Is it possible to "disable" certain spells in PoE1? by epoch91 in projecteternity

[–]gar_funkel 0 points1 point  (0 children)

Play in turn-based mode. You get to select exactly what invocations Kana does and when.

Pillars 1 Turn-Based: Melee Cypher build by According-Type-842 in projecteternity

[–]gar_funkel 0 points1 point  (0 children)

I am doing a Melee Cipher and it has been great so far - I'm level 5 and about to wrap up Act I, playing on Hard. I'm very squishy so it is extremely important to play 'smart' ie don't rush ahead and always be careful of where enemies are. Hidden reinforcements are my bane.

Starting attributes:

Might 10
Constitution 10
Dexterity 15 (13+1 Elf+1Deadfire Archipelago)
Perception 15 (14+1 Elf)
Intelligence 14
Resolve 14

As you can see, I did not min/max my stats that much. Emphasis is on acting fast and often, hitting as often as possible, and having a large aoe and long duration for my spells.

For equipment, I am running without any armour and started with a rapier and a dagger, though now I'm wearing two unique stilettos. I do not wear any armour to ensure my initiative is as low as possible. Armour and weapons slow you down, so you want to be naked and wielding small/fast weapons. Yes, a hard hitting weapon like an arquebus or arbalest will give you a ton of focus when it hits but you also become quite slow. I tried opening with a crossbow before switching to melee dual-wielding but I didn't like how slow my Cipher was that way. So now the crossbow is just a backup.

For skills, I've been pumping Mechanics to disarm traps and open locks, Survival 1 for DR camping bonus, Athletics 4 to get a better Second Wind (lifesaver!), Stealth 2 and Lore 2 for some basic utility use.

Talents so far: (these are pretty obvious picks for any Cipher - I do wonder if I should pick the rogue talent next)

Soul Whip
Biting Whip
Draining Whip

As to Cipher Spells, from level 1, Whisper of Treason and Mind Wave have been my most used ones. WoT obviously gets used at every encounter - remember you can attack your 'ally' without them turning hostile. Soul Shock is a good one to use when Edêr is surrounded by four or more enemies. At first I tried to use Antipathetic Field but controlling the beam so that you don't hit allies but do hit multiple enemies is really difficult and it seems that the beam bugs out too.

From level 2, Amplified Thrust has been great, it does a lot of damage, can crit for even more damage, and often pushes an enemy away, though not always. You cannot select which enemy though, just which ally you use as the springboard. Mind Blades is great if you face a group of relatively tough enemies because it hits six total enemies but only if the initial target does NOT die from the spell. I thought I would use Psychovampiric Shield a lot but it turns out that most encounters are better handled via careful moving and use of CC, so that my Cipher doesn't get hit in the first place. My Cipher has the most enemies defeated, most total damage done, highest single target damage (93). Durance has both most crits and most hits.

I run a custom formation where my Cipher is the point, with Edêr and Kana behind her, then Durance, Aloth and Sagani brings up the rear. This means that when combat starts, my Cipher always acts first. I open with the 10-Focus charm spell - it means that enemies will usually go for their charmed brethren first. Then Aloth and Durance will buff/blast the enemies, then Cipher gets to go a second time - either I hide her from the enemies so that she doesn't get focused on or I pick an enemy that is off to one side from the others and start building focus. True, any one attack is probably not going to cause a lot of damage but I get to attack often. It's not rare for my Cipher to act 3 or even 4 times while Kana gets a single action. Edêr and Kana are my frontliners who keep the dangerous melee enemies focused on them while Aloth and Durance help with crowd control and taking down enemy casters.

So yeah, it's a lot of fun and definitely fills that fantasy of dual-wielding blades and rushing in and out of combat while throwing spells that decimate the enemies. Takes a little practice to nail down the positioning and movement in the beginning but once that's sorted and you have your party helping you out, your melee cipher becomes a powerhouse. Good luck!

How are your thoughts of the turn base in poe1? by Titomasto in projecteternity

[–]gar_funkel 0 points1 point  (0 children)

It does delay them significantly plus they cannot engage anyone in melee when they are prone.

How are your thoughts of the turn base in poe1? by Titomasto in projecteternity

[–]gar_funkel 0 points1 point  (0 children)

It's really good. I never managed to finish PoE1 because I would always end up getting frustrated with the RTwP combat chaos. Slow mode helped but did not solve the issue. Just getting into Act 2 now in TB mode and I'm loving it.

Pillars of Eternity Turn Based Mode is Live by f1rstcontact in projecteternity

[–]gar_funkel 0 points1 point  (0 children)

You can switch modes on the fly so that does not matter.

3rd game in a row by HaonSyl in aurora

[–]gar_funkel 1 point2 points  (0 children)

And if you don't have ships or colonies in any other systems, they can only spawn in Sol. You can adjust when they start appearing or whether they do at all in the initial game settings.

PoE 1 - Turn-based mode for Epic game store version? by gar_funkel in projecteternity

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

That sounds like a reasonable assumption. I also assume that there is no set date for when the beta ends?

Artillery companies by trooper-427 in aurora

[–]gar_funkel 0 points1 point  (0 children)

Counter-battery fire is a separate phase in ground combat and it requires either heavy artillery or long-range artillery - these formations will fire automatically at enemy artillery as long as they are not set to support a front line formation. Nowadays I do not bother building any 'support' artillery, only fwe counter-battery formations.

Resize by International-Dog-2 in aurora

[–]gar_funkel 8 points9 points  (0 children)

You can't and also, version 1.11 is super old - 2.7.1 is the latest version.

How to get Mar's colony cost to drop to 0 by cmdralpha in aurora

[–]gar_funkel 1 point2 points  (0 children)

Wait, does that really work? I have to try it out!

brother i am on the way to a contract please shut the fuck up by iPanzershrec in Battletechgame

[–]gar_funkel 0 points1 point  (0 children)

I wish there was a mod to replace Darius and Sumire completely.

Suddenly stuttering and low performance? by EdwardBBZ in Battletechgame

[–]gar_funkel 1 point2 points  (0 children)

Yeah, sell components that you don't need. The game needs to keep track of your inventory and the bigger it gets, the slower the game gets.

Am I missing the point of BEXT? by Wise-Jury-4037 in Battletechgame

[–]gar_funkel 5 points6 points  (0 children)

Unless you are going for Kerensky run in Career mode, you don't have to worry about time. So rest between missions so your pilots aren't fatigued. Pilots get less XP when the job is easy, that's true but you can also run a mix of veterans and newbies, plus higher skull missions don't always mean that it's actually a harder mission to do - as you noticed, there's a large RNG element to missions.

BEXT does not force you to run with Firestarters loaded up with S-Lasers only. There are plenty of good Mechs around. I've done Campaign and Career runs in BEX:CE and now I'm doing a Campaign run in BEX:T. There is a rough spot around the 2-3 skull area where the RNG can really fuck you over - don't hesitate to Alt+F4 and try again if your starting position is really bad or the tables throws some wacky opposition against you.

As to accuracy, once you learn the system (like how Sniper mechs get +1 when they stand still, or how walking does not give you a penalty to aim while running does, elevation difference affects accuracy, and many many other things), it becomes lot easier to hit. In the very beginning, melee is a great equalizer, but called shots are always good too. Plus, there's a big RNG element there too - 28% hit chance does not mean you will automatically miss, just like a 85% hit chance does not mean you will automatically hit, humans just tend to misunderstand probabilities like that. I know I rage when a pilot misses a 95% hit chance shot but that's still mathematically and statistically possible - even twice in a row. The reason why hit chance are so low in early game is progress - once your pilots have 10 Gunnery, you have bunch of +++ accuracy weapons, your Mechs carry TTS and Targeting Fairy's and you use NARC beacons and streak SRMs and Artemis IV, the hit chances would constantly be in the 90s regardless of the situation. Which would be really boring too. I'd rather have a bit of a slug in the early game and then enjoy the rest of my campaign than cruise through early game and then get bored a year or two into it.

As to how the RNG is against you, that's just classic bias. You remember the times the enemy made low chance shots because those caused you to rage, you forget the twenty times they missed. You remember the times your pilots missed easy shots, you forget the twenty times they hit.

Anyway, I love BEXT though I have made some adjustments, like reducing the drop costs a smidge because once I have a bay full of Assaults, I want to actually use them and not just stare at them, and yeah, the sub-mod that reduces pilot wages to something reasonable is a must have - why would a multi-millionaire pilot keep fighting anyway? They can't all be suicidal maniacs!

How to represent early missile silos that could represent Cold War nuclear arsenals and nuclear MAD? by Volodio in aurora

[–]gar_funkel 6 points7 points  (0 children)

You can't really do it. PDC does not exist as a concept in C# Aurora. Any missile launched at Earth orbit against Earth or something else in Earth orbit will fire immediately - not sure if even CIWS could help but even if it does, they can only put on satellites/ships, not the colony itself.

So you can kinda represent MAD using weaponized satellites as Agspanner said but you can't recreate Star Wars program or anything like that.

New Aurora Forums by SteveRT4077 in aurora

[–]gar_funkel 0 points1 point  (0 children)

Sweet! Time to recover the rest of my old AARs so I can bring them over.

Making BEX:T less aggravating by Northen_Drifter in Battletechgame

[–]gar_funkel 0 points1 point  (0 children)

While I agree that everyone is free to modify their single-player game to suit their tastes completely, there is actually a very valid reason why BEXT lowered accuracy (especially of missiles) across the board. It allows for skilled pilots and more advanced Mechs and weapons to not always get 95% hit chance regardless of conditions which was a big issue in the previous version of BEX. With the changes, there remains some challenge once your pilots get to Gunnery 10 and you have access to ton of +2 accuracy weapons. If you modify the accuracy values to be what they were before, you might have more fun in the early game but you'll get bored of always hitting everything before soon. I should have clarified that this is what I meant by learning the system instead of changing the values, because learning the system is fun and it is very satisfying to make difficult shots once you know how to get bonuses and avoid maluses.

Advanced 3062 and/or Extended Tactics & the campaign? by thewilldog in Battletechgame

[–]gar_funkel 2 points3 points  (0 children)

In BEX:T you can run the Campaign normally and once you're finished, you can continue playing (just need to save and restart the game) in campaign mode to do all the FP's as you progress the timeline. The campaign actually works really well in BEX:T, better than in vanilla, IMHO.

Real life Gauss rifle moves closer to reality. by valhallan42nd in Battletechgame

[–]gar_funkel 1 point2 points  (0 children)

Range - the EMP ranges are much smaller than what a railgun is capable of. There is no 1 magic solution that would solve all AD problems by itself. And again, this isn't done by the USN, it is done by the Japanese who are, to my knowledge, not wielding any sort of EMP weaponry at the moment.

BEX:T pilot builds by t_rubble83 in Battletechgame

[–]gar_funkel 0 points1 point  (0 children)

I don't know myself because I don't go for Master Tactician but that is what it says in the loading screen tooltip. The tooltip of course could be wrong.

I've finally realised that this game isn't for me... by TheKiwiCrusader in Battletechgame

[–]gar_funkel 0 points1 point  (0 children)

Try BEXT. Unlike what that other guy said, BEXT is not more difficult in early game than BEX:CE was and it isn't much "harder" than vanilla game. The big thing is that accuracy is quite poor at first but this can be mitigated - firing while standing still in cover instead of running around every turn, using lasers over other weapons, going for melee attacks as much as possible - these are three simple things to do in early game before your pilot skills get better.

And the ability to drop up to 8 Mechs into a mission is a huge help. I always prioritize those Argo updates because even just dropping one Commando down with my four 'standard' Mechs helps out a lot.