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Topics - hilf

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31
Bugs / Respawning enemies always drop same items.
« on: January 19, 2016, 08:31:17 pm »
Where's RNG when we need Him!

32
General / Praetorian Security gone nuts.
« on: January 09, 2016, 07:45:46 am »
They are killing everyone they see. Except me.

It started after i killed burglar in a house in front of their HQ.




33
General / Matt Chat Styg interview
« on: January 04, 2016, 05:45:36 pm »

34
Suggestions / Weaker DOT not replacing stronger one.
« on: January 03, 2016, 01:35:39 pm »
Now it does and it sucks.
I'm talking about DOTs that do not stack like burning.


Also if your enemy is burning and panicking, another burning will add aphobia, but enemy will still panic. Yet another burning will remove panicking.
I think aphobia is applied too soon in this case.

35
Suggestions / Currency priority when trading
« on: December 29, 2015, 05:51:03 pm »
When i click "Auto" while trading merchants will offer me SGS credits before offering Stygian coins.
For player it's reversed - your Stygian coins are offered first, SGS credits only if you dont have enough stygs.

I'd rather see it the other way around simply because Stygian coins have broader usage.

Now i'm manually dragging currency i want to trade which it defeats the purpose of "Auto" button.

36
Suggestions / Blitz not taking all MP
« on: August 02, 2015, 05:28:42 am »
Blitz, after nerf, can't use more than 60 MPs so maybe it shouldn't take more than 60 as well?

37
Suggestions / Flexible Nimble
« on: July 19, 2015, 09:25:29 am »
I like feats that scale with attributes, Conditioning for example. It would be cool if Nimble worked like that as well and instead of fixed armor penalty reduction it would give, for example, -(10+agility)%.

38
General / Steadfast Aim requirements.
« on: April 10, 2015, 05:55:28 am »
Does this feat really have to ask for 6 str? Before it asked for 5 and i already felt like being forced to raise my str.

Now pistol builds need more str than sniper rifles.
That's just one point less than Full Auto.
No pistol have any str requirement, not even Hammerer, but suddenly there's a pistol feat asking for 6.

At the same time we have Concentrated Fire. I can imagine it needs high STR to counter that recoil.
But how much STR does it ask for? Zero. Big fat zero with a slash through it. It wants PER instead.

It makes harder to find points for raising INT so i could try all those new cool crafting feats. :'(

39
Suggestions / Action bar accepting equipment.
« on: December 16, 2014, 05:53:52 pm »
Since this game is inspired by NWN why not make action bar accept equipable items? You know, armors, weapons, helmets, boots.
If more than one such item could go into single slot it would be terrific.

40
Suggestions / Assault Rifle feat for burst attacks
« on: December 16, 2014, 05:12:07 pm »
Assault Rifles are in serious need of feats. Maybe something like this could work:

I've noticed that burst THC drops quickly with distance. This feat could make THC drop slower with distance when using ARs.
This improvement would be better with each point of strength above some value.

It would make each point of STR matter for AR users, not just STR 7 for Full Auto.
It would give nice choice between ARs and SMGs:
SMG for mobile zoners who use bursts at short range and have high DEX
AR for stationary zoners with good mid/long range bursts and high STR.

41
Bugs / Power Management not managing well
« on: December 04, 2014, 06:00:01 pm »
16. As epeli suggested, it reduces cost where it can be applied (such as weapons) or it increases capacity where former is not possible (energy shields).

As of 1.12.2 it does not apply to:
Taser
Sledgehammer
Combat knives


I'll update this thread if i find something else.

42
General / Dexterity AP cost reduction
« on: November 15, 2014, 09:31:31 pm »
Hello, zoners.
Look at this shiny, little table i made for ya: (Updated: more tables and bold showing "sweet spots")


AP reduction from Dexterity only:
WeaponAP678910111213141516171819
jackknife877766655544433
ti-chrome knife111010998877766554
steel knife12111110109988776655
unarmed1099888776665544
leather glove12111110109988776655
metal glove1615141413121211101098877
5mm Hawker1615141413121211101098877
7.62 Hammerer2019181716161514131212111098
9mm Neo Luger252423222120191817161514131210
.44 Hammerer323029282625242321201917161514
laser pistol22212019181716151414131211109
electroshock pistol302827262524222120191816151413
plasma pistol403836353332302827252422201917
5mm Jackrabbit1099888776665544
5mm Jackrabbit111010998877766554
7.62 Jaguar12111110109988776655
7.62 Jaguar131211111010998877665
8.6 Steel Cat1615141413121211101098877

AP reduction from Dexterity and Feats (Gunslinger and Lightning Punches):
WeaponAP678910111213141516171819
jackknife877766655544433
ti-chrome knife111010998877766554
steel knife12111110109988776655
unarmed1077666554443322
leather glove1299887766554433
metal glove1613121211101098876655
5mm Hawker16121111109987765544
7.62 Hammerer201615141313121110998765
9mm Neo Luger2521201918171615141312111097
.44 Hammerer322726252322212018171614131211
laser pistol22181716151413121111109876
electroshock pistol302524232221191817161513121110
plasma pistol403533323029272524222119171614
5mm Jackrabbit1099888776665544
5mm Jackrabbit111010998877766554
7.62 Jaguar12111110109988776655
7.62 Jaguar131211111010998877665
8.6 Steel Cat1615141413121211101098877

AP reduction from Dexterity and Feats (Gunslinger and Lightning Punches) and items (Tabi Boots):
WeaponAP678910111213141516171819
jackknife866655544433322
ti-chrome knife1199887766655443
steel knife121010998877665544
unarmed1066555443332211
leather glove1288776655443322
metal glove16121111109987765544
5mm Hawker16121111109987765544
7.62 Hammerer201615141313121110998765
9mm Neo Luger2521201918171615141312111097
.44 Hammerer322726252322212018171614131211
laser pistol22181716151413121111109876
electroshock pistol302524232221191817161513121110
plasma pistol403533323029272524222119171614
5mm Jackrabbit1099888776665544
5mm Jackrabbit111010998877766554
7.62 Jaguar12111110109988776655
7.62 Jaguar131211111010998877665
8.6 Steel Cat1615141413121211101098877

"Sweet spots" give us more attacks per round than previous value.

43
Suggestions / Riot Gear
« on: November 11, 2014, 01:23:24 pm »
1.
Like tactical vest it comes in 2 variations: one with 15% resistance and +1 DT, one with unshackled resistance and no DT bonus. First variation just simply suck. You receive one less damage per hit if that damage is low enough to target DT instead of resistance. It can be helpful early game but as game progresses damage gets higher and higher and DT becomes less relevant in favor of DR. 15% of DR is crap, even if you add +50% vs melee it's still too low and easily topped by leather armors.
Tactical vests at least can make use of that +1 DT variation if you're maxing DT using ceramic plating.

That's why i'm going to ignore 15% DR/+1 DT variation of Riot Gear for the rest of this post.

2.
Riot Gear is in medium armor category because it's encumbrance is 20%. Tactical Vest, on the other hand, is in light category - it has only 10% encumbrance. But the DR/DT of Riot Gear is same as that of Tactical Vest. It feels wrong.
When comparing Riot Gear to various types of leather armors it is just worse, in both DR and DT. If we add 50% vs melee things are getting better but still not good enough. Best Riot Gear i found (in store, i couldn't loot it anywhere) had 6 DT and about 30% DR. Multiply this by 1.5 vs melee and you get 45%/9. Best leather armors i found had 10 DT and it wasn't a single instance. They had more DT vs anything that Riot Gear vs melee. That's crazy :o. Their DR wasn't that high but let's just do a comparison of armors i found:

Best Riot Gear vs melee:     30%/6  * 1.5  = 45%/9
Best Leather Armor vs melee: 35%/10 * 1.25 = 44%/12.5 (1.25 because it is Padded)

That was Rathound Leather. Pig would get higher DR and its DT would still top Riot Gear.
Not sure how DT would be rounded, but it is not important.

3.
Heavy metal armors have several resistances in addition to mechanical. It makes sense because you practically can't dodge with them so you need to absorb damage somehow.
However, Riot Gear doesn't get any extra resistances over light armor despite being medium. Sure, they don't limit your dodging abilities as much as metal armors but they could still use some extra resistances.

4.
Riot Gear's unique feature are shields. Mounting a shield adds lots of encumbrance and weight, bringing that armor closer to heavy category than medium. Armor with shield has about 50% encumbrance - that's absolutely enough to make dodging anything serious totally impractical. You need to rely on DR/DT and metal armors are clearly better at this. The biggest offender seems to be no bonus vs ranged attacks from shield.



What can be done?
I already made a thread about Detachable Riot Shield.
It would surely help, but it's just fixing a glitch rather than buffing.

So, what really can be done?

1.
Either remove 15% DR variation or make it have better DR and/or DT.

2.
Boost DR/DT at least to the level of leather armors. Take DR from Pig Leather and DT from Rathound, perhaps? Or maybe average. This way Riot Gear would be better than Padded Leather Armors vs melee.

3.
We are getting some lovely environmental hazards in next update. That's sweet. And it just happens Riot Gear could use resistances vs those hazards.
Every self respecting rioters use Molotov Cocktails. If you want to start a riots better bring some Molotovs or nobody will treat you seriously. This is why it makes sense to give anti-riot forces some fire protection. Bio protection could be explained by gas mask that's part of riot helmet, but that's hardly an unique feature in Underrail (:

4.
Give bonus vs ranged to riot shields. That's perfectly logical. You can keep that shield in front of you all the time since it's either fully transparent or has a transparent window to allow vision. Chance to block could even be higher than chance to block melee but maybe there are balance reasons against it.

Sorted by importance would be: 2, 4, 3, 1.



TLDR:
Raise DR/DT, add fire (and bio) DR/DT, make shields useful vs ranged, remove armors with 15% mechanical DR.

44
General / Beta
« on: November 11, 2014, 08:32:27 am »
Any ETA for beta?


I've seen people asking for release date, so question like this seems appropriate.

45
Suggestions / Detachable Riot Shield
« on: August 17, 2014, 03:06:23 pm »
Pretty please. I don't like carrying 2 suits of riot armor with me. Together their weight is similar to that of metal armor, and that's a lot. And because shields do not provide bonus vs ranged attacks, i'd rather not have them equipped when fighting ranged opponents.

I see 2 options here:
1. Add a shield slot. Shield could only be equipped when riot armor is. But some players could be troubled by equipment slot that is always empty (unless they happen to use riot armor). They might start asking to enable riot shield with other armors too. And i'd rather not have that.

2. Allow detaching a shield by right clicking on Riot Gear with Shield, via radial menu. Add a shield item with an option to attach to Riot Gear, via radial menu. I like that option better.

Both options require new shield items. They could be in 'Armor' category so they can be viewed together with Riot Gear in one filter.

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