You really don't want to be mixing Melee and Ranged in this game. Charge Weapon makes you Melee weapon do Electric, so an Electric Ranged is redundant anyway. I'd recommend the Warden Shield, NaN Deconstructor/Hirudo Devourer (to regen Health) or the Heavy Slut Ray (since you can only fire it once/round anyway and it can Stun with high Aim).Has been brought up before, I'll bring it up again:
The hard countering of melee techs instead of fixing the issues.
I played as a melee shield tech, with my melee being kinetic only, and my ranged being electric only, solely to minmax the roles of the weapons, i.e. secondary for shields, and main for the enemy. As shields are weak to electric damage, and kinetic damage is the least protected against type when it comes to armour.
Janeria is basically set up to counter Melee Techs, yes, but you're specifically warned by Dr. Lesseau to bring Burning or Freezing weapons. I think the bigger problem with the Janeria is you have to wear bad Armor (-10% Evasion = +30% more Health damage), and it can ignore Shields.I was level 10, with max stats, a vibrolass, and a CTL-3 when I fought Janeira. Literally only won because I save scummed and did regen and holding down 1 until Janeira's shields were down, and I could use gravity disruptor until it died, or I died because the thing regens not only health, but more importantly SHIELDS when struck by electric attacks, despite shields having 50% electric damage weakness.
Electric is actually really useful for most of the game. I'm not sure what 'Energy' damage would look like.If "charge weapon" lasted for 3-4 rounds, and either just multiplied the weapon's current damage types, or added energy damage to the weapon attacks, it'd no longer be broken. Easy fix, devs, please get it implemented ASAP.
There are only the two (Janeria + Spawn). In all other cases, Electric is neutral at worst. Maybe that will change in the future.The greatest issue with enemies that heal from electric damage, is that all the best melee weapons in the game do electric damage, so even if you're not playing tech spec. you get punished.
They worked in 0.9.026, but something broke and they haven't been fixed yet. You'd think they'd know that a major new feature like that doesn't work, especially since Fenoxo was excited for it.The UX, which has been brought up before, and I'll bring it up again here, but not in the "wish I could see stats and map at the same time again" kinda way.
Why does the inventory's buttons not work? It says "press 2 to use", but here I am being forced to manually use 249 Nuki Nutbutter in a row with my mouse because the god-damn "use" button doesn't actually use the 2-key. Makes me wish the "Use" button allowed you to use stacks of items at once.
The highest percentage you need is 97% Aim (which is, admittedly, really high). It becomes easier as the stat cap increases. It's also possible to bank enough Stat points to never have to train again after a certain point.The soft-capping of stat gain from workouts as you reach max.
You start off by getting like 1 point every workout, then gradually you slow down to a crawl of ~0.2 points per workout as you're like 3 points away from capping. Considering the fact that percentage based checks exist, this is literally just annoying and serves no purpose beyond a shimmer of "realism".
100% Intelligence was way too much. I did a Melee Tech and completely ignored Physique, just to see if I could. I'm certain the other thing that got Tech Specialists nerfed was Dumb4Cum, which effectively gave you 4 extra levels worth of Intelligence (at level 10). If you also got the Cybernetic Subprocessor, you'd have +6 levels. There's also the fact that Tech Specialists have the worst in-class Energy regen. so making it a buff you have to keep reapplying might be an issue.Melee techs have been wrongly nerfed & hard countered, gotta agree. Instead of simply making it like most other abilities(example: Stealth Field Generator, Take Cover) with massive bonuses, they for some reason keep it permanent yet reduce the damage output.
In my opinion Drain is useful, but Stun is overpowered, especially after Level 10. Two rounds of Shield regen makes (made?) you effectively invincible. They reworked Stun from a flat 1/4 chance to a Physique/Aim vs Physique check, so if you have a high stat, you're likely to Stun every other round, making it even more reliable. I found I hardly ever used Charge Weapon past a certain point. Granted, I haven't really played in a while, because of all the bugs.Not that it is a problem for me, the main issue surrounding melee techs is the ability to drain shields anyways. Even though both Mercenary & Smuggler get similarly broken builds anyways with the weapon on Uveto; what honestly should happen instead here is that drain weapons are kept to the high-end content where the experimental stuff is supposed to happen. Iirc, level 8-14/15 is where we're supposed to be in the mid-game levels of power, aka as strong as military soldiers and/or their commanders.
Burn Chance is worthless, though.
From an RP perspective, once you get to a Probe first you can go where you want until you head to the next planet, because the Rival doesn't know the coordinates. IIRC, if you get Tarkus' Probe, the Rival says they'll just follow you.The game leads you on this big narrative that you are on a race against your rival for your inheritance; and yet you're not given many reasons in-game to stray from this nor stay on that path beyond what was said
That's news to me.Iirc even, it was stated that Steele Tech was expected to file for bankruptcy in 2 years on Uveto;
You don't need to buy any ships, if you can get the password to Zheng Shi. Then you steal the Sidewinder. Or you abuse Blackjack for the money to buy whatever you want. If you do want to buy something from Myrellion before Zheng Shi, you can get a lot of money on Uveto: Farm Savicite & Lucinite (& sell misc drops), bet at the Stadium (with high Intelligence) or be a 'Towelboy/girl'.The ships are definitely a lazy implementation, along with the ship gain system. The ships on Myrellion are very much too expensive to get; and just the 1st ships you can get on Tavros alone can be a really good buy over them.
Ship combat had always been planned but was heavily delayed by real-life issues. The biggest problems I see are not enough incentive to move from planet to planet (and get into trouble), not enough types of enemies to fight. It's also impossible to fail to run away, assuming you run at the start.If they didn't want to do ship combat to begin with, which honestly it kinda has sounded like it, just make the ships all about increasing the ability to have a larger harem. Though I'd honestly prefer they develop it more, because initial ship combats can be genuinely interesting, as it actually requires you to pay attention to how the combat is going based on energy levels; plus it adds to the realism.
Ships are also supposed to have variable Storage capacity, but I'm fairly certain it's bugged.
Semith is essentially worthless as training. 1 Slow Stat Gain/day? You're much better off with Syri, or if you don't care for her, using the level up points.skill training via Semith
I don't bother with the Shield Disruptor, and probably don't even need the Vampire. 2x Hardened Systems makes the Sidewinder immune to Dr. Teyaal's Disruptor and Vampire. With 2x Missile Turrets, you're also practically guaranteed to hit the Spearhead when cloaked, too.You went that far? I just went with Missile Turret for everything, and only went got hardened systems, shield vampire, and shield disruptor just to deal with Teyall because her loadout is so reliant on those last 2 gadgets. You could honestly just get Missle Turret + 2 hardened systems and call it a day but I thought it was fun to use Teyall's gadgets against her.
The New Texas email is 24 hours after starting the game.Dont you need to go to Tarvos for the email from Big T?
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