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Topics - Clawdius_Talonious

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Bugs / Burst Fire glitch
« on: February 18, 2014, 07:12:47 am »
If you enter combat by clicking Burst Fire and clicking on a target, rather than manually hitting enter to engage combat, your character fires one shot and the burst skill goes on cooldown and chews down your AP just like you burst fired at the enemy, except of course for the fact that only one shot is fired.

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Bugs / Target Practice
« on: January 06, 2014, 04:06:45 am »
In the tutorial quest section during the Target Practice quest, the number of shots is only tracked per session and missed shots don't count towards the quest. This can result in this unskippable busywork tutorial quest being super aggravating after you've done the quest several times before , you could fire up a session in a hurry, fire ten shots and miss one and end the session and then not be able to progress. Then you can start up another session, fire a few to get the hits you need, and of course that doesn't count because you have to have ten hits in one session to be allowed to progress.

This isn't too huge a deal I guess, it's a straightforward quest and Gorsky tells you to put ten rounds into the target. Of course, when you're a character with no weapons skill and have terrible luck with RNGs it's not impossible to burn an entire clip without getting ten hits, 80 rounds for your 5mm gun is nearly as valuable as the 300 credits you start off with, burning more than 20 rounds on a quest that you can't beg bribe or wheedle your way out of isn't a very good introduction to the game for a new player in my opinion. If you could bribe Gorsky with some rounds of ammo or 20 SGS credits or something it would let you go through this start to the game a little faster. I guess Gorsky is kind of a hardass and a stickler for the rules so maybe it isn't exactly in character for him to take a bribe, but the fact that you're made to waste a significant amount of ammunition is a nuissance. Other than that, I think for new players it would really be better for the quest to track shots fired instead of hits to keep people from reading put 10 rounds into the target as fire 10 rounds, and wasting time and ammo on a tutorial.

I know that if I had been more diligent in my reading I might not have wasted any ammo, but at the same time I recalled having done a very similar thing when I first fired up the game, changing target distances and thinking the hits between sessions would be cumulative. I figured I would post something about it, because it doesn't seem like it would take much to change this a bit and ensure that never frustrated someone again.

3
Suggestions / Additional Strategic Elements.
« on: February 25, 2013, 01:42:27 am »
I would like to see a variety of items and skills that would allow for possible alterations to the terrain. Right now the terrain is either passable or impassable. I'd like to see a variety of modifiers that could be found naturally, along with the ability for the player to alter the terrain. The simplest example of what I am talking about is probably a molotov cocktail, turning some of the ground into a patch of flame for a few turns. But there are other alterations that could be quite interesting, there could be, for lack of a better term a glue grenade, slowing advancement of NPCs through the affected area. Perhaps more advanced versions would incorporate an accelerant so that any fire damage to NPCs would ignite the patch of sticky ground. An acidic variant could potentially cause damage to any NPC passing through it and stick to them for a few turns (significantly damaging footware on human NPCs?).

There could be other interesting applications of this concept. Certain patches of ground could be muddy, impairing mobility, but the right application of metathermics could freeze the ground or dehydrate the mud allowing it to be traversed without difficulty (perhaps some sort of Cryo-grenade for other flavors of characters could produce a similar effect). Some patches of ground could have very shallow water on them, causing anyone standing in them to receive additional damage from electrically charged weapons. These areas could be frozen, reducing mobility and adding a chance for anyone going through to slip and fall. These areas could be created by the player, who could pour water onto the ground and lure targets into a slippery area. Perhaps oil could cause the same slippery effect and also ignite when someone in the affected area took fire damage.

I am not sure how difficult this sort of thing would be to implement, but control over what bits of terrain are passable can add an entertaining element to strategies.

I would also love to see the ability for the player to set up their own turrets at some point, as long as you had a high enough mechanical skill. Perhaps existing turrets could be harvested for parts, and turrets could be manufactured using existing SMGs and a few specific turret parts. These turrets could have limited ammunition, or considerably fewer hitpoints than typical turrets if they needed to, so that they would be balanced.

I think it could be quite useful if there was the ability to create a noisemaker, or other device to effectively lure some members of a group to specific locations. There could be a variety of traps created in this fashion, set up a mine and use a noisemaker to lure an enemy into it, that sort of thing. This ability could also be done with mind control as I had previously suggested in my "ideas for feats" thread.

I'd like to see additional mine and trap types available. With a high enough electronics skill perhaps you could put up traps using laser tripwires, net traps, stun/taser sorts of traps... Perhaps a rudimentary shotgun tripwire trap...

That's all the stuff I had rattling around in my brain just now, so I'll go ahead and post it so that I can get some feedback.


4
Suggestions / Ideas for Feats
« on: January 19, 2013, 02:00:58 am »
I'd love to see a lot more perks available in the game, so I thought I might write down some ideas and get some feedback, perhaps others could contribute their ideas for perks as well.

Master Craftsman - tailor 60/mechanics 60 - Items you use to create gear act as components of 10 higher quality, without additional skill requirements.

Reverse Engineering - Mechanics 40/Electronics40/Tailor 40 - Disassemble an item for a chance to learn how it is constructed. The item may be destroyed in the process.

Field Stripping - Remove all upgrade components from a weapon

Retrofitting - Apply upgrade components to equipment lacking any upgrades, so long as you have the appropriate skill to use the item.

Pyromania - Wil 6 - Gain 2 psi per turn when enemies near you are on fire.

Quick Reflexes - 7 agility - when damaged, 15% chance to gain a buff that adds 5 dodge, 5 evasion, and reduces AP cost for unarmed attacks by 2 and lasts for three turns.

Distraction - Thought Control 60 - Gain the ability to cause a target to wander off in a direction of your choice at the cost of 10 psi

Battle Cry - Intimidation 50, Feat Yell - Your yell has a 10% chance to cause a target to become stunned for one turn, and a 20% chance to cause fear in nearby targets

Aikido - Dexterity 8 - Gain a 10% chance to dodge an incoming melee attack from a humanoid, and apply the tackled debuff when you encumberance is under 25%.

One shot, Two Kills - Gain an attack that allows sniper rifle rounds to penetrate lightly armored targets and do half damage to a secondary unit in the line of fire

All Out Attack - Sacrifice all movement points to gain half that number of AP this turn.

Berserker Rage - Melee 60 - Fly into a rage, losing control of your character. While this rage lasts, you will receive 25% less damage, and deal 25% more melee damage. When the rage ends you will be drained.

5
Bugs / Junkyard "Thugs" aggro Bug
« on: January 16, 2013, 05:53:59 pm »
Playing as a stealth/crossbow build, I was able to assassinate all of the Thugs near the entrance to the Wormhole, one at a time without any of them showing the slightest concern for my doing so. I would go into combat, then activate stealth (I'd use special tactics at this point just in case), use snipe, then aimed shot and kill them in one round. None of the other thugs payed any attention to me doing so. Once I forgot to activate combat mode before I took a shot at a thug and the other thugs reacted properly. Apparently there's some loophole in their AI that allows you to kill them in one round of combat mode without the others becoming aggressive. I killed every single one of them in this way, although I had to stand well away from the NPC that talks to you so I wouldn't queue his conversation and aggro them. The only NPC that became aggressive was the last guard, standing next to the gate with a dog. His aggression seemed to be more to do with my proximity than my having killed all of his companions however. I was able to enter combat mode and snipe/aimed shot him as well, so long as I didn't get too close to the gate.

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