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[Vampire the Masquerade: Bloodlines] Sequel incoming! (Q1 2020)
Posts
The .38 and the shotgun are garbage. You don't really start ruining shit until the magnums turn up. I haven't used the uzis personally.
Desert Eagle's pretty good. Colt Anaconda as well. The crossbow you can get early on, that one's good for vampires.
Flamethrower depletes quickly, not really worth it.
Sniper rifle is king though.
I am playing with the latest fan patch though, so group me in with the commies.
It will take off about 50% health if you have two full tanks. Considering its the hardest boss in the game I'd say it is definitely worth it.
As far as I can tell, the plus patch doesn't add any new weapons. I'd heard it puts the dragon breath shotgun in but I've yet to see it despite asking Mercurio for it.
edit: Actually my bad. Just went in to test it. By the time it was depleted, it took out about 75% of her entire health. Wonder why it didn't work yesterday.
Steam: MightyPotatoKing
what about funky clothes, like the pimp outfit?
The clothes are set depending on the clan you are playing. I'm assuming pimp outfit refers to male Malkavian's heavy leather appearance, which is a huge fur coat and floppy Dr Seuss hat.
There are only 4 sets for each clan and gender though; light/heavy clothes and light/heavy leather. The fifth and best body armour shares the same graphic as the heavy leather outfit (at least, it did for my Malkavian).
Yeah they're all clan specific. The malkavian pimp outfit is their heaviest armor; it's different for other clans.
edit: beat'd lots.
XBL: GamingFreak5514
PSN: GamingFreak1234
Artwork interlude!
(Beckett)
(Nines)
(Jeanette)
(Female Tremere)
(Male Toreador)
From the installation screens.
For firearms, 5 perception, 5 firearms, and 5 auspex will put your feat up at 13. You'll get diminishing returns since investigation and hacking max out effectiveness at 10, but 13 firearms and (I think) 13 dodge is a helluva thing.
But why would anyone want to play Giovanni? They have to suck down on corpses.
Among other things :winky:
XBL: GamingFreak5514
PSN: GamingFreak1234
Playing 1.2, it definitely raises your firearms feat above ten and potence definitely raises unarmed/melee above ten.
I don't think I ever put enough into dodge to see if it'll put defense above ten, but I believe it will.
I don't think feats above ten have any effect
I'll have to test it out, but IIRC using potence to pump melee up to 16 has a noticeable effect.
Just tested it out. Ranged, Melee, and Brawl all definitely do increased damage with feats above 10. The damage stats listed for weapons in the inventory will also raise to measure the difference. The defense feat will go above 10 on the character sheet, but I can't think of a way to directly measure those effects accurately.
Which leads to the question, which patch are you using, Zinfandel?
Good rule of thumb: never mess with a clan who has as much use for you dead as they do alive.
Unless you're a vampire. They can't do shit to someone who's technically already undead.... except all that stuff that can give 'em the Final Death.
XBL: GamingFreak5514
PSN: GamingFreak1234
Gangrel, I think, this time.
That's one hell of a setting they got there.
And a lot of supplements were very careful to not let players mess it up.
Why I fear the ocean.
Had a fantastic time. Great story. Wish we got a better background on
as then the ending wouldn't feel quite as much like a non-sequitur.
Malkavian next!
Which isn't so bad, since really,
XBL: GamingFreak5514
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