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Høddurform is useful for Neural Overload characters, and may prove useful because it also has the defensive bonus of a spear, and applies both Heartbreak and Leper poison.
Sørmirbæren Spirit Staff is useful because it buffs your PSI crit damage, and also Neural Overload. It too has Spear Guard.
Sørmirbæren Staff-spear is a more balanced version of these staves, in that it buffs some aspects of all of your PSI in small ways, like +3% crit chance, increased maximum PSI points, and adds 1 to your natural PSI regen. If you combine this staff with Philosophy III, you can reach 125 maximum PSI points.
They might've been altered in the PSI update, so some of the info I've pulled from the wiki may not be accurate any more.
That is a big exaggeration.
If you want to get a feel for the different weapons on Normal, Versatility is really only a good choice along with a stat of at least six with the proper stat but is probably better off at 7-10 so that you can actually use the SMG/Rifles by level 8+9. otherwise that feat kind of stinks as at level seven I just barely hit 35 effective guns skill, which isn't all that accurate. The only upside is that if you have the minimal stat for that weapon you can bypass the whole purchased skill limitations and actually use those other weapons... eventually.
the follow-up expertise works if you're not going to use chemical pistols or energy weapons.
My thoughts on the weapons themselves (keep in mind that i don't have the feats that make each weapon excel):
Machete - Honestly? There's just something about the energy edge version of this weapon that i like. requires 5-6 strength through.
Spear - the spear guard is pretty neat, they're on my list to use more, there's also an 11 strength feat for using them and a shield in riot armor which might be a high enough strength to use versatility with melee weapons and not stink at the other two categories.
Sledgehammer - haven't used one, my normal builds are 5-6 strength, it's on my "to do" list
knives/daggers - the enhanced versions are nice for crowd control and fast.
fist weapons - the pneumatic enhancement is *nice* i mean, even against crowds you can hit one guy three times and try to land the forth hit against someone you want to try to stun or just hit the primary target again. The only real downside IMO is that the full on metal ones are freaking heavy. force emission enhances them as well.
Pistols - work best with expertise and high dex for the best AP cost reduction.
SMG - a go to weapon if you have 3 strength, just make sure you have, what, 6-7 agility for spec ops and you're still better off with 7 str for things like full auto
shotguns and assault rifles - haven't used them recently, so i can't comment off the top of my head, but things tended to get easier in general once i got a rapid reloading hornet. I *think* shotguns got slightly faster if you attached a forward grip to them and i do remember enjoying using them.
crossbows - a niche weapon, effective on most armors cause it doesn't fire bullets and isn't a melee weapon. I recommend getting the feat that cuts down on the extra AP for special bolt use if you're going to use it seriously, followed by elemental bolts or the poison one so that you can make the most of those special bolts on the targets that need it. Would still be nice to find one or two high strength short bows that use the crossbow skill but are faster than even the cyclone. But then arrows would have to be introduced as well and I'm sure that would be a pain.
just remember strength requirements for metal armor 8 and riot armor with a shield 4-5.
6 str, 6 con, 8 perception, 7 will (will get increased to 8 later), 7 int.
I will probably get Juggernaut at level 12. Its possible to reach exactly 50% armor penalty with tactical vest.
With a PSI Crab carapace, you'll easily reach 70+, although even a PSI Beetle carapace gives +20 to armour penalty, so a Regenerative Kevlar Overcoat with a PSI armour plate and any panel will give you 50 or more.
EMP
Napalm
HE
Frag
Plasma
Gas
Flashbang
If you expect to fight wildlife, keep fire ready.
For humans, flashbangs.
For armor, HE.
Unarmored, Frag.
For Robots, EMP.
For anything, Plasma.
Gas works on bugs, but I like to place on narrow access points (doors) to debuff mobs walking in.
They can be a crutch, but if you don't play an optimal build, this game might require a wheelchair.
There are plenty of fights that you need all the help you can get as a full PSI build:
Native area maps (dozens of maps with 10+ mobs that aggro you).
Balor and pack
Lunatic Mall
The Stalker hideout south of Rail Crossing
Pirate base
Locusts
Ruins with lots of robots/strongmen/maidens
Certain fights in the rail tracks
Arena
Depot A
Burrower caves
Spider caves
In general, many fights with over 5 opponents become tricky.
Agreed, however molotovs + bear traps have always been the best way of getting weak late-bloomers through Depot A. If it's available, why not use it? Especially on DOMINATING where you'll need all the help you can get.