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Quasimorphosis grow with turns taken though so running gives slight advantage here.
Also you are allways in combat. Unspoted enemies few rooms away will wonder around taking their turns just like unalerted in your sight.
1 turn =/= 1 action. Say... 3 calories per action when crouched, 4 for walking, and 5 for running (not exact but for example's sake. Walk and run stances do cost more per action, and calorie burn has few factors such as the weight of all the items you carry).
Crouching would burn 3 calories per turn (1 action per turn. 1x3=3). Walking would burn 8 calories a turn (2 actions per turn. 4x2=8). Running would burn 15 calories per turn (3 actions per turn. 5x3=15).
Is normal/walking of any use then? If everyone just switches between crouching and running.
Ususally its 4-8 calories so it will cost at least 5 to crouch and 6 to walk.
Plus crouching back to evac is recipe for disaster. Enemies are quite blind and can survive purging by not noticing fight in the corner somewhere so its not unheard of to meet random dude on way back through seemingly cleared floor. 1 action per turn of Crouch stance is most dangerous here cause even if you wont get oneshot you can easily get stunned. Stun lasts in moves so at walking stance you'll loose half a turn. On crouch you loose whole turn and enemy attacks and likely stuns you again. Over and over.
I agree with this. My example is with 2 weapons, full armor, and full 3*6 inventory, at equipload (Shows at the bottom left corner of the Inventory) of 58 results in additional 8 calories per action. Depending on your stance, you are looking at 9 calories for sneak, 10 for walk, and 18 for run per action. This is why unload loots into a chest next to an elevator can be helpful as it deceases calories consumption, also decease dodge penalty.
Looked through Serpent's mouth volley on youtube few times and it looks like 1 more shot is added for free. Is it correct?
If so stats on Archbishop and Prism would make more sense.
i think it works the same as infection % (where different items can have a chance to reduce it by a percentage shown on the item's description)
the only things i know so far are Sorbent, Antibiotics, and Antidote (but some quasi items mention that they can heal all)
edit: but the sooner to take the medicines the easier it is to treat it
I know that antidote and the quasi item can completely get rid of toxic stuff. What I don't know is how the f**k am I supposed to survive if I didn't have any of that and the sorbent can't do its job.
usually what i have been doing, (if available), is to use a sang-b soon as i know theres some danger ahead (like a spiders or toxics/fire), and then that gives me a boost of hp regen just in case (to counter-act taking some dmg), and with impactor armour it helps a lot for poisons and fire. (i also try to swap to run mode and pop a sang-b before using the elevator to go to a new floor, but i dont think that is needed in latest patch)
edit: if you have tunnel rats, (or are lucky in bringing/finding medkits) which give a +25 regen they are very handy too.
(some more info here as well)
https://steamcommunity.com/app/2347110/discussions/0/3839928078008862111/
Thank you for your clarification, man.
Correction: I used the wrong word. It's a medkit not medic lol. F**king crazy how much poison depleted your HP so quick that even a medkit can't save you more than 2 turns.