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Messages - UnLimiTeD

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436
General / Re: Will I like this game?
« on: April 20, 2013, 01:21:39 pm »
Counting that together, I think so far we have 20% of the game, with a few sidequests missing?
Damn, there's a lot to look forward to.

437
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: April 19, 2013, 11:04:38 am »
Well, I can obviously only judge the existing feats.
I so far got it with every character.
Maybe we'll get an armor training feat sometime to reduce item encumbrance? ;D
(Or the effects to encumbrance, that would certainly make nimble less useful)

Can you pickpocket stores?

And one more question regarding conditioning:
Is it actually worth it for those that go with heavy armor?
I think with higher level metal armor, helmet, and boots, you should reach a comfortable 80% mechanical resistance (Or do these not stack, either? And why do boots not protect against Caltrops?^^).
Is it really worth the feat to reduce the 100 damage attack from 20 to 22, instead of any other of the awesome feats you tease us with?
Or is there a good reason to go with high Constitution, but no armor, short of trying to build a ridiculously defensive character?

438
General / Re: Will I like this game?
« on: April 18, 2013, 09:35:47 pm »
What, after taking 5 days to read a response, you expect a fast answer?  :P
I have no idea, honestly.
Without asking Styg, which is obviously an option, I'd venture it's a vertical slice, but it doesn't reach to the end.
In Devlog 15, he says he added quests which allow the player to learn more, but leave things to be answered later, which allows for the suspicion that there is a "later".
I think based on leveling it might be around two thirds the content of half the game? Don't quote me on that.

439
Development Log / Re: Dev Log #16: Pickpocketing and Feats Changes
« on: April 18, 2013, 09:32:41 pm »
A few questions:
Will Conditioning be additive or multiplicative with Armor?
I suppose the latter?
Also, why not just make it 5% +1% per constitution? Easier to read and understand, and it just doesn't make too much sense with low const.

Does Force Projection or whatever the PSI Punches were called count as a melee attack for the Crits?
Or is that Psychosis?
And is there any way to raise the critical multiplier?

Will Nimble grant the 15% Bonus to Dodge and Evasion when your at 0% Encumbrance before or after the Nimble Feat?
I always thought this feat was a must have for every character that didn't go for heavy Metal Armor, and even for those it makes the first 5 levels easier.
I think it might end up really strong, not that that's a bad thing.

440
Normally, the game should start with an Intro where three people talk with each other.
You should have a black box in the bottom of the screen where you can click through the dialogue.
The Actual game starts afterwards, and normally involved moving by clicking where you want to go.
It's really just the mouse and some hotkeys.

441
General / Re: Will I like this game?
« on: April 12, 2013, 03:35:31 pm »
Well, it's a bit early to say such, what with the balance and the like still being developed, but yes, if you liked games the style of the old fallout titles, this is definitely the game to spend pocket change on.
I personally found the dialogue very engaging; It might not have the same humor as fallout, though.

442
General / Re: Armor Upgrades?
« on: April 10, 2013, 04:48:49 pm »
Yeh, melee is pretty tough.
I suppose that's done with shielding in mind, which might take a bit of power out of conventional ranged weapons.
I'm not sure about the extra plating, in the end it might grant me a % or two, and 1 mechanical threshold.
I got a regen vest that'll grant me 14 for 7, with 70 capacity, but it doesn't seem to be affected by the feat that's supposed to give extra capacity. Well, I didn't built it yet.
My original plan was using a spiked armor (well, or blades) with unarmed, psi punches, or daggers, to benefit from the flat extra damage as often as possible.
If that doesn't work out, the points in will and psychokinesis, would be rather wasted, as for pure protection, right now I prefer vests.
I've yet to encounter an enemy armed with energy weapons, and even my midlevel vest with no overcoat offers 33 bullet threshold. I suppose a really well made one could reach around 39?
Are there any lighter armor inlays than ceramic?
Edit: Also, if there was a vest that granted a small resistance to everything, or just plain more physical, I might have actually preferred that over regen, after all, energy costs, too, and bandages are just plain cheaper.

443
General / Armor Upgrades?
« on: April 09, 2013, 08:55:44 pm »
So, currently, I'm doing a melee character aimed at using heavy armor, and eventually purely unarmed.
I'm currently a bit reluctant to ditch my vest that after all provides me with a stunning 33 bullet threshold for just 60% encumbrance, but the extra protection against melee, heat, and energy offered by metal armor is probably worth it.

Now, the question is, what are your experiences with the upgrades?
It seems to me, if Encumbrance is expected to hit 95% anyways, that Thungsten is always better, though suffers a tiny bit in the energy department, and extra plating is more of psychological comfort than any actual use.
But what about offensive?
Spikes or Blades?
Spikes will offer more damage if just beating it, but blades can inflict bleeding wounds that would allow me to run or switch targets and still see the deed done.
Should I combine them, or go purely for one? Also, what about mechanical targets? I suppose having a vest ready for those occasions is always the better choice, but without those spikes I probably won't be able to fight turrets at all. Short of hacking them.

444
Bugs / No Elwood
« on: April 09, 2013, 05:54:25 pm »
Current Playthrough, I couldn't finish the Raiders at GMS, and didn't know that I could just ignore them.
Went to Junkyard to buy components for a vest, killed elwood, raided his place, etc.
Now I come back, and I get a quest to get the card from Elwood.
Well, turns out he's dead, and the card vanished when I used it on his door.
Or I don't have it for some other reason.
That kinda blocks a quest line.

445
General / Re: Durability and Combat Sequence
« on: April 07, 2013, 09:54:16 am »
As far as I'm informed, it's currently just the first 'real' iteration of the system.
Weapons have no base value + durability modified value, but just the latter, so finding a broken energy pistol (<2k), you spend two repair kits for 850 each, then sell the pistol for ~15k-20k.
Armor barely degenerates at all, and high durability items (or items with just better stats) aren't necessarily worth more.
It will probably be fixed in the next iteration.
Partially Random loot always has some problems, but it's better than always the same stuff.

And yes, initiating combat without stealth is a bit of a pain. It's possible, though, and melee against melee, it's probably best not to. ;)

446
General / Re: Durability and Combat Sequence
« on: April 07, 2013, 01:07:24 am »
When you initiate combat, you go first.
Attacking from dialogue does currently not initiate combat.

447
Bugs / Failed Save/load in GMS compound
« on: April 05, 2013, 11:29:00 pm »
So, I'm in the GMS compound, level 2.
I've beat the shit out of the entire security, though I had a load error before I finished that.
Now, when I save, it says it failed to save, though it apparently still does, and when I try to use the hatch, it fails to load the zone;
With the created autosave failing to load and in consequence deleting itself.
Seemingly, random saves now tell me they failed to create, but they certainly exist afterwards. Well, not sure if they can be loaded.
The problem dissolved after I went up, then down again.
I can try to reproduce it tomorrow, though I don't know how I produced it in the first place. Luckily I save like a madman when I attack 3 Sentry bots only armed with a Hammer.  :-X
Edit: Continued. Everything since I got down there is gone, the 'Hatch' autosave is the only non-corrupted file I have of that area.

Add:
Today, tried again from past the Hatch.
Worked so far.
As I couldn't possibly get past the Raider Leader with just melee, I went to the Junkyard to grab parts for a good Tac Vest.
Saw a regen Vest that I had to have, did the quest with breaking into a house, all fair game. Then when I bought the vest, the saving failed again; The save shows below the previous Autosave now and has the same picture as well. Don't know what happened there.

448
General / Re: The Value of Base stats
« on: April 05, 2013, 04:32:07 pm »
Another question:
Do I need strength for a Stealth Character?
Backstabbing, stealing, etc?
It's a bonus for melee, but then again, how much does that really do?
Edit: I used 4 Strength on that char to allow for an upgrade should it turn out it's useful.
I'm always pissed when I missskill a character. Just got annoyed by a pure PSI char with good drop luck because I noticed I got 4 dex, and that won't get me anything.

And I can't get all outposts up....

Edit2: I suppose my original question about encumbrance was born from always picking nimble and never going above the 15% it offers. So yeah, I'm completely oblivious. Gonna work on that now.

449
General / Re: Junkyard/Elwood -*SPOILERS*-
« on: April 05, 2013, 12:06:08 am »
Well, that was the first I thought of.
But with 0 skill at it....  :-\

450
Suggestions / Re: PSI Crafting
« on: April 04, 2013, 04:13:32 pm »
Aww.  :-\
Well, ok, I expected that. Multiple systems would be interfering with each other. Streamlined Design. :)
That's what I meant with the comparison with PoEs Chaos Innoculation, though. Though, Blood Magic might be a better fit: It makes for great feats. Crafting shouldn't affect the actual character that much.
 :D! Idea: make one of those nice Headbands Seers put over their eyes in contemporary silly fantasy. + Will, -Perception and vision distance. Oh gawd, the cliche.

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