Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Spent the past 15 hours like this from a tip by one of my friends and yeah. Tunnel percy is god.
I'd argue that Tunnel rats isn't an op class, it's that the others are pretty much subpar save for SoH and some niche cases
hi you gave me an idea :)
there is currently a Priyah character, who can let you store +2 extra items for certain stack-able items. what if there were some other types of "Resource Specialists", such as these :o)
Resource Specialist: Clothing
"Let's you stack Max Stack +5 for any Cloths, Rubbers, Threads"
Resource Specialist: Armours
"Let's you Stack +1 Armour in a slot, IF exact same armour" (eg 2x Legend Boots)
Resource Specialist: Small Metals
"Let's you stack Max Stack +3 for anything small and Metalic" (eg Metal Plates, Wire, Weapon Parts, Empty Cans, Nails, Short Pipes, Blades, and Bronzes etc)
Resource Specialist: Large Metals
"Let's you stack +1 Metal Melee weapon in a slot, IF exact same item" (eg Large Metal Pipe, Metal Knife, Chainsaw, Axe, Baton, Club etc)
Resource Specialist: Foods
"Let's you stack Max Stack +3 for anything which is soft packaged food. (eg Meals, Snikpiks, Rations, etc)
Resource Specialist: Medical Supplies
"Let's you stack Max Stack +3 for anything which is medical. (eg Bandages, Sorbents, Antidotes, Morphines, Splitns, Medkits, Sang-b's etc)
Scouts synergizes extremely well with all weapons instead of just shotguns and - despite the shotgun ammo damage boost from Tunnel Rats being really nice - makes shotguns more viable than tunnel rats. The exception - and boy howdy is it an exception - is at close range, where shotguns won't miss with their default, video game-tier spread.
In terms of survivability, Scouts also wins in some cases, but loses in others. HP wins out against DR for surviving the occasional hit from things which are not fire or poison. As an added bonus, the additional HP will let you live through otherwise unsurvivable crits. For fire and poison, tunnel rats wins out as DR is always superior to HP for surviving DoT's. Additionally, tunnel rats' DR outstrips the effectiveness of scouts' HP bonus with high end armor (and Percy, obviously), but that matters less than one would think due to the sheer lethality of high end enemies.
For the extremely dubious category of trigger-based perks, it's again a tossup, On the one hand, Cautious is easy to use and very strong. On the other hand, Scouts' trigger-based perks can be controlled with some effort and minimal risk. Moreover +100% damage is superior to the critical damage on several weapons, and +100% dodge chance allows for near-invulnerability (fire, explosions, and puddles will still get you even with a 100% dodge-capable setup) ,especially for Kenzie, for the duration of any fight. It should further be noted that -20% wound chance is far superior to triggered wound heal, as it always actively prevents wounds. As an afterthought, shelters is useless, even among trigger perks, due to the second conditional of being in cover.
Speaking of afterthoughts: Marauder exists solely to keep Tunnel Rats' overabundance of trigger-based perks from starving your character (extra food prep/cannibalism notwithstanding).
ive been using him in several missions and seems to be good so far :)
https://www.youtube.com/watch?v=S0ximxe4XtU
Max synergizes with any class that does not rely on dodge mechanics (lol 1% base dodge), but isn't the best at doing so for any of those classes. In the early-to-mid game he has Percy to compete and lose against (not taking damage means not suffering pain). He's also not terribly useful in mid-to-late game, since you are far more likely to get one tapped than die to stunlock.
The following mercs pair well with Tunnel Rats, for different reasons and in no particular order: Victoria (shores up Tunnel Rats' shotgun accuracy/range shortcoming), Percy (for maximizing survivability), Auberon (specifically tailored for weapon hunting), Mirzu (for food hunting, or more likely minimizing prep), Priya (requires extra mission prep, but is beyond excellent for farming everything, especially perishable trade items), Maximillian (FNP will save your life in some cases, regardless of class).
Most of the remaining mercs (Francis, Isabella, Jacques, Kenzie, Marika, and Niko), either provide very little for tunnel rats (or in general - looking at you, Niko) or only help in a specific area that won't matter in most cases (Marika and Jacques come to mind).
Edit: A case can be made for Francis + Tunnel Rats since the class pigeonholes you into using a single weapon type and base weapon durability won't be sufficient for most shotguns. However, this issue can be sidestepped by just... wait for it... bringing a second shotgun. God knows Taigas spawn on the ground way too frequently.
Agreed with this. Many of the other classes feel rather half-baked and imo need a solid rework.
Tifton's Elite doesn't know what it wants to do. There's a buff to melee, which is rather minor (if spammable with sorbent), a buff to grenades and turrets (which are ridiculously expensive to spam), a minor buff to heavy weapons (also ridiculously expensive to use in terms of ammo), and then some other stuff that doesn't really mesh together. Last Bullet is just terribly designed, since you spend a good deal of your accuracy buff reloading (and if you're using heavy weapons, that takes a while).
Phoenix Brigade is a bit better but also tries to do too many things at once. Fire takes too long to kill enemies, is not safe to your clones, and requires way too much ammo to be a viable option anyway. Energy weapons are much better, but you can't entirely rely on them either due to robots being immune to them, and Combat Physicist doesn't do all that much anyway. Gambit activates when you destroy one of the few sources of ammo if you're going the fire route, and Dismantler is just silly, since fire doesn't rip limbs.
Eclipse Blades is more coherent, and kinda decent compared to the rest, but the reliance on dodge means that you're essentially playing russian roulette. It would be better if cannibalism induced less quasimorphosis, and if the dodge component was faster to level up. At least it's a fun playstyle.
Spaceborn Ghosts is... actually fine. It's a bit of a boring class, but the random assortment of survival skills is serviceable.
It would be nice to have a class that can use the Teztclan weapons better than the rest. There's nothing dedicated to using cold damage.
https://steamcommunity.com/sharedfiles/filedetails/?id=3146138329
I agree as well. Hades is solid with all of their traits, and Tunnel Rat hyper focus on shotguns shines extremely bright. All the other classes really struggle. Pheonix doesn't specialize in any weapon, and the one specialization they have with energy weapons is for... faster reloading.
I honest to God wish there'd be a class rework, a wider variety of classes made, or that the supposed build-a-class feature would come out sooner than Q3 2024. Ideally all three. Right now, Quasimorph suffers compared to other close cousins in the genre (e.g. Jupiter Hell or Sword of the Stars: The Pit) due to the poor class implementation more than anything else.
Space Ghost Coast to Coast is definitely more coherent than some of its peers. It tries to be a sprint n' shoot shotgun class with high survivability and somewhat succeeds at it. It also works decently with throwable melee weapons. It's definitely C-tier like its compatriots, but it's more of a C+ or a B-, like what Eclipse Blades is.
The passives are excellent for survivability and provide an incentive to be aggressive with sprinting in combat. However, two of the active perks are terrible, with the third only being useful for weapons that reload quickly, weapons that reload a single shot at a time, or when paired with reductions to reload duration. Moreover, Reserves is F-tier, as it only activates when you are already dead in 98% of cases (<20% HP) and its effect makes throwing weapons worse by preventing multi-hits from knockback. It may save your life if you run the class with a shotgun and proc it without dying, but I won't believe it's actually done so unless someone provides hard evidence. if I had to pick the worst perk in the game, it'd be a close race because turret perks exist on separate classes, but Reserves would definitely win.
If you want to make the most out of the class, run it with Kenzie (the once and future king of dodge classes), Auberon (weapon slot backpack for maximum axe throwing lulz at the cost of loot), Percy (old reliable, works with everything), or Isabella (keep your weight down or suffer). In that order. Maximillian and Victoria can work, but aren't ideal choices.
Phoenix Brigade has access to that weird chainsaw weapon. I don't exactly understand whats happening but it's able to oneshot robots somehow even though though they have 90 fire resistance, so maybe even though the weird chainsaw uses fuel, it's not dealing fire damage? Or maybe something about it's amputation passive is what's killing the robots.
Using the saw and the flamethrower with a third weapon for clearing other things makes the class feel pretty good as long as you have terrain and enemies you're comfortable with. I can't say I'm confidant though, I haven't figured out my weaknesses. It's probably big rooms with ranged enemies on the far side.
All in all, it feels expensive to get going, and I don't know if phoenix brigade works on non-percy. You might need to value bringing something that can extinguish when you're not percy.
Its entirely possible the more expensive classes are meant to be the "get ♥♥♥♥ done" classes where you walk out of a mission with barely more stuff than you entered with.
Woops, forgot to say, but the flamethrower feels more like a grenade launcher in function. Facecheck danger, squirt squirt the napalm, and run away.