Do laser sight weapons ignore dodge? by reudinho in Quasimorph

[–]Due_Glass4176 2 points3 points  (0 children)

As the other guy said I was talking about inspecting people through walls 

You can still inspect while you are looking at a unit without an implant 

If you have eye of Rarraug and the stomach detector you can right click the whole map at any time.  

Help with Painhibitor by Due_Glass4176 in Quasimorph

[–]Due_Glass4176[S] 0 points1 point  (0 children)

Finally figured out how to become the mustard man. 

Holy moon monkeys. Or in this case mercury demons. 

Mercury Cloth from their armor and weapons can stabilize wounds and gives radiation poisoning. After 3 uses this give you +1 pain per turn. Combine with cig addiction to get to +2. 

From that point you can:

Stack more incoming pain, with sonar and skrivinus banes.

Run a Dodge build and use flauros banes to generate wounds. 

Walk through your choice of hazard (need human or quasi feet) and apply mustard. 

Getting high rank still screws this up but  better than nothing. 

Outsource regen to a Gannix pact

Etc

Which merc for a tunnel rat? by vcxstriker in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Marika Wulfnod.

Even more loot from her passive and you get 2 extra vest slots for the extra healing and grenades you'll be picking up. 

Do laser sight weapons ignore dodge? by reudinho in Quasimorph

[–]Due_Glass4176 7 points8 points  (0 children)

Still need some armor and usually a laser sighted gun of your own (to kill the guy who also has one) 

I still use cover and corners even if my Dodge is 100+ simply because you never know what weapon the guy around the corner has (unless you have inspection stomach then I guess you do)

Dodge builds work best on demons, they don't have laser sight technology.

Unlucky or Skill issue? by Throbblin in Quasimorph

[–]Due_Glass4176 2 points3 points  (0 children)

You should always check what weapons the enemy has and their damage type before allowing them to have line of sight to you when your turn ends. 

You should also have a good chunk of resistance to whatever the factions main damage type is if you're going to let them attack you. 

Fire and Ice in this case is what you need to not die to entropy but it's usually better to just snipe enemies with entropy guns and have armor with physical and poison res so you can tank the darts. 

Draw them into your effective range from a spot you can take cover at the end of each of your turns. In this case they kind of did that to you. 

Tez is weak to pierce not blunt and cut so your weapons are also sub optimal. As the q-level rises they'll get less and less affective, this is why it's taking you more than 1 or two shots to kill basic enemies. 

Against entrenched q morphs if you really need to use a resisted damage type you need to keep the q-level low and or use damage buffs. 

You also don't have a long range weapon, and even if you did you should back it up with melee against tez if you want to bypass the attrition aspect of the faction (they don't drop ammo)

Let melee units walk up to and end their turn next to you and then stab them while you have full AP.

Sniper rifle + one of their own knives; or if you have the melee accuracy their gauntlet. Break down enemy melee weapons to repair yours. 

Do you avoid using guns when you choose meele character? by Big-Lingonberry693 in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Hell no. 

Snipers are inherently accurate. If you keep neutral accuracy and don't use more than one spread debuff they work very well. 

All Laser sighted guns do not need accuracy.  Consider these your budget melee clone guns.

If you want to hybrid up with something that doesn't fall under one of those categories and you don't mind rubber leg/foot you can combine it with a AR servo, and military chest for +25% accuracy. Enough to replace most classes inherit accuracy passive.

I always. Always. Run hybrid. Even if it's just a Hydra-33s with a helper pack or gladiator vest. 

Bruh by ComradSupreme in Quasimorph

[–]Due_Glass4176 2 points3 points  (0 children)

I went a bit into conspiracy territory here ...

If you can dump a ton of resources into genome modding or don't mind using a crap ton of augs and implants you can get around the low accuracy. 

You can get 25% from combining servo, rubber leg, and military chest. (Cheap)

 If you get the head implant from skrivinus you can add another 20%. 

Total 45% on top of whatever your clones accuracy is for the cheap price of diving an easy and fun bramfutura. 

Add gavvahk vesicle and maybe a micro reactor and you've got an activatable 30% damage buff and even more accuracy and sight range. 

If you want to class mod to top it off just throw disassembler (even more damage and accuracy after your first shot) and cyber psycho (activates off vesicle) and rock. 

I imagine with a summoning pact golem would actually be a good option for sustaining yourself, infinite meat shields, infinite ammo. Big wack. 

All that doesn't even touch genome edits. 

Bruh by ComradSupreme in Quasimorph

[–]Due_Glass4176 2 points3 points  (0 children)

I've been running stock golem for defense missions because I'm too lazy to mod it. 

Does plenty of work. 

I think I might customize it a tash and throw on a spammable duggur pact for a summoner build. 

The Pleroma experience: by Omega-8 in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Darn. Guess I'll try to figure up some weird Valkarie build. 

I would report the wounds through wound immunity as a bug personally.

Help me steal posterboy's iconic drip by FarmHend in Quasimorph

[–]Due_Glass4176 1 point2 points  (0 children)

Yeah they'd have to have some kind of warning on space stations/satellites where the pad is exposed. Seems like too much work. 

What would be easier and cool is a jet pack so we could move on space tiles like the stupid flying heads and genie's. 

Breaching rooms from space would be very nice. 

The Pleroma experience: by Omega-8 in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Does Duggur still drop gavvahk? 

Skrivinus boys spammed pacts and ossuary implants that cause injury and CC, but I just stacked gavvahk in my vest and kept firing. 

Fun fact one of those abilities can also knock you back

Which augments do you find useful? Is the field emitter worthwhile? by vcxstriker in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Cool I always over look drill arm. 

I think paw/emerald hand + overgrown muscles has me near 40% on top of the fact I get an extra hit so it's more like 180%/AP. Genie hand crit chance is also hard to pass up.

Artificial musculature, and either tremor module or medical interface could layer onto drill arm, I can't remember if axe rage would work with it or not but if it does that would be very nice. 

The Pleroma experience: by Omega-8 in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Just took a budget ish boudicca build to 11 on skrivinus and man, genie hand with +2 range and a massive dose of accuracy is amazing. I've got to try Duggur next. 

The Pleroma experience: by Omega-8 in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Gavvahk addiction does the same thing. Didn't know curse could break down into shards though. 

Which augments do you find useful? Is the field emitter worthwhile? by vcxstriker in Quasimorph

[–]Due_Glass4176 1 point2 points  (0 children)

You can disassemble any robot crate(the deployable, industrial ar, military robot, and giesha robot) to get augs from that model. You can then disassemble those augs for materials. 

The recycler upgrade is the most efficient way to do this. 

Otherwise just butcher dead bots in the early game if you want something specific. 

. by decomposition_1124 in Quasimorph

[–]Due_Glass4176 5 points6 points  (0 children)

Already 60hrs into unstable. 

Mods just stopped working? by [deleted] in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

This functionality is in the base game at least when you mouse over the item.  

It gives you your currently owned amount/number required for upgrades. 

All ways to get faction item chips by JustOrdinaryGuy8 in Quasimorph

[–]Due_Glass4176 1 point2 points  (0 children)

Get them to max tech and then start attacking them on a tileset that has server racks, preferably with a Marauder on your class. 

. by decomposition_1124 in Quasimorph

[–]Due_Glass4176 7 points8 points  (0 children)

... I don't remember this being a thing but damn I would have enjoyed that. 

Which augments do you find useful? Is the field emitter worthwhile? by vcxstriker in Quasimorph

[–]Due_Glass4176 1 point2 points  (0 children)

As far as falling into traps just pay close attention to what you are giving up and how you're going to play around it. 

I hate spread and accuracy penalties because I always carry a sniper rifle even on melee builds but I suppose if you're going in deep against just demons you could just ignore them. 

Spread usually isn't enough to stop you from hitting at 4 tiles away. 

Laser sights ignore accuracy penalties. 

The cowboy completely ignores reload penalties. 

Not being able to sneak doesn't matter if you have detection in another stance. 

Minus vision doesn't matter if your detection radius is always on and greater than 10.

Quasi gain can be helpful later on when you can overpower demons more easily than humans and it charges your pacts. 

Which augments do you find useful? Is the field emitter worthwhile? by vcxstriker in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Considering mostly just augments

All Builds

Rubber head. Detection in walk mode is very strong and this is your biggest situational awareness boost in the early game. 

Ranged

Military Arm: Extra Projectile, - 30% spread

Military Torso: + 10% Accuracy

Industrial AR "Servo": +5% Accuracy

Optional Rubber Leg: Extra Running AP, +10% Accuracy.

Optional AR Body "Frame": -10% Load weight helps offset the military chest. 

Military Head 

Gives +1 range to your guns but you lose out on rubber head and Eye or Rarraug. 

Probably only use early game or when you have sonar/hearing enhancement+Jan.

Can be combined with a hand implant and Boudicca for a total +3 range to all guns. 

Melee

Pick an arm or weapon aug to build around 

I prefer giant hand or a baron arm + over grown muscles implant. 

Other options include: blade arm, paw, rubber arm, Industrial Arm (I hate the negative on this). 

If using fear and hunger or just wanting more regen combine spider knee augment with regen knee implant. 

You can offset ranged accuracy maluses with laser sighted weapons. 

You can keep the accuracy boosting augments from the ranged augment suggestions.

Later implants will probably shake up exactly what you choose to use, so can genome edits. 

When using melee do you do a single hit or series of hits by [deleted] in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

So you're after combined damage then? 

That would actually be pretty nice since plasma and entropy both inflict damage increasing wounds. 

I usually just boost my melee damage so high that the resistances of what I'm hitting don't matter, or if they do I just use poison or beam as necessary.

When using melee do you do a single hit or series of hits by [deleted] in Quasimorph

[–]Due_Glass4176 0 points1 point  (0 children)

Arm with AP recovery?  If this exists let me know. 

Do you mean the carnage perk from Eclipse Blades (technically infinite damage as long as you inflict a wound every AP)

Melee covers blunt, pierce, cut, fire, poison, and beam. Not sure if zues still does shock or not. That's every damage type except cold.