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Messages - DarkWan

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General / Re: [SPOLIERS]Where is blaine?
« on: April 25, 2013, 01:00:42 pm »
The place where the stalkers are.

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General / Re: Armor Upgrades?
« on: April 10, 2013, 01:07:24 pm »
I have only played melee once and find it too hard. It started out unarmed but later had to use hammers to deal with the sentry bots (I had hacking so didn't need to destroy any turrets). And later I just kept using hammers, unarmed wasn't good enough. I find the encumbrance penalty for medium/heavy armors are too high, making dodge,evade and stealth useless to skill up. The most important feat would be the Sprint feat (AGI 6) or you will be serious crippled.
The tungsteen armors I made, I put in more plates for the increased defence. Make sure you craft it with a regenerative vest for some extra healing.

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General / Re: How long is the Alhpa 0.1.7.0.?
« on: April 01, 2013, 05:36:13 am »
Armadillo drill part is the last quest from Tanner atm.
Did you talk to Vera Hale in the Admin/Library section?
She got an errand that leads to a quest in Junktown.

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General / Re: How long is the Alhpa 0.1.7.0.?
« on: March 30, 2013, 04:19:45 am »
Hard to say how many quests are left. Both Eddy and Silas got a few each, then there are atleast 2 more from NPCs there. And did you explore outside Junktown? Not really quests but interesting sites.

5
General / Re: Item degrading gamebreaking
« on: March 29, 2013, 05:24:06 pm »
I finished my second playthrough without mercantile, lockpicking or hacking.
Money is only a problem before you get to the GMS compound, and once you get to the Junktown its no longer an issue.

The differences are, in the beginning the mobs (rathounds) doesn't drop any significant valuable loot you want to sell (saving up all crafting mats). Usually the loot doesn't even cover the bullets + repair cost. 12 quality leather crafted to an armor sells for about 200 credits, each 5mm bullet cost 35, and it rarly drops any leather. For a gunner you have to rely on quest rewards and lucky finds (and PSI + Shroomhead feat).
The Shroomhead feats is too good, it has problably saved me more money than the mercantile skill (if I bought PSI boosters). It's not that inconvenient if you know where you are going to have lots of fights, just leave them there so you can return to recharge.

Once you're going to the GMS compound you start fighting human enemies with lots of drops. Even if the durability is low, when you have been fighting a lot of them you are starting to amass a wealth. And when it's time to go to the Junkyard you are given 500 stygian coins and going to fight even more profitable humans.

About repairing before selling, you can earn a lot of money from it, if you know the true value. Any modified gun is usually worth more than double the repair cost. When you find a damaged laser pistol (or plasma) they sell for around 20k, so even if you need 3 electronic kits to fully repair them you still earn a lot by doing it.

In my previous playthrough I didn't pay much attention on my wealth, I just hoarded items... anyway this playthrough I ended up with 4300 stygian coins.
What I want to say is the economy is still too easy. It's only tedious hard in the beginning and I think that might set new players to wrong mindset, to be very conservative with money.

I think it would be better to have other money sink, like faction support, charging for feats or extra skillpoints.

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Bugs / Re: 0.1.7.0 rathound alpha
« on: March 29, 2013, 01:09:27 pm »
In my 2 playthroughs, the one outside Junktown (next to the 2 PSIbugs) and the one in the GMS compound (guarding the 3 Mindshroom), both of them left non-interactable corpses.
In my first playthrough, the rathound alpha in the vents of the new Burrower complex worked, but I forgot what I looted from it.
In the second playthrough, I played without hacking and lockpicking so couldn't get there, but the rathound at Silent Isle also left a non-interactable corpse.

7
General / Re: Item degrading gamebreaking
« on: March 27, 2013, 07:00:19 am »
I don't know exactly the math behind the item degration mechanic, but I had to restart my first 0.1.7.0 game due to not being able to afford to repair the starting gun.
I used both the starting gun and crossbow to kill the rats, and went back to buy lockpicks, haxxor and ammo for the second half of the power station quest.
When I got back to the monsters I noticed every shot was lowering my aim, all the way down to 20%, which makes it harder and harder (more bullets and faster degration).
After figuring out it was the low durability, I went back to buy a repair kit only to find it cost 950 (have mercantile) which I couldn't afford. Since both my gun and crossbow was in bad shape they were worth a lot less. So I couldn't even sell one of them to make a repair.
I did "forgot" I could use PSI, so I restarted instead.
On the second playthrough, I used my bare hands to finish of the rats whenever I could, to save bullets/repair cost. Getting back health was free...
Anyway I find the basic repairkit to be too expensive, a smaller and cheaper repairkit (about half effect and cost) would be better.

Putting a repair/maintainance (the gun) quest following up the shooting range quest would make players mindful of a repair mechanic ingame.

After my first 0.1.7.0 completion I find the item value/durability be off.
Many ranged weapons was worth far more after repairation, so I "had" to do repairs before selling which was a bit tideous and silly.

Armor durability is far stronger than weapon durability (guns atleast) . I have only done one armor repair during the whole game, because it was looted with low durability.
For the ranged weapon loot, I rather find slightly higher durability on them and less ammo, that way I can atleast try it out or use it for a bit on the field before returning.

I could as well put my thoughts on the grenades here.
I don't like how they work now. Usually when I need to use a grenade it will be tossed at the beginning of a battle. If it misses I just reload...
I rather they hit the area targeted like before, but it's effect depends on your throwingskill vs enemy dodge/evade and range from the center. (I can't remember an enemy evaded a grenade before). Of course you can still reload until every enemy is hit... but I find it less likely if the damage scales in a appropiate way.
The ones near the center of the explosion having harder to evade, and the damage could range from full, partial to none.
If your throwing is better than enemy evade/dodge, there is a good chance to hit the ones at the edge with full damage also. If you are are bad, then even those at the center only take partial damage.


8
Bugs / 0.1.7.0 rathound alpha
« on: March 26, 2013, 05:03:20 am »
I can not loot the corpse of the rathound alpha I have killed.
The corpse is there, but I can not click it.

9
General / Re: Stealth, Pickpocketing, and a few other things
« on: March 24, 2013, 02:14:57 pm »
Telekinetic Punch + Execute is working, atleast on the mutants. Not sure why it didn't activate before.
Is there a limit to what kind of monsters it can be used on? Or do some of enemies have immunity?

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General / Re: Stealth, Pickpocketing, and a few other things
« on: March 24, 2013, 07:42:03 am »
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Will check out the bugs you mentioned. Btw, tactical vests is only so cumbersome if you add anti-rifle plating.

Let me know if you need my save file, I have a save outside Junktown before crafting it. Only need to buy the Metal Armor blueprint first.
I just tried to reproduce the bug again, it shows up only if you use more than 1 optional slots.

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General / Re: Stealth, Pickpocketing, and a few other things
« on: March 24, 2013, 02:39:06 am »
My crafting has gone overboard on this current level 13 character I got, and goddamn I am loving it.
I have a regenerative anti-rifle vest with a normal mechanical value of 13 (doubled against bullets) and bam, I'm actually pretty damn high up on the food chain.

I find the tactical vest have a bit too high encumbrance (65%) for it's use and I am a little more worried about melee damage then ranged. So went all out on making a regen tungsten steel armor instead. Mechanical value at 21 (Mechanic skill 69 to make).
While making this armor I found a bug, by moving the high quality steelplate from first optional slot to second then third lowered the skill requirement, 78 - 74 - 69. The stats remained same.
I haven't engaged in many battles with the armor yet to make my mind if its useful enough, but I am really missing my normal movementpoints. I had a little hope that my boots of Strider would still give me the extra movementpoints but they didn't.
I usually end my playthroughs with killing Wyatt and in this same playthrough I found the TNT blueprint for the first time ;)
Reading the dev log for 0.1.7.0 now I know why my Telekinetic Punch was so weak. All my previous game I had Metathermics as my main PSI. I tried without Metathermics this time, really miss the Pyrokinesis. Back to Telekinetic Punch, I was trying to use it with the Execute feat, but it doesn't seems to work, can't see the 250% damage it's supposed to do.

Sorry for being off-topic.
Now waiting for the latest patch on GamersGate....

12
General / Re: Stealth, Pickpocketing, and a few other things
« on: March 21, 2013, 07:07:28 pm »
I completed a few v1.6 alpha playthroughs and don't know where to put my feedback, so guess starting here.

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Stealth:
It does have some advantages, I pretty much had it on all the time when I thought their might be danger, it just allows you that Second to go "Oh shit theirs someone down this corridor, ENTER"

I find stealth really useful and I haven't even picked the perks to make more use of it. Getting closer to enemies to initiate first attack makes alot of the battles much easier. Or wait for the mobs gather in a spot then throw a grenade.

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Persuasion, Intimidate, and Mercantile:
I think I would have a few points taken from my Crafting skills and chuck then into here if I knew they would be usefull, right now its iffy as I know having a nice set of armour, grenades and a gun is better than a couple of little bits where I can get though the area without going gun-ho. If we had allot more, and Styg told us that it is a Game changer then I would put some in

I agree Persuation and Intimidate seems useless atm. The most important Persuation check for me was the Burrower cave, but later I found out you didn't need it to get entrance. Intimidate didn't work out at all for me, most of the speech resulted me getting attacked, even when I had it at max. I guess I could have gotten a little higher skill with appropriate armor.
I tried the Yell perk (based on Intimidate skill) but didn't notice any significant changes, and when it's most needed it's either resisted or they are immune.

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Also, .44 Pistol (Or was it .40?). Not Effective over 7.62 or 8.6. AP Cost is just a tad to High, Or the Damage needs to be Buffed just a Tad to make it usefull, Right now its very "Miss, Your Fucked"

Here I have to disagree. I find the .44 Pistol overpowered. Paired it with Sneak (get closer) and Aimed Shot (for crit), most of the enemies are one-shotted. In my latest build I had Sprint also so I could retreat if the shot failed or the enemy survived or there were many. The secondary hand held a SMG so I could fire once with each gun per round.
The quality of the guns matters, did you find bad .44 Pistols?

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