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Any tips for a PSI build for a new player? Is Metathermics and Thought Control a good combo?
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>>735099398
All that comes to mind off the top of my head is that you need to have a certain amount of a certain base stat to acquire the shadow-strangle technique.
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>>735099398
>Is Metathermics and Thought Control a good combo?
No, both of them either struggle or are useless against robots.
Psychokinesis will be for the most part your bread and butter to what you cannot hurt with either Metahermics or Thought Control.
Temporal Manipulation if you have expedition will also work.
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Use legacy patch and play an omnimancer
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>>735099398
Thought Control is a must for any PSI build because you get Locus of Control.
Metathermics is good but it's like the basic DPS school. If you want damage, both AoE and single target, it'll give you that. But anything highly resistant to Fire and Cold will give you a hard time.
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You can go 3 schools without worrying too much. Hell you can go all 4. Don't let the increase in Psi cost scare you off, with enough tools you should be able to handle all fights before you run dry.
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>>735099551
Is that on the silent isle? I know about that I believe you need a will of 10 or 11 (I have 10)
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>>735099562
Could guns and emp grenades work? I've been putting points into guns so that I have a backup weapon and also because I planning on using energy weapons
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>>735099939
if you are a mainly psion you wouldn't have enough points for guns, grenades can work on the account of emp doing good dmg to robots.
but for the most part either pk/tm would be your weapons of choice.
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>>735100121
>Don't have enough points for guns
How? Can't you max out at least 8 skills if you focus on them? I have metathermics, thought control, electronics, biology, guns, stealth, evasion, hacking, and guns? I've only sunken like 15 points into throwing
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>>735100427
Sorry I didn't mean to put guns in there twice
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>>735099619
There is a patch now? Or do you mean the old build which lacks all the newly added content?
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>>735099619
Why?
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>>735099398
>Any tips for a PSI build for a new player?
You dont ever since they ruined that shit with the PSI update
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grenade throwing simulator
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Bump
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>>735099790
No, the Strange cave crystal only gives you Bibliolocation and you either need to pass the Will or Thought Control check.
As for dealing with robots, like the other anon said its best if you stick to using Psychokinesis as your secondary psi school or pick up/craft EMP grenades, as robots have no resistances against electricity damage and get stunned by it.
The issue with skills is that they dont really have a cap, you can go beyond 100 without additional costs like in the older Fallouts but you really need to know what you'll be doing with your build.
If you go for a psi focus with throwables on the side, adding a pistol or another weapon would detract from your skill points and feats investment in your other abilities, and theres only so many feats and points you can get.
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>>735101236
So would psychokinesis and thought control be a better combo?
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>>735101069
Only if you're a noob who relies on crutches. This game is beatable without using a single grenade
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>>735100427
To get top of the line guns you are going to need mechanic skills (or god forbid mercantile) on top of having high Perception. Its not that you cant get away with being a jack of all trades but you are going to fucking feel it when your best shot is 70%
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>>735099398
i'm in the middle of a playthrough with this setup (no weapons, mainly TC + MT, with a tiny bit of PK later on)

it's fine, robots are annoying but you can usually sneak past them provided you have good stealth skill. Helps to have two sets of armor, one stealthmaxx and one psi beetle carapace vest + headband for fighting.

the bigger challenge I found was dealing with large packs of human enemies like ironheads (until you get locus of control), especially on higher difficulty where you really can't outgun them. Had to do a bunch of kiting, fleeing, bear trap spam and every other trick in the miserable dominating playbook.

The main thing i learned in retrospect is you need to hunt for every source of CC you can: flashbangs, cryokinesis and fear are great, dipping into the other school for electrokinesis is worthwhile. And of course no shame in bear trap spam or grenade spam. Gas grenades are better than you'd think as well, they have a separate cooldown and soften up enemies * a lot*
Once you have locus of control at 14 the game changes, now you just LoC + enrage packs of enemies and try to blow up the rest in the meantime.
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Any advice on building an energy weapon scientist crafting build?
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>>735100894
Because I said so.
Are you going to keep questioning your master ?
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>>735102964
Are you playing on domination?
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>>735103183
yes sir

believe in the bear trap, and the bear trap shall believe in you
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>>735103037
Just like with regular pistol build get all the +crit damage posible and you are going high INT so you will get your crafting skills up really fast so you can craft all the good shit.
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>>735103459
How about agility? I know dex should be high but agility is a stat that never been clear to me how high it should be for some builds? I know at least 6 so you can get the powerful sprint ability
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>>735099398
Maximizing both is pretty iffy. Generally, you either want one or the other to be maxed out while the other schools provide support. Another question is are Tranquility or Psychosis? Because the former is better with TC and the later is better with MT.

My favourite build is MT with Last Stand + Hemopsychosis, because it provides you with an infinite well of psi points and you can freely swap between all of your abilities. To see it in action:
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>>735099398
- 10 WIL
- 8 INT (for Premeditation and Psycho-Neural Flexibility feats)
- 6 or 7 CON (Fast Metabolism, possibly Hemopsychosis later)
You can level up all the psi schools if you really want to, but need to change up your slots between encounters as it's hard to fit all four schools. TC and Psychokinesis is usually better combo so you can deal with robots. Or ditching TC and going full damage crit wank with Psychokinesis and Metathermics.

>>735103665
AGI 3 if going full slumbering tin can and don't care about MP.
AGI 6 is fine for most builds.
AGI 7 is or used to be good for multihit melee builds like knives. I recall hearing it got nerfed.
Going higher than that isn't really optimal. Going 10 for Blitz isn't really worth it due to fucklong cooldown, and if you want more AP you'll be better off just leveling TM and getting Psycho-Temporal Acceleration feat.
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>>735103813
>>735101236
I'm confused on the skills? Don't you get 40 points every level? That gives you enough for 5 points for 8 skills? Wouldn't that allow you to maximize all 8 then, because you can't go over 5 points per skill every level? I might be retarded but I'm having a hard time seeing exactly why you can't. Is it because some skills stop being effective after a certain level like chemistry losing it's effectiveness at level 70? It just seems like the game is encouraging you to pick 8 skills and just focus on those?
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>>735104187
>AGI 7 is or used to be good for multihit melee builds like knives. I recall hearing it got nerfed.
Dumb me forgot to mention the actual feat name. Meant Fancy Footwork.
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>>735103665
I almost always keep it at 5 to get Sure step so i don't fuck myself with my own caultrops, AGI is mostly useful for light melee builds (knife or fist) to get a lot of hits in in conjunction with DEX. On that topic i fucking hate that that specific build got nerfed on the last patch (nothing horrible but fucking why?! no reason to get expose weakness now just carry the kukri)
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>>735103665
Probably 6 or 7
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Bamping
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>>735103459
One more stupid question but for an energy pistol build have more benefit with chemistry or biology?
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>>735105345
The pills you can make with biology are pretty good but not really worth the investment and are annoying to get the materials for imo, while chemistry is useful to get the MK V and flashbangs. I dont remember the exact number but i think it was 20 biology to get gas granades wich are devastating when when used on a chokepoint
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>>735106417
Thanks. I'll stick with chemistry then.
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I keep seeing threads on this game. Is it worth checking out? What am I in for?
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>>735108545
Cool setting, tough tactical fights and highly autistic crafting and build speccing
the DLCs are both worth it if you try it out and find you like it
You will know you like it or not if you can get past Depot A
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my issue with this game even though i love it is that throwables are practically required on the highest difficulty until after junkyard.
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Steadfast requiring 5 strength is retarded. Why would I not treat strength as a dumb stat for a pistol build?
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>>735103037
Get the disassemble perk and upgrade it so it doesn't degrade the parts from weapons you d/a. That way you can keep upgrading your gun if you find better parts.



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