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Topics - Sanger

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16
Suggestions / Automatic combat end / incapacitation
« on: February 16, 2016, 02:58:23 pm »
If you implement any suggestion I ever make, please let it be this one - stop the game from automatically exiting combat mode a couple of turns after you incapacitate all foes! The player should decide whether or not to do this as long as there are still enemies on the screen. It's jarring, you don't realise what happened, you quickly have to click on one of the enemies to get back into combat mode before all of the incapacitation effects wear off and you're forced to make another initiative check. Please do this.

17
General / Al Fabet
« on: February 15, 2016, 04:32:16 am »
Screw you too, Styg.  :P

18
General / Ghostface / southern fishing tour (possible spoilers)
« on: February 12, 2016, 10:17:48 am »
So, as far as I can tell, the ghostface can only be found in Deep Caverns, right at the end of the game. This confuses the hell out of me - you get the quest right at the beginning of the game, you can't complete it literally until the post-game, and the reward is something that couldn't possibly be of any real use to you at that point (well, no reward is particularly useful in the post-game, the only thing left to do is explore for more content)... is the whole quest a developer joke, maybe?

19
Bugs / Plasma sentries/kamikaze bots south of Rail Crossing (spoilers)
« on: February 12, 2016, 10:06:21 am »
They appear to hang around forever if you disable them and then complete the quest with the Faceless peacefully. The Faceless should probably pack them up and take them along when they leave.

On a related note, can I destroy the permanently disabled robots without suffering negative consequences with the Faceless later? Their crackling sound is irritating.

20
General / Weird RNG
« on: February 09, 2016, 05:05:19 am »
Am I imagining it or is the RNG in this game unusually weighted? It seems like I miss 95% shots/throws an awful lot. Without any detailed output for most of the game's rolls I can't tell whether or not it's confirmation bias caused by the fact that missing important shots in the middle of a fight often results in death, but I would swear black and blue that there's something funky going on. I see a lot of the same rolls in combat inits, too.

21
General / Moddability?
« on: February 05, 2016, 07:40:48 am »
Recently finished playing through the game and now I'm pretty interested in modding it. However at a glance it doesn't look at all moddable at the moment, everything appears to be binary and the graphics are all packed in XNB.  Just curious whether there are any plans to change this? I remember reading something a while back indicating that mod support may happen after release.

22
Suggestions / Goggles
« on: February 04, 2016, 04:35:29 pm »
Couple quick usability/interface suggestions for goggles:

- add unique graphics for each goggle variant with an intensifier tube attached (three purple lenses for NVG smart goggles, three red lenses for NVG seeker goggles etc), so that players can tell at a glance what they're looking at when looting or switching their goggles
- add ability to adjust function of goggles button on quick bar via right click to create a separate hotkey for recharging goggles with batteries, a la shield emitters

23
General / Repairing the gate in DC (endgame spoilers!)
« on: February 04, 2016, 06:59:05 am »
I'm really at my wit's end with this puzzle. I couldn't find a manual for repairing the gate, but I managed to find a hydraulic control valve in Tithonus, a hydro-pneumatic accumulator and a couple cans of hydraulic fluid in Warehouse Block 2, another can of hydraulic fluid in the elevator cavern past the burrowers down south, and about a hundred different hydraulic pump drive shafts, including what I believe to be the correct one, the HS-89 model, which I found past the worm labyrinth. I've got 5 psimorphic biocide grenades processed from the heart of that stupid root thing that took about 50 turns to kill, I've got Maria's keycard from Caerus Residential, and I've got a red AI core from Arke. As far as I can tell this is everything I need to open the gate.

But I can't figure out how to do it. Clicking on the panel tells me to get a manual that I don't know the location of. Installing the core in the bot prompts it to call me an imbecile a bunch of times and asking it to fix the machine tells me it needs components, and that they should be placed close to the machine. What am I meant to do? I've tried dumping them on the ground in front of the panel, stashing them in the empty canister... am I being incredibly dense or is the mechanism for doing this seriously obtuse? Or am I missing something?

Edit: Nevermind. Needed the manual, as I'd suspected I might. >:( This damn fetch quest.

24
Bugs / Maura in Gas the Drones
« on: February 03, 2016, 04:51:17 pm »
If you do Abram's quests and free Maura, then later do the Protectorate quests, you encounter Maura in the Free Drones cell after gassing it. But she's not hostile. I was skirting around the mutagen clouds after clearing out all of the hostiles and found her standing around, oblivious to what was happening. I spoke to her and we shared an interesting conversation about her past and the Free Drones before I left her standing next to a mutagen cloud and exited the base. Bug, I assume?

25
General / Quick post-game question
« on: February 03, 2016, 04:12:18 pm »
Am I going to be able to return to DC after I leave?

26
General / Lora Baker (endgame spoilers!)
« on: February 03, 2016, 03:09:18 pm »
Currently slogging through DC. Not as bad as I'd initially suspected it would be, probably in large part thanks to changes made within the last month. I've chosen all of the options to befriend the Faceless, went directly over to their camp and got mindread after descending to DC. They greeted me as an ally, gave me some supplies and allowed me to see Lora. Now, the game is hinting that Lora will maybe be sent back to SGS post-game.

My question is, will the Faceless get stroppy and refuse to let her go if I go and say hi to the Tchortists, as well? Or is her survival locked in at this point, assuming I can actually kill Tchort? I kind of need access to a trader pretty badly (Leo notwithstanding) but I don't want to screw this quest up, and I'm doing so much backtracking and scouring the galaxy for trinkets and gewgaws that if I get to the end and Lora gets shot in the head or something for my sins, I'm probably just going to say screw it and be done with the game.

27
General / Mixed psi build
« on: January 26, 2016, 03:11:12 am »
Hey,

Just started playing the game a few days ago with a pure psi build. I'm doing okay so far, but I'd like to restart before I get too far in, as this isn't really the sort of character I wanted to play. I'd heard that playing the game to completion is more or less impossible for characters that spread themselves too thin, which is why I specialised heavily in psi, but I really want to play a mixed psi character with a dual focus on one psi skill and pistols, plus some skills for maximising game content (hacking, persuasion etc).

I don't know how to set up my stats so that this could conceivably work. Don't know which perks are important to build towards for either a pistol user or a psi user, either. In fact I don't even know which psi skill would synergises best with a pistol user, though I'm thinking maybe thought control.

So tl;dr, can anyone offer an explicit build for a pistol/psi character? I'm looking for stat spread and perks, but also would like advice on which psi skill to go for out of the three.

Thanks.

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