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Messages - ciox

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286
in Thief for example.

In which?

All of the good ones, which is 1 and 2, trying to pickpocket an AI that's actually even slightly aware of you will not work, but it won't alert them to your exact position either.

287
I also had the idea that the UI could just prevent you from taking items that you aren't good enough to steal, that's how it works in Thief for example.

Though honestly faster saving (including autosaving during transitions) would help with a lot of these issues where something happens and you want to reload, what does the team think about trying to add multi-threaded saving? Basically just use a thread to copy the savedata to RAM and process it and write it to disk, so that the normal game thread is left alone and you can play while autosaving/saving.

288
General / Re: [Minor spoilers possible] Psi combos
« on: April 10, 2018, 06:33:24 am »
Force Field + Thermo destabilization + Proxy + Premeditation + Punch or Implosion then Punch if needed.
What is the forcefield for?

289
Bugs / Re: Electrokinetic Imprint
« on: March 26, 2018, 12:59:34 pm »
That's too bad Mania doesn't combine with Imprint, Psi crit builds seem mostly focused on Metathermics, I think more stuff should be able to crit in general and combine with Mania.

290
Suggestions / Re: Make the combat log visible after death
« on: March 12, 2018, 01:03:39 pm »
Would be a nice quality of life change.

291
Suggestions / Different type of Execute?
« on: February 26, 2018, 01:53:00 pm »
The current Execute does not feel good to me, it's a pistol "Snipe" feat that you're supposed to use in addition to Aimed Shot, but it's just not that strong after the nerfs if you use firearm pistols, I feel it's only used for making meme screenshots,  of very lucky shots doing high damage to one target... requiring luck to crit, a stun/incap that goes on cooldown, having to wait 5 turns for the ability to reload...

Thinking about what if its requirements were just to be at melee range and have accuracy to target of 90-95% (synergize with laser pointer / neo luger frame / good lighting) and the cooldown was just 2-3 turns, you'd finally have something like Snipe that was reliable and could be used a lot more often in a fight with the right build, stuns would still work the same way as they'd help you get 95% accuracy.
This would be a mainstay rather than something that has 5 turn cooldown and also tied to the long cooldowns associated with stuns and incapacitations.

Yes I know it isn't as Execute-like anymore that way, but it would fix some things.

292
Suggestions / Re: Cryo Grenades
« on: February 02, 2018, 09:28:36 am »
Does seem like these could use a buff.

One crazy idea would be:
- much more expensive/difficult to craft, the "king" of crowd control grenades
- on impact they apply Cryostasis in a small radius and leave a medium sized cloud of Cryogas as well, cold gear enemies are resistant to both the gas and the stasis

293
Suggestions / Re: Serrated Bolts Mk II & III?
« on: January 31, 2018, 08:55:28 am »
Sometimes I wonder if the Mechanical Bolt blueprint (that was the original name) was meant to have more bolts than just the Serrated Bolt, like a Pneumatic Bolt or something.

Maybe. Maybe other mechanical bolts were moved to a new blueprint. ;)

I like the sound of that!!

294
Suggestions / Re: Serrated Bolts Mk II & III?
« on: January 30, 2018, 10:25:01 am »
Sadly it seems to go against the crossbow concept, to burst fire like that.

I had an idea for a feat that would specifically buff the usage of non-special bolts, as a counter to the kinda mindless "Special Tactics" feat that buffs special bolts very directly, it would be called Mad Notching or something, would prevent you from using special bolts while the buff was active, and it would reduce accuracy at range but lower your firing AP cost and increase your critical chance, making it so you had an option besides going from A->B, where A is use Snipe/Aimed Shot and B is use special bolts, typically Shock ones.

295
Bugs / Re: Electrokinetic Imprint targeting routine
« on: January 25, 2018, 11:01:45 am »
Doesn't the same thing happen with Quick Tinkering?
Pretty sure that Quick Tinkering will show a red warning outline around the square in question if it is occupied.

Right but it still has the problem where it lets you try and fail which puts the ability and trap (earlier versions) on cooldown, and sometimes it actually succeeds if the square is red but the other characters are just barely inside of it, I'll take some pics next time it happens.

296
Bugs / Re: Electrokinetic Imprint targeting routine
« on: January 22, 2018, 12:55:00 pm »
Doesn't the same thing happen with Quick Tinkering?

297
Suggestions / Re: Poison knife (as an enhancement)
« on: January 19, 2018, 07:30:37 am »
That sounds really cool actually, I'd like to see it

My guesses for why poison knives aren't in:
- bleeding from serrated knives already provides the damage over time aspect of poison if not the special effects
- AP cost, since knives' AP costs are 11-12, while poisoned throwing knives have an AP cost of 18, this would let you inflict poison at a much greater rate, the AP cost of poisoned knives could be increased however


298
Suggestions / Re: Firing off a shot
« on: January 15, 2018, 10:19:00 am »
My guess for why this hasn't been added is that you can buy cheap MK1 grenades from almost every trader, using those isn't a waste past the very early game.

I think the bigger issue is triggering a cooldown on all your grenades or on abilities by making a noise with them, which could carry into the fight, and maybe that's considered good balance so manipulating the AI costs something.

299
Suggestions / Re: Serrated Bolts Mk II & III?
« on: January 15, 2018, 10:11:34 am »
Not a bad idea, non-elemental special bolts have always felt a bit weak (Serrated, Tranquilizing...)

Sometimes I wonder if the Mechanical Bolt blueprint (that was the original name) was meant to have more bolts than just the Serrated Bolt, like a Pneumatic Bolt or something.

300
General / Re: Old Music
« on: December 26, 2017, 09:31:40 pm »
I also liked the old tracks, but I would have liked some more flexible solutions for hearing both types of music, since allowing multiple tracks for one area so that one would be selected at random is not allowed I would probably just make a new track that has the old music appended to the end, so you'll hear the old music if you spend enough time in an area.

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