to say ditch persuasion - but don't. Maybe drop Con to 3 to buff Will. I think you're fine without stealth though.
I would shy away against being a jack of all trades though. I'm through Rail Crossing and while hacking is good for loot, it hasn't been super helpful in finishing quests. Basically - with hacking there's always a key or something out there, so it might be less necessary than lockpicking for quest purposes.
Cannot drop lockpicking or hacking. My precious loot cannot be forsaken. Persuasion - already dropped. It seems quest wise Intimidation better used. Am i wrong?
Both.So, between Evasion and Shield Emitters, which is the better choice for ranged protection?
Why would you not use shield emitters?So, between Evasion and Shield Emitters, which is the better choice for ranged protection?
Only downside is your dex is probably shit - but other than that no real downside.How would traps go with a heavy armored, hammer grenadier?
Also, psi got changed up a lot since the last time I played. Psychosis any good for a pure psiker? Is the crit chance increase worth it? +20% psi cost increase seems like a lot, now that the psi pool is limited.
Only downside is your dex is probably shit - but other than that no real downside.
If nothing else it will help you spot traps.Only downside is your dex is probably shit - but other than that no real downside.
Dex is 6 actually, for the Grenadier feat. I'm thinking, if I will ever have time to place traps at all. No stealth, so if I see an enemy, they see me too and start combat.
no, items left in containers do not respawnI don't think items despawn, I still see things I've dropped at the beginning lying on the floor in SGS.
If you guys encounter any of those despawning containers, please tell us where they are and provide a screenshot, those are considered bugs. (please leave bug reports at our forum if possible), but your stuff might disappear if you leave it in junk piles and barrels around populated stations. Those tend to reset. Better be safe than sorry.
Poisons rule. I think it's crawler poison that takes away movement points and shit? Not bad at all. Honestly - other than crawler the rest of the poisons are pretty meh. (But I'll leave it to others to disagree and set me straight on that note).I am doing a crossbowman (with traps) and cant decide between Chemistry and Biology. Chemistry looks more common and powerful but Biology seems more fitting.
Any positive feedback on poisons?
Why would you not use shield emitters?So, between Evasion and Shield Emitters, which is the better choice for ranged protection?
I mean - you can still get good/decent ones from loot/stores. Not as good as crafted, but still worth it.Why would you not use shield emitters?So, between Evasion and Shield Emitters, which is the better choice for ranged protection?
Electronics. Trying to balance skill investments. Last I played, shield emitters weren't in and I was doing fine with Evasion for a Hit-and-Run character. Now that they are in, I can't quite yet tell how good they are or how much skill investment they require.
Probably close to impossible. I've been pumping str every level but one and I only have 13 at lvl 16. I mean - you can use it anyway and deal with the accuracy penalty, but I mean, you can craft a trichrome hammer that does same or better damage per turn around the same time, especially with shock generators.Is there any way to reach the 20 STR requirement for Balor's Hammer or is it mostly useless for any PC?
I don't think you'll need all 3 psi spell schools for a gun character. I'd suggest specializing in just one (thought control would probably benefit you the most), with a splash in psychokinesis for the cheesy forcefield (requires 25) and metathermics (35 for cryostasis). The remaining points you can then invest into electronics, tailoring and mechanics.I started my first run yesterday. Lvl 4, Dex 8, Con4, Str 4, Ag 5, Per, Int & Will 7. Feats: Snooping, Gunslinger, Thermodynamicity, Expertise. Psi-user + pistols build on normal (for first run).
How much I can spread my skills for maximum content and get away with it? Currently I choose Guns, 3 Psi-Schools, Hacking + Lockpics + Persuasion + Mechanics, Biology. But I think for benefits of crafting I need Tailoring, Chemistry, Electronics. And maybe I need stealth.
What skills better to maximaze and what skills I can drop after some level (like Lockpicking after 100)?
What stats better rise - Will for Psi or Str for armor? I don't think I can spent skillpoints both on evasion and dodge anyway.