Does picking up a stack take longer depending on the amount of stuff picked up, say does it take longer to pick up stack of 6 arrows than 5?
As far as I can tell, items that count by charges (batteries, arrows etc.) should take only one turn to pick the entire stack. Other items - like skewers - take 50 moves per item picked up.
Were any huge new features developed since i left?
I got to check someone’s videos with sound, that was really awesome, but sadly i couldn’t find anything else.
[quote=“StopSignal, post:8904, topic:42”]Were any huge new features developed since i left?
I got to check someone’s videos with sound, that was really awesome, but sadly i couldn’t find anything else.[/quote]
More mods, more weapons, more features. At least I assume, not sure how long you’ve been gone.
But admit it, you want to mow down zombies with a BAR. <3
[quote=“Dlightfull, post:8896, topic:42”]What’s a good sniper rifle in this game?
I always end up using bows or the pneumatic bolt driver, but they are very inaccurate at higher range. Are there some good rifles that can inflict some serious pain on them hulks and the likes from very big range, like 30-40 tiles?
What rifles/marksmanship skill i need to be able to kill hulks in 1-2 shots, if it’s even possible?[/quote]
Use the bolt driver to train up rifles. Use a gunsmith kit on any ranged weapon to make it more accurate.
If I remember right you can literally fire the bolt rifle (or any ranged weapon) at the ground for practice at like 1 point per bolt. So but it’s a fair way to raise skill. Ideally you would be target shooting, but hey, no one coded targets in the game so this is a replacement.
Doing this with easily made ammo for handguns and rifles saves bullets early on.
Any single shot rifle should be 45+ range.
Look for the .300, .30-06, .308 or the 7.62x5x ammo types.
The mosing-Nagant variants are good. Those have like 60-75 range (it’s mostly based on the ammo, with the gun adding some)
Winchester Model 70 has a range of like 90.
If you have no gun shops around you and you really need something. Cut down a M2 browning from an APC, and it can be modded for to a .50 cal rifle.
The range from the gun and ammo is 135 (farther than you can see), damage is like 71 base with amm+gun. It takes a 6 mechanics and 4 Marksmenship to make it.
It’s a good use or the .50 cal ball ammo since that seems to be so rare. It’s not super accurate, but it takes 1 mod in most locations to increase that. Remember to gunsmith it.
There’s plenty of options.
[quote=“Dlightfull, post:8896, topic:42”]What’s a good sniper rifle in this game?
I always end up using bows or the pneumatic bolt driver, but they are very inaccurate at higher range. Are there some good rifles that can inflict some serious pain on them hulks and the likes from very big range, like 30-40 tiles?
What rifles/marksmanship skill i need to be able to kill hulks in 1-2 shots, if it’s even possible?[/quote]
- The gun doesn’t matter so much as the ammo used. It’s more about finding a compatible gun for the desired cartridge. You should be asking “What’s a good sniper rifle round?” The calibers have been mentioned above. Learn to examine your ammo because they have some juicy stats, too. Pay attention to the ammo’s Dispersion stat - you’ll want it to be low. Also note that when reloading, if you get the list of ammo to choose from, the accuracy concept in it is sort of “reversed” - higher accuracy is better, but if you examine the ammo in your inventory, a lower Dispersion stat is better.
- Note that not all ammo of the same caliber are equally accurate. There are minor differences in Dispersion, and they could come into play at longer ranges.
- After that, find or craft the proper accessories. Again, to minimize the Dispersion stat.
- Make sure the encumberance on your arms is minimal. That supposedly affects shooting accuracy, too. This is mentioned in the character sheet if you highlight either arm.
- Finally, and possibly most importantly, you’ll want high Perception on your character, too. Without it, you probably won’t make any spectacular long-distance shots.
Those are the necessities for turning your character into a long-distance zombie-tipper.
My character can drop most turrets with 1-2 shots at 40 range.
Stats: PER 14, Marksmanship 10, Rifles 12
Gun: H&K G3, with a ‘battle rifle conversion’ mod, plus other mods. 7.62x51mm. Not the most accurate gun but the damage it does is hideous. You use what you find, and that is what I’ve found.
How can I kill a shoggoth? I’ve barely managed to escape one and it was shrugging off anything I throwed at it.
I like what Kryxx said
Maybe some one could add some kind of pop up target for practicing that would be cool
Maybe when you place it and walk away it gives you a read out of distance from said target to help understand range
Excessive dmg…
I killed one using a Broadsword with niten stile(hitting over 70 dmg every hit).
Also shot one down with a machinegun.
An rpg should do the trick as well.
The Tigerstile will most likely work wonders against this enemy… now i can t wait to try that out.
You need a good way of dealing more than 50 damage per turn for a large number of turns. Simply grinding up skills and using a strong non-bashing weapon would be enough.
Then you need to keep the shoggoth in one place so that it doesn’t stumble when you stunlock it. Just finding a corner could be enough, but if you have UPS CBM and can make an UPS tazer, you could spam that until the shoggoth loses a ton of turns and can’t stumble.
Drugs help a lot.
You need a good way of dealing more than 50 damage per turn for a large number of turns. Simply grinding up skills and using a strong non-bashing weapon would be enough.
Then you need to keep the shoggoth in one place so that it doesn’t stumble when you stunlock it. Just finding a corner could be enough, but if you have UPS CBM and can make an UPS tazer, you could spam that until the shoggoth loses a ton of turns and can’t stumble.
Drugs help a lot.[/quote]
This got me wondering - are shockers immune to tazers or not?
You need a good way of dealing more than 50 damage per turn for a large number of turns. Simply grinding up skills and using a strong non-bashing weapon would be enough.
Then you need to keep the shoggoth in one place so that it doesn’t stumble when you stunlock it. Just finding a corner could be enough, but if you have UPS CBM and can make an UPS tazer, you could spam that until the shoggoth loses a ton of turns and can’t stumble.
Drugs help a lot.[/quote]
This got me wondering - are shockers immune to tazers or not?[/quote]
I can confirm that shocker brutes, at least, are not. What’s this UPS tazer?
A Taser that draws power from an UPS - you can build an UPS mod ingame and attach it to a tazer
Costs only a small amount of bionic energy, too. You can tazer most things to death with it. Only exception are sludge crawlers, shoggoths, and zombie dancers… basically the ones that regenerate health. If you can tazer a tank drone before it can hit you, then you’ll be able to repeatedly tazer it until it dies.
And yes, shocker zombies and brutes are not immune.
For the Shoggoth, there’s three guaranteed things that can kill them.
Time dilation and a good weapon.
Tazer, melee, and hydraulic muscles. Martial arts with barely any torso encumbrance is ideal.
Fully loaded heavy rail rifle. Strong enough at point blank that the Shoggoth’s regen won’t be able to keep up.
And, not quite a kill, but if it’s a Shoggoth from a lab, lure them into a goo pit. They’ll turn into a harmless blob.
Complicated and tedious way; get a couple of anvils or heavy engines. Set it up so the shoggoth won’t walk into it. Lure it so in a way that if you activate the electromagnetic CBM, it’ll run through the Shoggoth ripping it apart.
Cool. Speaking of which, is there still a disparity between bionic power and batteries?
I think so. Tazer’s use 100 batteries, but modding it to run on UPS and having the UPS bionic the cost is only 10. UPS powered mp3 players don’t even have to be turned off, even when you’re going to sleep. Electric jackhammers only cost 1 bionic power, etc.
Just to clarify this conversation, because there’s obviously miscommunication going on. You can power a device in three ways:
First way is straight up with batteries. Plain and simple.
The second way is carrying a charged UPS. Some devices run naturally off of UPSes, but you can mod any device to run off of a UPS by installing a mod called ‘UPS conversion mod’ into the device. The mod is craftable.
The third way is running a device off of your bionic energy reserves. This requires having an appropriate CBM module installed in your character’s body. And the device itself must contain a UPS conversion mod, too.
And just to complicate things further, you can install mods into UPSes, too, such as the ‘rechargeable battery mod’. Then you can charge your UPSes with your vehicle, assuming your vehicle has a recharging station (which is a craftable vehicle part). The recharging station itself is basically just a “mod” for your vehicle’s cargo container (it is installed in the same tile as the cargo container).
You can also kill a shoggoth via explosives. Mininuke or a well-filled gas tank will do it in handily. Not sure what the minimum explosive is. An M72 LAW might, maybe. owo
Thanks for the advices, guys.
Hello, and thanks for your time.
I’m trying to make a throwing ninja and I think they don’t go together well as far as being silent.
From the wikihttp://www.wiki.cataclysmdda.com/index.php?title=Noise
“Throwing items cause noise if they hit the ground, either 16 for glass breaking, or 8 “thud” for everything else.”
Does Ninjutsu reduce either of those noises?
Can I thrown item get stick in the target and not fall to the ground? If so are there any that are more prone to getting stuck?
In the above example Is there extra damage from the glass shattering on impact?
Is it AOE damage?
Does the act of throwing create any noise? Or is all of the noise created on the target?
Edited for clarity.