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Messages - UnLimiTeD

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61
Suggestions / Re: Model Customization
« on: March 04, 2016, 12:47:29 am »
Well, as others have put it already, every combination of weapons and equipment needs to be rendered, with a few possible exceptions.
So it's really hard to add things at this point.
I'm not sure how much work it'd be to make a pass over all existing images with a program to replace a skincolour, but I err on the side of "too much right now".
Maybe for the next game.  ;)

62
Huh, nearly missed this one.
Took me a few seconds of staring to actually find out what was different.
Good changes all around. Sides the font, I suppose, but that's just the font, being able to change sizes is always good.
I certainly like the letters small, I got sharp eyes and don't see a need to move them all the time just to read a half-sentence. :D

63
General / Re: Shield Recharger [spoiler]
« on: February 12, 2016, 04:38:29 pm »
I doubt there is a need for a spoiler warning on something that is plainly not in the game.
Unless Styg still plans to someday implement this.
It was in the game due to an oversight around 1.5 or 2 years ago, on some NPC, and Styg then disabled it.

64
Suggestions / Re: Ironman Mode/Achievement
« on: January 24, 2016, 12:15:56 pm »
....
Not going to principally disagree here, as I haven't given the matter that much thought, nor do I care either way, but you just listed a bunch of solutions that are more or less the same.
F.ex. the same problem can be solved by
1. Having high CON
2. Having a feat that requires high CON
6. Having high Hitpoints (and thus high CON, as that's about it when it comes to actually being "tanky". Shields only get you so far.)
Similarly, having high stealth makes it hard to fulfill the above options. There is the niche of an evasion character with strong shields, but that still relies on chance.
Essentially, to have a sure chance to not die of random dice (well, 99% chance, it can always happen), you need high con, high stealth, and good initiative.
That's actually damn hard to do.

Still, I wouldn't go as far as saying a game is built around savescumming only because there are mechanics that may, in certain situations, result in a death that is very hard to avoid. Because that is most games.

65
Suggestions / Re: crafting of rifles and shields are useless
« on: January 20, 2016, 11:28:06 am »
There is always the possibility of finding an extremely good item that is better than what you can currently craft, but that's both to be expected and hard to avoid. RNG has it's good and it's bad sides.
It's kinda sad that shields are so one-way, though.

66
General / Re: need help with psi abilities
« on: January 15, 2016, 11:01:04 am »
For Bilocation, do the Scrapyard quests for the Eels and be a little curious on the Island. Bring Flares.
I think you can actually buy Proxy.

67
Suggestions / Re: Under Rail 2 Kickstarter ?
« on: January 14, 2016, 10:29:22 am »
There'd also be indigogo, or, if Underrail proves to be successful, he could just do it the same way he did this game.
I'd buy it more or less immediately.

68
General / Re: supressors
« on: January 14, 2016, 10:27:27 am »
So it's a case of "if a tree falls and no one is there to hear it, does it make a sound?" ?^^
Interesting.

69
General / Re: Resistances: number behind the slash
« on: January 14, 2016, 10:24:06 am »
You mean the absolute number?
That is the Threshold. Essentially an alternative way to mitigate damage.
I recommend a look at the respective wiki page. :)

70
Suggestions / Re: More transparent mechanics
« on: January 09, 2016, 12:46:58 pm »
If you can't use an item by stats, it will effect the performance of that item, f.ex. accuracy, or heavy metal armour reducing your AP.
If you reduce perception to get a detection bonus, you will obviously suffer a hit on all stats connected to perception, primarily guns.

71
General / Re: Metal Armor or anti-rifle vest?
« on: January 09, 2016, 12:43:31 pm »
For melee, go with some mobility.
With ranged weapons, go nuts.
Unless you're a psyker, of course.

Of note, a lowball shield genreducing the damage taken just enough for the rest to be soaked by armour can also work well.

72
Suggestions / Re: Various Suggestions
« on: January 06, 2016, 01:26:41 pm »
In my experience crafting needs a little bit of specialization.
You can, f.Ex. craft great shield generators and psionics Gear that is otherwise unattainable, not just for that level.
Weapons are hard to get better than equivalent found weapons with extra perks you didn't put into crafting, but you can definitely get up to par, and it might make for additional options of better ammo efficiency.
How weapons work is obviously simplified, after all, Pistols use the same ammo as Rifles here.

73
Suggestions / Re: Currency priority when trading
« on: January 06, 2016, 01:22:03 pm »
Thinking about it, why is SGS the only base with it's own currency?

74
General / Re: Psychosis vs Tranquility
« on: December 22, 2015, 10:21:06 am »
Well, before the release I got pretty far, and I picked tranquillity.
In case you need spike damage, there are combinations to use, like psychokinetic stream with a high capacity/ low dissipation shield generator. Use adrenaline if you really want to wreck someones day. You can also use heal items to get a bonus for a turn, and the lower cost does afford some flexibility.
So it is definitely possible, no opinion on what is better.
Note: I didn't use the new abilities from release yet. They may or may not benefit Psychosis more.

75
General / Re: Recklessness and Expertise in the Same Build
« on: December 22, 2015, 10:16:04 am »
The flat bonus damage goes really well on weak guns with a high firerate.
It's worth it even with ~10-20% crit due to your regular hits occasionally getting through a targets armour.
Still, it depends entirely on what weapons you plan on using, and what your focus is otherwise.
If you go for, say, Plasma Pistols, Expertise isn't worth it anyways.

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