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Topics - Barry

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16
Suggestions / Confusing the Exiled Mutie Guard using Advatongue
« on: April 10, 2022, 02:53:19 am »
I think it would be a nice addition to be able to get past him by saying a jumbled set of Advatongue words if you learned enough phrases from Norman Hack, similarly to how you can confuse him with Intelligence.

17
Suggestions / Mercy-killing Dr. Mason without gaining Body Horror
« on: April 09, 2022, 02:52:58 pm »
I have been playing a psi character when I did the Lemurian Health Center which makes the Body Horror feat a detriment (it only increases critical chance with non-psi weapons but offers a significant resolve debuff), there should be an option to kill him without gaining it. I assumed that resisting Man with enough Will would send it in instead to do the job but I haven't heard any hitting noises.

18
The only way I know of to tell him is by joining the Praetorians, is there any alternative?

19
Telekinetic Proxy doesn't have much synergy with the rest of the psychokinetic psi abilities (the only abilities it works with are Force Emission, Telekinetic Punch and Implosion), especially with Electrokinesis, which is why I think it'd be cool if Electrokinesis could jump to the proxy with the unique interaction of Electrokinesis not losing power when it jumps to and from the proxy, so you can still use it against single targets as if there were multiple.

20
Bugs / Begin Combat cooldown does not scale with game speed
« on: April 05, 2022, 02:55:34 pm »
It's the same ~10 second cooldown regardless of the game's speed

21
The blueprint should accept either metal plates or caltrops in the metal plate slot, doesn't make much sense that you can't pour poison on them if you're not making them.

22
Suggestions / More agility jump checks around the Upper Caves river
« on: April 03, 2022, 05:56:45 pm »
The only way to get from somewhere near the Hanging Rat or the eye to the other side of the river other than the rock bridge outside of the Hanging Rat is by going through lots of beetles, even if the river looks thin enough that you can probably jump from one or two spots across it to the other side. The only jump checks the river has are very close to even more beetles.

23
Bugs / Collar of Misery does not end up in the Loot Locker
« on: March 24, 2022, 08:06:40 am »
I decided to see what would happen if I actually used it without taking it back after killing Bull's Eye, and it did not appear in the Loot Locker.

24
The game has the occasional feat that almost no one uses (not even in the easier difficulties) and I think Burglar is definitely one of them. It lets you break into a bunch of rooms in friendly zones but that's it, it never offers anything significant enough to be worth it, patrols can always be avoided and if they can't then Burglar never tends to make a difference. In higher-level areas the stealth bonus is completely insignificant.
What it should be replaced by instead is an innate element to lockpicking that reduces the time it takes to lockpick depending on how high the lockpicking skill is compared to the skill requirement. For example a door that requires 25 lockpicking to open and you have 75 effective unlocks it 3x faster than normal.
Hacking should either function the same or depend on the Haxxor you use, with the Huxkey offering 2x-3x the speed.

25
I went to the Lost Vault and I am having a pretty difficult time trying to get the loot past the robots because it's littered with hops/jumps that cannot be used while in combat (while some can). I had hoped I could use an EMP grenade to make the robots lose detection, and thus exit me out of combat and able to use the hops/jumps again but it doesn't work. The first problem appeared trying to sneak past an industrial robot, to which I said "not that big of a deal", but now I'm bloody stuck here until I destroy that plasma turret which I EMP'd with a Mk III!

(I eventually destroyed it by burning through all those cool EMPs I looted and 2 plasma grenades. ;_;)

26
Note that I don't have any save to show, but at some point in a playthrough while doing Dude's quest and getting to the part where the mutants had to be cryo-gassed it dealt unusually low damage and took some time to kill them, compared to the usual 20-40 damage it normally does. In that playthrough I visited the Ice Tower before I did Dude's quest and the damage was reminiscent of the gas damage in the Ice Tower.

27
Bugs / Locked in place
« on: March 19, 2022, 10:05:43 pm »

Lock yourself into place in the Foundry bunker with this one simple trick:
1. Have both curtains open
2. Stand to the east tile of the curtain on the left and close it
3. Move directly north-west of the tile

28
{{Itemlink}} icon generation does not work with redirects, and thus the logo for the Motion blueprint on the Psychodelic Spore page remains broken because it is searching for File:Blueprint:_Motion.png and not File:Blueprint_Motion.png. Either the page filename needs to be renamed or {{Itemlink}} needs redirect support.

29
Bugs / Missing Tchortist with Bioscrubber mask
« on: March 10, 2022, 07:12:03 pm »

Killed the Abomination, the remains that I mentioned in a previous report disappeared from there and reappeared on the Abomination, I went into the room where the dead Tchortist would normally spawn but there was nothing in there.

30
Bugs / Weird spawn in Abomination's lair
« on: March 09, 2022, 10:37:33 pm »

Can't reach the remains, it spawned behind walls. It is NOT the abomination, it just appeared out of nowhere.

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