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Messages - Greep

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46
General / Re: Let's talk about new PSI System!
« on: April 04, 2015, 01:39:55 am »

- Resolve/fortitude is tested against your effective skill level, but they scale from level and attributes. Also NPCs don't have a natural bonus to them unlike to dodge and evasion. This could mean psionic CC is fairly unlike to be resisted even if you have 3 will, but I sure hope that's not the case. :o



Well elekinesis and stasis are irresistable, so there's 2 there :D

In my experience for everything else: psi is "semi-reliable" at synergized 3 will given opponents that are sensitive, somewhere in the 60-80% range.  I.e., don't go around t-punching anyone with a fat health bar or fearing a mindreader.  Thought control seems to be worse than t-punch as far as resisting.

47
General / Re: Let's talk about new PSI System!
« on: April 04, 2015, 12:13:22 am »
Game was always balanced for a (shock-) hammer build with agility for sprint and biology for jumping beans, even if it wasn't the best build :D  But yes, more specifically there is thick skull and heavyweight feats, specifically designed for that build.

But yeah your character is fine, the new psi stuff really only affects multi-disciplined psi players.  L&H is kinda low, though, yours is better off just choosing one rather than half assing both xD

48
Bugs / Re: 0.1.14 bugs
« on: April 04, 2015, 12:06:15 am »
Hello everyone! I'd like to report a bug on the Steal shield emitter shipment quest.
The problem arises when I get the item I need to deliver to Gorsky/Sneaky, and meet them at the Hardcore City Bar, there is no dialog option suggesting the end of that quest. That means I'm stuck at that quest. Any help would be appreciated.
P.S. I tried to redo the quest using a save just after I killed the protectorate soldier in the lower level of the warehouse, and got the same result.

Yeah the dialogues are a bit weird there, you might have to fiddle with them, like click "about core city..." or whatever, to get them to pop up.

49
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 01:23:17 pm »
Well.. you really don't need a high will with those numbers :O  Most of my non-"full psi" have will 3 and would be not affected so much ;)  Plus I think will should have some effect on mana right?  It feels weird throwing 3 CCs with a Will 3 character.  a regen of 2 would change that or at least make me shoot up in battle.

As for affecting economy, I think it would simply because you'd need boosters in battle.  Trying to take on mutants with a lower will would definitely require boosters.  Very high will would be unaffected, but I don't think that's such a bad thing.  Very high perc generally never had to buy bullets in the beginning, or much ever.  We're talking what, 100 charons throughout junkyard?  Most of my money was spent crafting armor. 

Again, only newbies with very poor builds have big money issues, and why be hard on them?  Especially since you'd have to start over if you run out of money and don't have quests.  I'd honestly argue that maybe standard ammo should be cheaper.  Doesn't affect you or me, but maybe it would affect that guy who just started playing.

50
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 01:17:01 pm »
95 is doable :D  Was worried it'd be 90 xD That would've been harsh.  Incidentally, just cleared the fort so :P :P :P

51
General / Re: Spray and pray: Aiming to miss
« on: April 03, 2015, 12:30:13 pm »
Heh, and with the 5mm shock bullets, armored foes as well I imagine.  Too bad I can never find those bloody blueprints!

Edit: or a bullet strap belt.  Geeze, I'd pay 3k charons for one, forget super steel -.-

52
Suggestions / Re: Suggested newbie builds
« on: April 03, 2015, 12:13:54 pm »
Yeah that's actually why I avoided sniper or cuthroat builds... especially sniper builds.  Snipe fails?  Wow you're in deep crap.  Aimed shot also fails? ... load game!  It'd be nice if a scope added the +5 after 95% cap.  Unrealistic... but good for gameplay imo.

Anyways, so this is kind of why I favor a suggested builds over a guide.  A guide is rife with subjectivity that a newbie may take is objective, whereas a suggested build is always assumed to be "capable but not perfect" 

Add a little blurb to the build like "The spy capitalizes on stealth and high agility and perception to  stay out of sight while picking off his foes!" 

or

"the juggernaut relies on a high strength for armor and heavy guns to overpower his enemies", so people get the idea of why the build is made the way it is.

53
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 11:54:38 am »
Well it sounds a bit complicated, and tbh, should the early game really be difficult credit wise?  It's bad enough that new players tend to get stuck, as there is no replenishable source of credits.  Maybe in a roguelike that's fine, but this is a story driven game.  Casual resetting shouldn't be the norm.
Besides, veterans of the game never had problems with psi boosters.  Just use a gun with 0 guns skill for rathounds (well, after rathounds became less hardcore anyways >:D).  Got past the rathounds? Do kolmeir run at level 4 for infinite petty cash.

However, I think perhaps a nice simpler solution would be to have psi max and regen based on will and only will (not level): the lower maximum in the beginning may lead to needing psi boosters frequently in tough battles for a quick boost. 

Example:  psi max = 35 + Will*5; regen = Will*1.5

3 Will: 50 Psi, 4 regen
10 Will: 85 Psi, 15 regen
15 Will: 110 Psi, 22 regen

This also makes will no longer a complete dump stat for hybrids, and it also balances out the now harder end game that psionics have (disregarding enrage anyways heh...)

Alternatively (liking this), also base it on will and level like in the old days, but to a massively lower degree than earlier.  Regen would be will only I think, as it would make will important for longer fights while keeping the CC burst difficult for anyone.

Example: psi max = 40 + Will*5 + Level/2; regen = (Will - 2)*2

3 Will:
-Level 1: max = 55; regen = 2
-Level 10: max = 60; regen = 2
-Level 25: max = 67; regen = 2

10 Will:
-Level 1: max = 90; regen = 16
-Level 10: max = 95; regen = 16
-Level 25: max = 102; regen = 16

15 Will:
-Level 10 (theoretical): max = 120; regen = 26
-Level 25: max = 137; regen = 26

54
Bugs / Re: 0.1.14 bugs
« on: April 03, 2015, 02:31:32 am »
For unknown reasons, I have seemed to become invulnerable to w2c damage, dreads are giving me no damage at all rather than smashing me to bits like they did when I have 98% mech resist.  I have 100% mech resist, but that should only be 35% against w2c.

At a guess, I'd say it's because going over 100 causes dr to be set at 100 in any circumstance.

55
Suggestions / Re: Suggested newbie builds
« on: April 03, 2015, 02:29:40 am »
Ah, bonus damage yes, but "% higher damage" no, that's what I meant with skills = 100.  e.g. at 3 skill in guns you could have 40 perception and not do much extra damage, maybe 10%.

But anyways, yeah this doesn't matter much to the suggestion xD  Fun discussing, though.

56
Suggestions / Re: Suggested newbie builds
« on: April 02, 2015, 11:07:14 pm »

Attack skills increase your damage (idk the exact formula, never bothered to check it)


I think it's Base Damage x (0.7 x effective skill)%

at least for melee weapons and guns, I think it scales differently with psi

I'm assuming that should read base damage x ( 1 + (0.7 x effective skill)% ) in which case 8.5% increase per stat point equates to around an extra 3% per stat point if I've done the maths correctly.  E.g. at 100 effective skill vs. 108 effective skill, you end up with:

1+0.7x1 vs. 1+0.7x1.08 as the damage multiplier to base damage, i.e. 1.7 vs 1.756.  1.756/1.7 => 3% increase in damage

Therefore, you'd need to spend 3 points in Per to get the same effect as 'Gun Nut' on its own, all other things being equal.  Sure its nice to boost Per for an extra 3% damage per stat point, but only if you had literally nowhere else to spend the points.

Pretty sure this is only true for skills = 100.  Consider as skills approach infinite, the 1 makes no difference.  But yeah, much less than 10% anyways, more like 5 by the end of the game :)

In any case, I think this mere discussion proves the need for some form of guide or suggested builds :D

57
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 10:20:44 pm »
Well, I think the crossbow is cool as a niche weapon rather than a main weapon, although it should be put under subterfuge if that is the case so as not to confuse newbies.  But I suppose it sucks even at that xD 

Right now without feats to improve special bolt damage it's kind of like a pistol build without any feats or dexterity lol.  It'd be cool if you could craft supersteel bolts that ignore all DR/DT altogether, tichrome bolts that ignore half, and have special bolt damage scale with xbows.

As for DR, I have played cans for the majority of my characters, so the 80 resistance cap implied above is a bit overkill: That would make them worthless all the way until you get supersteel.  There's kind of bad sides to consider either a cap or diminishing returns so it seems like a choose your poison thing: a cap would make high crafting skills much less useful, diminishing returns would make one forced to use fully supersteel for the higher qualities (which might suggest supersteel should be given in 80-130 rather than 70-160).  I guess you could do both?

58
General / Re: Will the game ever be available for Mac/Linux?
« on: April 02, 2015, 02:34:13 pm »
Well if you're using C# and .NET, there's always Unity3D :D  It has some... odd quirks when trying to make 2d games, though.

59
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 02:31:52 pm »
Well, it was actually possible without supersteel by using tungsten, but not possible to get both energy and mechanical until now.  Certainly not immune to w2c, which I've only seen dreads use.

60
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 02:11:38 pm »
So... seems like supersteel might be a bit too hardcore, finally got a 150 quality and a 130 quality after 7 tries ;)




Whoos is it kickass when you reinforce it with tichrome.

And with the insulated tichrome helmet coming up that makes immunity to energy and mechanics, 50 dr in fire, as well as ~25 dr in everything but bio :D

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