Teras Kasi Archive

Thread: Power ups, armour and a couple of other questions

Aurorette
Thu Sep 04, 2003 5:12 am
#1

Im working my way through the TK tree gradually and have a few questions on game mechanics.



1. Looking at armour, it almost seems like its more trouble than its worth. My conclusion so far would be go for the lightest possible armour everywhere except the head just to get the 'light' modifier and then find the best possible helmet with the highest kinetic mod since mind is the only thing I cant heal with my doctor bot. Please correct or confirm.



2. Power ups etc. I see things drop that claim to add to unarmed damage and other stuff. I dont know anything about them though. Some go into clothing slots and add skills like medical skill. Can anyone tell me if I should be using them and what the good ones are? Or any drawbacks to using them?



3. What does meditate do? I know at master level it heals wounds. Does it do *anything* before then?



4. Having to unequip VK to use special moves is a pain in the ass. Im still not really clear which of the special moves have the most effect though. Any reccomendations or details as to exactly what they do?




Thanks for any help



Aurore



Aurorette
Thu Sep 04, 2003 5:21 am
#2

Other question was, is it worth using special moves to always hit body/head/legs. In theory it should be a lot quicker to take something down but if the move hurts me more than the mob can manage....




And one more question (sorry) is about the usefulness of mellee defense. Basicly I worked out that if you take TK master, then 1 branch out of all the other mellee professions (you get master brawler which may be nice), and 1 branch of the rifleman you end up with mellee defense of about 107 instead of 37 or whatever youd get using just TK. You also get the use of a T21 rifle for the armoured mobs.... my question is, is the extra mellee defense you get from this going to make a very big difference? (you also get 74 ranged defense instead of quite a lot less). My first choice was going to be TK master, Master comando, and the one line of smuggler that gives you feign death (first three boxes). But if mellee defense is important I may well go for this all out route instead. Any thoughts appreciated.




Aurore



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