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Messages - Kendov

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Suggestions / Re: UI suggestions
« on: February 16, 2019, 10:27:29 am »
Some changes to hacking and lockpicking could save a lot of unnecessary clicks and time. The main one being why can't you simply right click a locked container/shaft cover and get a hack/pick option? Having to open the inventory, find the tool, right click it, and then click the target seems unnecessary. Even moreso for the omnitool which requires an additional click, even if there is some reason for having to select tools, the omnitool could just be context sensitive and lock/unlock hatches based on their current state. We already have the relatively long countdown for these actions so the additional overhead of UI manipulation seems unneeded.

An additional big one would be an option to right click in-combat and get an action list (or something with a similar effect), doors/bodies can be a huge pain in the ass in combat when you want to move onto a body, or are trying to target something behind a door, either requiring pixel hunting for a spot where you can manage to click the floor/target, or if you're unlucky accidentally looting a corpse/interracting with a door and potentially having to reload because it messed up the fight. If "Action List" doesn't quite get the point across, I imagine a situation where a target is behind a door, so you can just right click their outline and get a small dropdown with the options "Attack $target" and "Close Door".
I agree with the situation sensitivity/on-object options, but you do know that you can just drag tools to the hotbar just like skills, right? I usually have lockpicks and hacks on 9+0. However I agree that it would improve things a lot if those things were automated, same for pixel hunting. Especially objects hiding behind walls are terribly tricky sometimes when you can't see lower obstacles there.

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Suggestions / Re: Cybernetics and crafting ideas
« on: February 01, 2019, 09:57:02 pm »
Crafting limits are already because of balance reasons. IRL there's no reason I can't run an Emag, a laser, a scope, a muzzle device and a 45 degree canted holosight for CQB on an assault rifle (if I can afford all the parts).

Of course, IRL a $2000 5.56mm assault rifle will do about the same damage as $500 assault rifle (of the same barrel length); you're just paying for ergonomics, ease of use, and accuracy.
True, I always wanted to create a Scoped Compensated Smart Rapid Hornet Bipod XM, or a Compensated Smart Rapid Steel Cat XM LS Tactical. I had access to a lot of stuff in my time in the military and you really notice the difference between a basic weapon and a fully buffed one. the two enhancements limit never made much sense beyond "balancing" (why not give the enemy similar weapons instead? The balance will appear all on its own when the additional tools drive up the mech.skill requirements)

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Suggestions / Re: UI suggestions
« on: January 01, 2019, 02:23:00 am »
I'd rather necro than post the same stuff again, so bump. Furthermore:

1) Option for numerical input for split menu? Especially with large stacks, I often have to split multiple times because the slider doesn't stick on just the number I want.

2) Make new stacks appear next to the original stack. Nothing bothers me more about splits than scrolling down to the end of the list for my new stacks.

4
Builds / Re: How to make sniper rifles work?
« on: December 27, 2018, 02:23:56 am »
What Tygrende said, basically. My own sneak sniper build consists of a powerful sniper rifle (Smart Bipod 12.7 Harbinger) which takes care of at least two enemies with Snipe and Aimed shot. Snipe gets a ridiculous bonus from Sneak (I'm usually somewhere ahead of 500% in endgame) and Aimed Shot, while not as powerful, is still more than enough to kill the next best thing. If by that point I do not expect to get another instakill or the enemy managed to get close, I switch to other weapons, in my case a Smart Rapid 8.6 Hornet. I also put a bunch of points into throwing, usually gas grenades, molotov and caltrops. all of those, especially when stacked, give massive damage to most enemies as well as vulnerabilities. if you want a pure sniper build, you'll have quite a hard time, but if I had to fight on a distance -and- on the move, I also crafted a Smart Rapid 7.62 Spearhead, it has a lot less penalties for close quarter and movement while maintaining the range, although its damage ends where my harbinger's begins, but it only costs 24 AP, so I can fire at least twice per turn. It has a natural crit ponus of 150 percent which makes for excellent Aimed Shots.

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Suggestions / Re: Drop a grenade through an air vent opening
« on: December 27, 2018, 01:37:26 am »
This is something that I completely agree with. the best reason for throwing weapons like grenades which don't need perfect precision is that you don't need to see where you are actually throwing, so you can throw them out of/into cover, for example around a corner. So far, you can't throw anything without exposing yourself, which is terribly annoying since it goes against the entire concept of thrown weapons.

6
From your complaints I presume you missed the one huge storyline that is all about information, both the secrets and the secret secrets. If you haven't heard of Oculus you know you missed a LOT. Hint: it starts in Junkyard with a guy at the bar. That alone will solve half of the issues here, people keep stuff from you on purpose and you won't find information lying around on the beaten path. I agree on the background, though, some Mass Effect style choice of background that actually affect people's opinion of you would be nice.

That there was some form of cataclysmic/apocalyptic event on the surface is known, but so far we haven't seen any actual access to the surface, I'd have thought that anything like that still existed we'd find it in core city but nada. So, the only ones who could possibly go there (and also possibly already did) are the Faceless which aren't exactly buddy with anyone. I suppose that they may have their main base up there, which would explain their need for full armor in a still extremely hostile enviroment.

Probably similar to Fallout games, people are adept at using/maintaining technologies left behind, but as long as everything works, nobody exactly cares about new stuff besides a few rather small groups, and over time the basic knowledge for actually creating the stuff we find down there was lost. Not a new concept and although it's a rather blunt plot tool, I personally can leave it at that.

The monoliths require access to psi abilities and high will as far as I know, if there are other conditions I'm unaware of them.

The Faceless base, like information, is somewhere off the beaten path, either somewhere outside the known cave system or, as I mentioned before, possibly at the surface. Their outpost in DC is nothing but a gathering point for soldiers since they are still fighting tchort(ists). I personally had close to no fights down there (killing something before it causes damage does not qualify as "fight"), I even managed to prevent any beasts from spawning by keeping the stacks low all the time. only noticed later that the reason I couldn't produce the SS drug because of that. Pity.

For hunting down Tanner, you missed a lot of information, but if you played Skyrim, Tanner is your Alduin. I'll leave the how and why at that, you can either look up spoilers on the net or play the rest of the game which I recommend. ~60% information is hidden there by a rough estimate. You already have a  lot, but don't understand how it all grabs into each other like cogs of a giant machine, so you are disappointed about it. Understandable, but you just didn't see yet how they all fit together. Good hunting.

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General / Re: A question about vision and weapon ranges
« on: December 27, 2018, 12:17:38 am »
One thing that also really annoys me about the vision Range is that you are the only one affected by this. all enemies, especially hostile snipers can shoot at you from beyond your vision range, which means that you sometimes can't even know from where they shoot at you unless there is a definite direction of combat. normally one can rely on having all possible enemies within the field of vision, but some enemies break the rules like that

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