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Messages - Wichura

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1
Toxic Caves / Re: Are there any normal guys here?
« on: July 23, 2019, 03:21:44 am »
Cut the hair dude, you look a bit like a girl.

2
Correct, back in ancient 2238 times, when this place was completely empty and unguarded.

3
There is someone now with the faction name "Fight Club".
Rule number one bro, don't talk about Fight Club.

4
Tried Gas Station from Junktown Scouts already?

5
Game Help / First Character Idea (no drugs, no implants, no books)
« on: January 18, 2019, 08:07:31 pm »
Hello world, I'm so excited to start playing but I don't know what character should I make!

Welcome stranger! New in town?
First of all - forget about singleplayer Fallouts. Really, forget about what you've learned there about game mechanics, builds and whatnot. You can read through these pages too to get clear vision how different it is.

I'd like to play a sniper-sneaker character that I can do quests with!

Yeah, yeah, snipers, snipers everywhere. Completely unpredictable worshippers of Random The Almighty God - they hit for 10 HP, then 250, then 5 again. Perks "Sniper" and "Slayer" don't exist here. Yes, really. Same with Gifted trait. I told you to abandon singleplayer habits, didn't I?

C'mon old fool, I want to play!
SPECIAL:
ST 5 - for Adrenaline Rush perk and decent carry weight
PE 6 - to see shit trying to kill you before it does
EN 10 - Hit Points and being more manly man (or German lady) that fears knockdowns less
CH 1 - it's a dump stat. Yes, for real. You don't need it to do quests, for the sake of entering Vault City with Daypass you'll use Mentants to temporary raise it to 3, which is enough. Yes, I'm sure it is a dump stat if you don't play with taxi-alt.
IN 5 - unless your time has no value and your mom keeps bringing food to your basement, you will need reasonable IN to save yourself endless grindfest for raising skills
AG 10 - you can't afford drugs at the beginning and at least 10 Action Points is a must.
LK 3 - with less you'll suffer from weapon dropped, exploded, critical misses and so on. LK at 1 works almost like the Jinxed trait. More is only for critical-hits based characters, which is not the case here.

Traits:
Fast Shot - aims random body parts, no impact on critical hits I know of
(optional) Loner - for extra +10% XP, however you won't be able to have companions, slaves or lead your mate to a glorious adventure
(optional) One hander - for extra +5 flat damage per each attack. It also says about a -40% chance to hit when using two-handed weapons, but this is not a massive pain in the butt and also it can be mitigated by raising Small Guns skill later on.

Skills tagged:
Small Guns - affordable weapons, low-to-medium ammo consumption, reasonable damage. Raise to 200% minimum, 220-240 recommended later on. DON'T FORGET to get +10% skill bonus at level 1 from Marshal in Gun Runners Fortress, south from Hub.
First Aid - useful even if you can afford Superstims, raise up to 150%
Outdoorsman - almost useless in singleplayer, essential in FOnline. If you want to see the world without tripping over each pack of rats and scorpions, it's mandatory to have this skill at 150% at least.

All these can be raised by books (10 per each skill), available to buy in Hub's Market, in Mrs Stapleton bookstore. Total cost is around 55k caps or so, I don't think you can have it straight away.

Perks
There's 8 perks in total as you level up plus support perks available from NPCs or quests.
For this particular character I recommend (in order of leveling): Adrenaline Rush, Toughness, Even Tougher, Bonus Ranged Damage, More Ranged Damage, Bonus Rate of Attack, Lifegiver, Lifegiver.
You can also swap Bonus Ranged Damage with Lifegiver to have 285 HP at level 24.

Bu-bu-but Big Gunz! Lasers! Pew-pew-pew!
That's the spirit! I love them too. However big guns are expensive and ammo-consuming, same goes for energy weapons. If you feel you can afford it - go ahead, but don't complain providing chain of supplies is ruining your game experience.


This build have been tested by dedicated squad of lab guinea pigs fellow players on many occasions and with different styles of playing. It's viable enough for the beginning, it doesn't get ganked by every creature you'll meet, it doesn't cost a fortune to maintain.

If you decide to play with this idea but then you'll find it sucking big hairy balls, please leave my mum's name alone and perform a reroll for 10k to keep your experience and start again with different one.

Any comments are appreciated.

6
Game Help / Re: Fellow players
« on: January 14, 2019, 08:37:37 am »
3,5 excluding dev team, fiddling with admin panel for shits and giggles.

7
Game Help / Re: Fellow players
« on: January 12, 2019, 06:18:32 pm »
Is this the server with bullshit crafting system based on 12 types of workbenches and rest is just a 2238/Reloaded clone?

8
Toxic Caves / Re: I just don't understand
« on: January 10, 2019, 11:10:53 am »
Where have you been, caveman?

9
we *are* supposed to be testing this game.
Mind your own business dude, I'm busy gathering pixels and wasting my life.

10
Game Help / Re: A few new player hints for 3rd season.
« on: December 18, 2018, 06:46:34 pm »
When I have starting playing it I had to unlearn some habits from Fallout 2. Once it was done I had troubles to find how to make caps and where/how to lvl up (quests, typical mob farms).
Oh yeah, that's common problem with people playing F1/F2 before. Almost no game mechanics here is alike the singleplayer Fallouts, towns are inspired more than copied/pasted and so on. An average player is just another piece of turd rolling across the desert, not Vault Dweller, Saviour of Damned or Last Hope of Humankind. Move along, maggot.

I agree that STR 7 in not required but it will help with Water Merchant runs.
This is just one activity ingame (never heard about it before to be honest) and you sacrifice 2 SPECIAL points?

As it goes for crits, 17% extra crit rate when You can hit target 6x in one turn (Fast Shot= random body parts) is quite fun to watch (eye critical, leg critical etc). I kind of enjoyed it:)
You also need Better Criticals for crits to be really effective. This makes 3 perks (More Crits, Even More Crits, Better Crits) already taken. What about Lifegivers? With 10 EN and no Lifegivers you end up with I think less than 200 HP, which is way too low, especially for new player.

12 AP equals to (when applied to combat shotgun or typical pistol with aimed shot, which are easy to get):
1. 1 First Aid + 2 burst per turn*
2. 3 Bursts* per turn
3. usually 6 shoots* from pistol if magazine allows it (good finisher for those Vipers who fall on the ground with -6 hp or so)
3 bursts per turn are possible only with single-handed weapons like P90 or SMG. Two-handed require 5 AP with Fast Shot and BRoA perk.
Besides there's Jet, giving extra 2 AP for 30 minutes. It also drops the damage resistance. Drugs are bad, mmmmkay?

*If You have taken More Criticals and Even More Criticals perks each of those shots above might crit. Unaimed critical has 1.5x to 2.0x dmg bonus. In case of burst 15% extra critical is like 10% extra damage in long term (statisticaly). I have not noticed any effect related to aimed criticals (blindness etc) while bursting so I'm assuming each bullet from Burst counts as unaimed shot even with Fast Shot trait. Now if You use single shots 80% of those are going to be aimed shots with that 15% critical chance extra from Fast Shot trait.
This is overestimated I'm afraid. I've tested such character for a longer while with 22% crit chance and .223 Pistol. Even if you are lucky, it's still more effective damage-wise to go full blast with bursting them till they die.

200 First Aid with medic perk= Full HP every 45 secs, no need to use stimpaks.
Stimpaks can be applied one by one with no cooldown at all. Plus Medic perk requires First Aid AND Doctor skills to reach 125%.

Build was meant to be as effective as possible for 2 purposes:
*Water Merchant Quest (3 barrels are like 165kg)
*Wiping out Vipers bounty in Junktown ASAP
Once target level is reached build was meant for reroll.
Well yeah, as a reroll dummy it's okay-ish.
This one I've made uses Incinerator to gain XP and stuff quickly:


My favorite is using M60 for Vipers combined with .223Pistol (as a finisher for unconscious Vipers). I was actually able to clear bounty with looting in about 1min (1st healing done at 1st turn). Entire cycle of taking bounty, arriving at target (it never happened to me to have it further than 3 squares from Junktown, most of the time it was like 1 square away), clearing Vipers, looting, turning in leather caps/armors took me about 3-4 mins on average while I had about 3-4k exp per run and the only resource I had to replenish were bullets for M60. With shotgun You can actually loot ammo from Vipers, probably more than You need to kill them on average.

P.S. I have no experience on endgame stuff yet... since it is real time and I'm really bad in this mode but I have already thought about a solution (preparations are underway, when they are done I'll proceed to testing phase).
By Vipers you mean that Vipers recruit camp? Or Abandoned Gas Station with like 15+ yahoos wearing metal armors?

11
Closed suggestions / Re: Simultanous Turn Mode for dungeons (and maybe PvP)
« on: December 18, 2018, 04:44:12 pm »
"I play for a week and I already know how to fix this game".
Classic.

12
Game Help / Re: A few new player hints for 3rd season.
« on: December 18, 2018, 08:56:49 am »
1. Progenitor (1st) character design (no books at start, no support of any kind from other characters)
Stats: STR 7, PE 4, END 10, CHA 1, INT 6, AGI 10, LK 2
Traits: Fast Shoot, Looner
Tagged skils: Small Guns, First Aid, Outdoorsman

Skill development: 200 Small Guns->125 First Aid->125 Doctor ->170 First Aid ->125 Repair ->200 First Aid ->150 Outdoorsman
Perks: Adrenaline Rush[4]-> Even More Criticals[6]-> Bonus Ranged Damage[9] ->Action Boy[12] -> Action Boy[15] ->Bonus Rate of Fire[18] ->More Ranged Damage[21] ->Medic[24]
SPECIAL is not a tragedy, but perks are real mess, my friend. Hybrid characters are cool and viable, messy characters are just messy.

I'd go for plain Small Guns burster, no books, no drugs, no implants:

ST 5, PE 6, EN 10, CH 1, IN 5, AG 10, LK 3
Traits: Fast Shot, optional One Hander for P90c/.223 Pistol or Loner for 10% more XP (beware, this means no followers!) or Bonehead for anticritical protection
Tags: Small Guns, First Aid, Outdoorsman
Perks: Adrenaline Rush, Toughness, Even Tougher, Lifegiver, More Ranged Damage (+4 per bullet instead of +3 like with Bonus Ranged Damage), Bonus Rate of Attack, Lifegiver, to choose freely Bonus Ranged Damage or Sharpshooter or Lifegiver

ST 5 is required for Adrenaline Rush perk. CH 1 is mandatory. Seriously, no point of CH at all apart from hauling companions, other than that it's a dump stat.

Don't tag Repair or Science, their limit is 125% and this is easy to get at any given time after reaching decent combat skills.

Don't go for Action Boys, it's a waste of perks. Don't go for criticals perks mixed together with damage perks, it's either one way or another, not both at the same time.

Don't bother with Medic perk and boosting FA with Doc up to 125%. Super stimpaks are affordable and common. Doc 100% is fine enough anyway.

Bonus Rate of Attack requires 180% combat skill (any), More Ranged Damage requires 200%.
Remember right after you start to go to Gun Runners in Boneyard and speak to this guy:

You'll get +10% bonus of selected combat skill (Small Guns in this case obviously).

Support perks the most useful for newcomers:
Pack Rat (from Dangerous Dan in Redding, Strong Back (from Francis in Broken Hills), Ranger (from Tamira in Gordon's Gas Station - requires 100% Outdoorsman), Gecko Skinning (from trappers in Klamath or Hub).

Such type of character is viable for caravan runs, solo some dungeons, craft stuff, trade, do quests and so on.

13
Bugs / Re: Disappearing Blueprint
« on: November 29, 2018, 08:29:09 am »
Put one in active slot and walk around, taunting people ;P

14
Suggestions / Re: Improved Base Security
« on: November 28, 2018, 03:53:11 pm »
Don't keep your precious pixels in a place someone else can access.

they will keep them on logged out characters (which are perfectly safe).
StorageAlt814, StorageAlt122, StorageAlt6134 and so on, hell yeah.

15
Suggestions / Re: About Encounter NPC's
« on: November 20, 2018, 07:19:08 pm »
Make an alt for this purpose. You need a base manager char anyway.

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