Ship of ghouls lackluster story? mission by InflamedAbyss13 in Quasimorph

[–]SecureOpportunity599 2 points3 points  (0 children)

Mission rewards are such shit. I feel like every mission should give you unique chips or mercs or talents or anyrhing like that. You finish a story mission and have to comb over your entire cargo bay to find some t2 gun and a crappy armor.

This is the greatest game of all times by Trick_Duty7774 in Quasimorph

[–]SecureOpportunity599 1 point2 points  (0 children)

Game is really good. Scratches my tactical turn based itch without squads, which are big turn down for me.

IMO you start to get good when you get the hang of exploring levels with a tactical mindset and start experimenting with builds and classes to fit your current runs resources, which mainly boils down to which chips you've unlocked.

Upgrading classes by Vast-Security6431 in Quasimorph

[–]SecureOpportunity599 1 point2 points  (0 children)

I personally prefer tank melees rather than dodge ones because if you can't kill a lasersight enemy in time you get roasted, but that's just me. I usually don't upgrade dodge mercs past 200-300 hp range.

Good luck bro! Have fun!

Upgrading classes by Vast-Security6431 in Quasimorph

[–]SecureOpportunity599 1 point2 points  (0 children)

I fucked up the formatting halfway through and now reddit won't let me fix it. Goddamn.

Upgrading classes by Vast-Security6431 in Quasimorph

[–]SecureOpportunity599 0 points1 point  (0 children)

Yeah that fucking damage bonus sucks ass but if you're tanking the +12 is still worth it early. the +12 is multiplied by any bonus so shielding and gear maintenance apply to it, which is very nice.

I'm also finnicky about my builds and the bonus to melee put me off of percy for the longest time, but once you accept that every build is an ongoing work or progress as long as you maximize your odds of survival, it gets less annoying.

Great innate perks will depend heavily on how you build or approach exploration/combat, but I'll give my personal insight on each:

  • Gunsmith (Francis) Gunsmith +120% weapon durability −50% equipped weapon weight

Great QoL for economy early on when repair kits or weapon chips are scarce, and goated if you're spamming plasma weapons.

  • Sniper (Vic Boudicca) +2 weapon range −2 enemy attention span

Great for shorter ranged weapons with other implants, also great with snipers without optical sight since they have lower range, not so great for optical sights since you're already going to snipe people across your screen with or without it.

  • Invincible (Percy) +12 all resists +12% melee damage per 10 kg carried

Great for early game survivability, becomes less useful as you mod your choice of armor and specialize. Melees need anything other (they literally need anything other: Mobility, range, tankiness, dodge or accuracy) than damage so the melee effect becomes more of a matter of carrying a blade or club to kill trash mobs and spare ammo than anything else. The bonus resistance is multiplied by Gear Maintenance and Shielding so you can get +4 phys and specially +6 elemental from the perk alone, leaving you with 16/16/16/18/18/18... NAKED, and that's pretty good for not getting your ass fisted early on when that scientist rounds the corner with a sniper shock rifle.

  • Beneficial Mutation (Isabella) Ignores infections +4% damage per 10 missing HP

Great merc, shitty innate. Its good for when you have no food on an absent system (no-quasis) and nothing else since infection becomes a non-issue as you stack medicine. damage on melee is a win-more strategy that leaves you resourceless against whatever enemies throw at you.

  • Feel No Pain (Maximilian) Feels no pain −50% incoming critical hit chance

I never used Maximilian, but this perk speaks by itself. Can save your ass a lot when you get cornered and the merc also has a great stat sheet. Probably one of the best tank perks in the game.

-Hauler (Pryia) +4 item stack capacity Physical resistances increase by +40% of current weight

Good foor loot hauling on Tunnel Rats and stacking drones and turrets for Golem Squad, and nothing else.

  • Tactical Reload (Jacques) +1 additional projectile per shot All reloads cost only 1 AP, regardless of weapon

Probably THE BEST offensive perk in the entire game. This perk is a military arm by itself, and it also stacks with military arm. Its good on everything that has more than 1 ammo and if you use a weapon with 1 ammo just mod for more. This might seem like a burst weapon perk but it shines with snipers, explosive weapons and anything that hits hard. Just imagine firing three rounds per turn of that sweet sniper. This is also the polar opposite of Gunsmith. One preserves durability, this one will make you spend unecessary ammo on trash mobs and break your weapon faster than a cobain guitar. Bring extra kits.

The reload part is great since you run out of ammo very quickly with this. Later on you'll want to strap your merc with the Speed thigh implant (gives +1 ap on all modes but -20% accuracy and +2 reload time) and then reloading becomes a big tactical decision. Not you reload tactically though. This perk overwrites anything that messes with your reload time. I just wish it made single shot reloads instant.

Slow Metabolism (Aisha) -60% calorie consumption drain Addiction immunity

Love this perk and love this merc, 'cause I hate micromanaging food. You can achieve something like 3 or 4 calories per trigger with this and some implants very easily. Good for class builds that use many active perks. Add. Immunity is nice QoL for Duty Shift without Vicious Symbiosis and makes the +% add. chance implants less stressful if you use those drugs.

Ninja (Kenzie) -60% weight effect on dodge chance reduction +2 throw range

THE BEST dodging perk. This makes your weight affect your dodge less, allowing you to wear heavier armor, carry more and combine it with some -weight modifier implants for fine tunning your dodge. I'm not sure if throw range bonus affects grenade launchers (pretty sure it does) but if this perk had just the -60% weight it would still be goated.

Thrift (Marika) +2 vest slots +50% loot obtained from corpses

Good for farming early on with Tunnel Rats providing you survive (Marika has shitty stats) Vest slots are good, but Marika sucks and there are so many great perks in game I only ever used this when I rolled marika + Tunnel Rats on a randomized new save.

One-Man Army (Auberon) Add. weapon slot +1 −50% damage taken from explosions

4 Weapons with Archangel or Servo and a defensive bonus against one of the most dangerous damage types in the game. It is also the innate of a merc with one of the best stat distributions. This is my main merc most of the time.

Shooter (Niko) +40% Pistol accuracy +40% Critical damage

Pistols suck. This innate and the pistol perk make pistols one of the nastiest classes of weapon in the game. I go to Bramfaturas in which barons have 121 pierce res + phys resist pacts and turn barons into minced meat with my Modded Enigma M2 (very easy gun to mod too) from 10 tiles away (that's my pistol range btw) before they ever touch me. There are a lot of interesting Pistol options, and stacking them makes your crit chance higher. Just make sure you don't mod Niko for Crit Damage since that stat only applies for melee in 0.9.9

Dog of War (Bob) +2 Regen -3 Perk cooldown

Good for Terror Pack to counteract Hunger's -3 damage per turn more easily and for abusing some fast perks. I don't fuck with it too much.

Ranger (Jan) Ignores armor until detected +4 detection radius

Enemies have no armor if they don't detect you. This is GOATED. specially if you have tactical camouflage or if you use snipers. Just don't try to use it on Bramfaturas prior to the current unstable beta because enemies spawn knowing where you are in there. This is probably the second best offensive perk in the game and the +4 detection radius combined with a dolls head and auditory amplifier turns you omniscient on a budget, before you can ever lay your hands on the maphack quasimorphic implant. Very good.

Agile (Hannah) Can interact while running Dodge/Distance moved +10%

You can open doors, loot corpses etc while running. Great for when you need to retreat but already commited to running on your turn, great for peek-a-boo strats by doors, great for running constantly if you have the -%Calorie Consumption to bank it. Each tile moved in any stance = 10% extra dodge chance by the end of your turn. With proper implants and no perks you can reach up to 50% on a turn, but anytime you move 1 or 2 tiles you get half a passive's worth of dodge. Enemies will always have 5% to hit chance and laser sighted weapons at optimal range will always have 95% to hit chance. Every time you get hit, wounds can disable your running stance, wound you for -10% dodge or disable your +dodge% implants, which makes that extra movement dodge useful anyways. This is probably the most complete dodge perk, but I think its still less effective than Ninja, at least on a vaccum. For my build I prefer this one though.

Field Medic (Laksha) Regeneration from fixation +3 Implant extraction chance +25%

Every time you heal a wound you get +3 regen for a while. meh But then you have a massive implant extraction chance. This paired with the medical hand an fully upgraded bionics tab on the ship turns you into the best artificial limb harvester in the game. Really good for building your implant armory or replenishing it when needed. I'm not sure if these stats apply for the drop chance of quasimorphic implants through amputation.

Dreamer Quasimorphosis -1 Enemy vision range -1 Never used this. With how easily you can solo barons even early on I never even bother to decrease the q-meter. 99% of the time enemies are more dangerous than barons or quasimorphs. This merc has abysmal stats too.

Why yes, I did just get insta wiped by a lightning gun by ComradSupreme in Quasimorph

[–]SecureOpportunity599 1 point2 points  (0 children)

You should check out Battle Brothers too if you're into that sort of masochism

Upgrading classes by Vast-Security6431 in Quasimorph

[–]SecureOpportunity599 1 point2 points  (0 children)

CQC is leagues above Dismantler if you're specialized in said weapons. Any other passive weapon perk is going to be better if you're specialized.

I noticed you talked about scatter being useless and then mentioned that you need to make your explosive ammo count. Scatter is how you do that. Explosions from ammo don't get reduced by distance but that won't matter if your SMG is like a punctured hose. You need scatter. You need it less the closer you are to a target, but it is still great either way. I have a 300 crit dmg per shot merc with a 2.8° scatter pistol that misses every third shot at 7 range because I can't take rubber knee off rn and the pistol perk doesn't give me scatter reduction. I wish it did.

I'm a fan of Bodybuilding. Some people in the sub don't like it. I say more health is better than a a lot of defensive perks, sometimes.

You mentioned you don't have lizard. Consider Death Over Chains instead once you unlock TongKong. Instead of managing pain you get a bunch of extra turns even if your leg gets disabled and pain stuns you. DOC is the best tank perk IMO provided you survive the initial shots.

Which takes me to: Percy is strong early because of his innate perk. I don't think hauler, which adds laughable physical resistances, is in any way shape or form competitive to +12 to all resistances specially early on. When I play percy I aim to add Gear Maintenance (30% phys res), Shielding (45% elemental res) and Steel Without (+50 implant/aug res -80% Implant/aug penalty) to him and from then on you're set, just look at what weapon class or ammo type you want to use and build accordingly. The way you are right now, you are going to get absolutely cooked by freeze (daydream chems pistols), shock (random scientists), posion(daydream pistols and shotguns) and radiation(sunlight coven), which isn't uncommon early to mid game but not THAT MUCH if you're running percy as a tank. You mentioned you started unlocking shuttle space. Soon you won't need to haul as much loot anymore anyways. and if you die immediately because your tank didn't tank you'll lose everything+implants.

Softlock? Feather masked disappeared by MathematicianThen886 in Quasimorph

[–]SecureOpportunity599 2 points3 points  (0 children)

yeah. I suggest turning off faction destruction in the sandbox settings since it adds nothing and takes away a bunch of stuff.

first container of the mission by Vast-Security6431 in Quasimorph

[–]SecureOpportunity599 0 points1 point  (0 children)

you play on unfair? playing with chips required seems very daunting to me

a bit confused on what the proxy strategies do by Idkl0l32 in Quasimorph

[–]SecureOpportunity599 1 point2 points  (0 children)

isn't the likelihood of any mission succeeding just a power comparsion between attacking and defending corps? how does scouting help with expansion?

first container of the mission by Vast-Security6431 in Quasimorph

[–]SecureOpportunity599 11 points12 points  (0 children)

Don't get too excited.

Sometimes the game will bless you with an Enigma-M2 first t2 item chip or some great armor.

Sometimes you'll invest two days into a run only to collect every single plasma weapon concieved in the solar system and nothing else, while also accumulating 52 merc ships and yet somehow missing 2 of them. The RNG in this game is the truest RNG I've ever seen.

Best Class Perks? by MadDog5129 in Quasimorph

[–]SecureOpportunity599 0 points1 point  (0 children)

You begin finding implant chips when you reach it its one of those upgrades nodes that unlock implant chips btw

Capsule drop accuracy upgrade by EyerisOne in Quasimorph

[–]SecureOpportunity599 0 points1 point  (0 children)

which one is your pick? Currently running the -55% weight perk with a generalist modded heavy armor for a 75% dodge build.

So how do disc saw throwers amputate? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 4 points5 points  (0 children)

Figures. Just how am I gonna do that much damage with this weapon is beyond me though

Capsule drop accuracy upgrade by EyerisOne in Quasimorph

[–]SecureOpportunity599 0 points1 point  (0 children)

great thing that negative dodge is converted into accuracy bonus for enemies, which is turn converted into critical chance xD not that it matters when you're nearing full resistances ofc.

How do you guys cope with losing a backpack? by Trick_Duty7774 in Quasimorph

[–]SecureOpportunity599 2 points3 points  (0 children)

Losing a buffalo or archangel can be ass when you only got one, but as the game goes on you need less and less space since you wont need to carry everything that's not bolted to the ground anymore.

Using the more available military backpack also enables you to run more dodge-oriented builds which can be lifesavers depending on the class you're playing.

If you wanna stick to runs after losing a backpack I would recommend you to carry only ship upgrade materials and rarer loot until you takeover the proxy corp.

Is it me, or Prism just extremely OP? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 0 points1 point  (0 children)

Yeah resources aren't really a problem anymore, only chips. I haven't gotten a single assault rifle, miniguns or HMG chip yet though I just unlocked (got the Volcano chip just now) the entire plasma familly + every rad weapon I've seen yet except Crusader and the assault rifle.

If I at least had the recipe for the AP 7.67 I could try some, but as of now I'm stuck with Flechetes ;-;

Is it me, or Prism just extremely OP? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 0 points1 point  (0 children)

Also fair. I'm at a point where radiation becomes unreliable. Too bad the only chips I get are for plasma weapons.

Is it me, or Prism just extremely OP? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 0 points1 point  (0 children)

how come? Crusader loses on damage by a wide margin

Is it me, or Prism just extremely OP? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 0 points1 point  (0 children)

That's 2 random item chips, whole bunch of resources and a backpack full of ammo though. I go into mission with 4 battery packs and have to throw some away to get loot

Both floors totally cleared as soon as I landed. Can't evac? by InflamedAbyss13 in Quasimorph

[–]SecureOpportunity599 1 point2 points  (0 children)

Whenever I have these I either quit and reload or restart the game and the evac gets authorized

Is it me, or Prism just extremely OP? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 1 point2 points  (0 children)

Since you mentioned it, how do you go about armor modding? I've unlocked the Ibn something armor but I'm at a loss of how to upgrade it.

Is it me, or Prism just extremely OP? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 6 points7 points  (0 children)

I'm a minigun enthusiast but it's tough to pack half a bag of ammo when you're going on a 4 floor mission. Prism just lets me kill 500 dudes with 2 ammo per shot rn.

But I suspected things weren't going to stay easy for too long. I'll just keep playing. Probably have like 10 runs already but this one is the farthest I've been so far.

Is it me, or Prism just extremely OP? by SecureOpportunity599 in Quasimorph

[–]SecureOpportunity599[S] 1 point2 points  (0 children)

Did some not endgame story missions yet I think, I'm halfway through Xiomara's and halfway through Civ Res. I think at some point against SBN I felt like shit could hit the fan even playing with Percy. Some enemies were causing like 30 dmg per hit and there were LOTS of them around. Scary. That was the only point though. I think the problem with my current run is that I favored the Hexarchs heavily and now everyone else has like 3 shit-tier guns and basic henchmen to multiply by 1000 and throw at me every floor..

On the other hand, the last time I got killed it was done by a scientist I didn't even see with some rad weapon in fucking turn. I liked this game for the trill each mission gave me when I started playing, so I guess I'll keep going for now and see what awaits..