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Topics - Benjibibi

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Suggestions / Raising maximum hit chance to 98%
« on: June 04, 2018, 01:52:18 pm »
Hi,

I'm trying dominating difficulty with some new build, a low AP melee build actually and the hit chance cap is a lot more annoying with this build than any others for me.
With 4Ap attack, you throw 12 attack a round with the regular 50AP. Meaning that even against a target stunned, ensnared in a bear trap with zero dodge, I still have that 1/20 chance of missing every hit...
With some math for this case, you find that you have 54% chance of landing your 12 hits, 34% chance to miss one hit and 12% chance to miss 2 or more hits.
And since the combo feat require 3 consecutive hits, even on the easiest target, you have ~15% chance to miss your combo, since one miss reset the counter.

That's why I would advise a small change, raising the hit chance cap to 98%, which would not change the balance of the game, because most difficult enemies usually don't allow for 95% hit chance, but at least you won't feel like your character is clumsy against rathound when you built him/her to be a martial arts beast.
I think that PART of the reason that psi build is so fun is that you never miss with your abilities.

Maybe this new cap would require the target to be incapacitated/stunned/immobilized to be reached, or introduce a feat I don't know. Tell me what you think.

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Bugs / [1.0.3.20] effective skill in level up menu
« on: January 20, 2018, 09:56:44 am »
Hi,

Sometimes in the level up menu, you add points and see your effective skill going up, and at one point the effective skill stop going up, here for traps:
https://youtu.be/K-83vXMSAHw
I'm not wearing trapper belt or the jackknife for information. For 47 to 54 real point invested it displays 95 effective skill. Is it a bug ?

Have a nice weekend !

3
Bugs / [1.0.3.20] classic mode - no xp for killing
« on: January 18, 2018, 08:26:29 pm »
Hi,

In classic mode Pulverizer gave me no xp.

When something dies from the flame on the ground from you cocktail molotov, you don't get xp for it. (but you get xp if direct damage kills or burning status effect kills)

Same for the gas of gas grenade, this one is a bigger problem because if you throw it out of aggro distance or sight, they just stand in the gas and die.

4
Bugs / [1.0.3.20] Weird AI behavior - sound detection
« on: January 11, 2018, 10:25:18 am »
Hi,

I have noticed a weird AI behavior, related to sound detection.
my save:
https://volumen.univ-ubs.fr/r876anxi3
video of the bug: (in the video, they don't come to me, they go to the sound, i was just in the way)
https://youtu.be/YX19BrWGTs8

I'm in stealth, nowhere near being detected. I already fired some sniper shots at isolated targets. Now there is a group of enemy, if I shoot the barrel, they don't come and see, but if after that I start combat phase and move (close enough so I can see the empty detection eye above their head), they start going toward the origin of the sound. Out of combat they do nothing, just starting and ending immediately the combat and they don't do anything either.

Have a good day.

5
Bugs / [1.0.3.20] Double attack (out of combat - neutral target)
« on: January 09, 2018, 10:56:16 pm »
Hi,

When you're out of combat, using a special attack on a "neutral" target (rocks, deactivated turret... probably every target that won't trigger combat mode if attacked) will automatically add another unwanted regular attack right after if the target is still here.
Tested with sniper rifle ("snipe" on deactivated turret) and with assault rifle ("burst" on rocks)

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Bugs / [1.0.3.20] Possible bug - De-activated turrets are immune to crit
« on: January 09, 2018, 01:07:26 pm »
Hi,

Everything is in the title, i'm not sure if it's intended but if it is I don't understand the logic. Turrets are immune to crit when you deactivate them with a security console for example.

Have a good day

7
Bugs / [1.0.3.19] hunchback turn invible when stunned or incapacitated
« on: December 26, 2017, 01:33:34 pm »
Hi,

Bug : Hunchback mutant turn invisible when they hold something (barrel or rock) and the player stun them. They become visible again after the status is over.
https://youtu.be/9drLz5hfPnA

I guess they are no animation for being stunned or incapacitated and still hold something over its head.


Related suggestion: Hunchback mutant should drop their rock (and take damage) or explosive barrel (and make it explode) when their are stunned or incapacitated. It make more sense and doesn't require a new animation.


You're making a great game, can't wait for the DLC!

8
Bugs / [1.3.0.18] Arena initiative and pre-battle save
« on: December 15, 2017, 02:25:27 pm »
Hi,

The save made at the start of an arena fight gives you the -10 initiative like you're caught off guard when you load it. Does not apply for the regular start of the fight.

Also loading this save used to give you a split second before battle where you could hit "v" to activate your shield before start of the fight, it was very useful since otherwise you either don't start with your shield or you start with an almost depleted shield because you have to activate it before saying "I want to fight"...
Please put back this split second delay or stop the shield from being drained during the pre-fight "movie".

Thanks

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