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Post by fallen on Jan 1, 2015 12:36:17 GMT -5
There are no positive effects to being Monitored. The negatives are higher Heat gain, higher Rep loss, and increased chance of negative Encounters.
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Post by Officer Genious on Jan 1, 2015 21:13:45 GMT -5
There are no positive effects to being Monitored. The negatives are higher Heat gain, higher Rep loss, and increased chance of negative Encounters. Of course there's a positive-- the greater chance of mass murder and mayhem you can cause as you carve a bloody smile out of dead BraveStar troopers. Y SO SERIUS!?!?
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Post by sterik on Jan 2, 2015 1:15:44 GMT -5
So is the solo sniper formula for success "raise athletics and ap,prioritize killing fast moving enemies,then kite the rest"?Because that's the only way I have success.
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Post by grävling on Jan 2, 2015 3:40:06 GMT -5
So is the solo sniper formula for success "raise athletics and ap,prioritize killing fast moving enemies,then kite the rest"?Because that's the only way I have success. Yes. It is also important to ditch the truly awful starting Sniper weapon. You want a Strumwhelger M2 to start with (or the Ares Gamma Mk 4). Don't waste any cash on low accuracy or Speed 1 weapons (with the exception of the Ares Gamma Mk 4). You need the extra accuracy and the extra shots to reliably kill things. And the Strumwhelger is an AP3 weapon. The Mk251 Bounty is a nicer weapon, but it is AP 4, so not what you should be using until your AP is 8 or so. If you are playing MnB you really want the Strumwhelger from Metalvana in Black Row, because the Blasta Gun isn't very accurate. The Ares Gamma Mk 4 (the more accurate Blasta-type) isn't available in the Tunnels. When playing a MnB Sniper I often buy a shock glove at Metalvana anyway, so that if I miss a shot and have somebody right beside me I can kill him or her that way. I wrote about fighting a Sniper here: startradersrpg.proboards.com/thread/5438/tunnels-combat-training-lost-helperThis was written when you could not save your AP when you had initiative on some or all of the bad guys. So these days it is even easier. Some bad guys charge. You tap 'Item' and then cancel the command. You keep all your AP. The rest of the bad guys charge. Now either shoot somebody who is in the pink, and then move outside of the range of all your enemies, or move out of the range of all of your enemies and simultaneously put one in the pink, and then shoot the pink one. If you aren't dancing out of the way of enemies, then you are taking too much damage. (Of course, if you are, you are taking more heat, but hotels are cheaper than medkits and doctors.) The important thing to remember playing a Sniper CK is to be patient, and rest often to get rid of heat. Until you have your better gear scored, don't worry about climbing any ladders (except Flynn's if you are playing MnB, because until you get a ticket to the Black Row you don't have a reliable and safe way to burn heat or access to the better weapon you need).
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Post by sterik on Jan 2, 2015 10:04:40 GMT -5
I've noticed melee gets off the ground quicker/easier.What about armor?I get that ballistic/deflection values are the higher the better but what about dodge?Is high dodge better for high dex knights or for all knights?Or is it more a choice of avoidance with dodge armor vs mitigation with high ballistic/deflection armor with a negative dodge modifier?
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Post by Officer Genious on Jan 2, 2015 11:11:59 GMT -5
Generally its the latter, but in practice dodge always seemed the better option-- why would I waste 2AP when a few points in Dex lets me use a 1AP Dodge? In a big battle (6+ enemies, the Inn fight for Blue Ox being a good example of this), that 1AP difference means a lot! Actually, this would make a good debate thread... grävling, Master of CK, what do you think: dodge or cover?
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Post by grävling on Jan 2, 2015 13:38:42 GMT -5
I've noticed melee gets off the ground quicker/easier.What about armor?I get that ballistic/deflection values are the higher the better but what about dodge?Is high dodge better for high dex knights or for all knights?Or is it more a choice of avoidance with dodge armor vs mitigation with high ballistic/deflection armor with a negative dodge modifier? If you wear high dodge armour you get hit less often. If you wear armour with higher stats but - dodge numbers, you get hit much more often but you get less damage from the attacks. Lots of them will be 'Armor Save's for 0 damage. So it is a matter of style, but what turns things for me is that the Aztek Infiltrator Suit (4788 Yen for a negotiate 4 normal char, Tekka House of Guns) is one of the cheaper Hard Armour suits you can buy. It is 4 Ballistics, 3 Deflection and 4 Dodge. And it is important to get into hard armour as soon as you have handled your other pressing needs -- better weapons, maybe a larger computer, maybe your first ally and gear for him or her. So I pretty much always buy that and then upgrade to a Kraken Suit, which is the only Nano Ready +dodge armour there is. And I buy Dermal Implants. But I wouldn't say that buying the more expensive Battle Armour suits would be wrong -- it is just that the other is what I am used to.
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Post by grävling on Jan 2, 2015 13:56:59 GMT -5
Generally its the latter, but in practice dodge always seemed the better option-- why would I waste 2AP when a few points in Dex lets me use a 1AP Dodge? In a big battle (6+ enemies, the Inn fight for Blue Ox being a good example of this), that 1AP difference means a lot! Actually, this would make a good debate thread... grävling, Master of CK, what do you think: dodge or cover? Dodge armour has nothing to do with the dodge command in battle. It happens, automatically when you wear armours with +dodge numbers, every time something makes an attack on you. Large dodge numbers on your armour makes it more likely the opponent will miss. -dodge numbers makes it more likely that the opponent will hit you. But the large - numbers also go with much larger ballistics and deflection numbers. So you are like Superman ... the bullets just bounce off your armour. As for the 'spend 1 AP vs spend 2 AP commands in battle' ... I practically never use them. They are an indication that something has gone very seriously wrong with my game. Either the battle starts, and OW, there is a great big Floating Robot Cannon who has me in its sights and it has initiative -- or I stupidly rushed over to a stick waving hyperpunk whom I thought was all out of AP and discovered, no he has plenty left to whack me with. Under those circumstances, I might give 2 AP to not getting hit ... But if the battle is proceeding normally, I never take damage from such deadly things because I always position myself out of their range, and have enough AP and athletics to be able to take care of them after they are out of points. So I pretty much always have a better use for 1 AP .. aiming the shot, or thrashing, or grappling or what have you rather than avoiding damage. For they do the least damage the sooner they are _dead_. :-)
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Post by Officer Genious on Jan 3, 2015 22:38:50 GMT -5
Generally its the latter, but in practice dodge always seemed the better option-- why would I waste 2AP when a few points in Dex lets me use a 1AP Dodge? In a big battle (6+ enemies, the Inn fight for Blue Ox being a good example of this), that 1AP difference means a lot! Actually, this would make a good debate thread... grävling, Master of CK, what do you think: dodge or cover? Dodge armour has nothing to do with the dodge command in battle. It happens, automatically when you wear armours with +dodge numbers, every time something makes an attack on you. Large dodge numbers on your armour makes it more likely the opponent will miss. -dodge numbers makes it more likely that the opponent will hit you. But the large - numbers also go with much larger ballistics and deflection numbers. So you are like Superman ... the bullets just bounce off your armour. As for the 'spend 1 AP vs spend 2 AP commands in battle' ... I practically never use them. They are an indication that something has gone very seriously wrong with my game. Either the battle starts, and OW, there is a great big Floating Robot Cannon who has me in its sights and it has initiative -- or I stupidly rushed over to a stick waving hyperpunk whom I thought was all out of AP and discovered, no he has plenty left to whack me with. Under those circumstances, I might give 2 AP to not getting hit ... But if the battle is proceeding normally, I never take damage from such deadly things because I always position myself out of their range, and have enough AP and athletics to be able to take care of them after they are out of points. So I pretty much always have a better use for 1 AP .. aiming the shot, or thrashing, or grappling or what have you rather than avoiding damage. For they do the least damage the sooner they are _dead_. :-) True, very true. On Dodge though, isn't it still more effective to stack that miss chance from the armor with the Dodge skill of not getting hit? Feeling slightly embarrassed I didn't see this before. Where do I enroll into this Badger Dojo??
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Post by sterik on Jan 4, 2015 8:27:33 GMT -5
I feel that brawling is just more efficient than firearms thus far.I make every non-sniper/gunslinger a brawler.Just seems to fit my style of play and also seems easier.Just my opinion,I could be wrong.Just seems like getting that armor from Tekka that grävling mentioned along with the taser glove sets me up for success quicker than building up a shooter.And with less heat it seems too.Also,does intimidate help to gain less heat from the delivery/message type jobs?I seem to recall reading it either here or from someone ingame.
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Post by grävling on Jan 4, 2015 19:10:00 GMT -5
I feel that brawling is just more efficient than firearms thus far.I make every non-sniper/gunslinger a brawler.Just seems to fit my style of play and also seems easier.Just my opinion,I could be wrong.Just seems like getting that armor from Tekka that grävling mentioned along with the taser glove sets me up for success quicker than building up a shooter.And with less heat it seems too.Also,does intimidate help to gain less heat from the delivery/message type jobs?I seem to recall reading it either here or from someone ingame. I do the same. Tasering them unconscious does give you less heat than killing them dead. And a few points of intimidate does indeed lower the heat you get from delivery and message type jobs. So it is nice to have some. But remember it is AP that keeps you alive when the cyan and brown dogs show up ...
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