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Messages - bushwhacker2k

Pages: [1] 2 3 ... 15
1
Bugs / Electrokinetic Imprint - Stun Duration
« on: May 14, 2023, 06:59:11 am »
Electrokinetic Imprint's description claims to stun for 2 turns, but only stuns for 1.

2
Suggestions / Night Vision toggle hotkey
« on: May 06, 2023, 08:31:47 pm »
It would be nice if this were defaultly available in the Quick Invoker in the same way Burst is.

Especially because you seem to be unable to drag it to your hotbar during combat (which is odd).

3
I haven't tested a Chemical Pistol build so I can't contribute meaningfully to the majority of what you said, but I always found it odd that a belt for a dedicated Chemist would NOT add another Combat Utility slot despite Chemistry being the skill for some of the most potent Grenades, which require Combat Utility slots (while the vast majority of other Belts do add another Combat Utility slot).

4
Bugs / Re: Shield Capacitor
« on: May 03, 2023, 12:54:01 am »
i have tested this and for me there was a variance in effectiveness, from 4,something% to 1,5%. It just reaches the best possible dissipation rate (1,5%) at relatively low quality (somewhere around 76+ quality). it simply doesn’t matter if you use higher quality components.

Found a 59 quality one and it gives 1.6% Dissipation Rate instead of 1.5%, so you seem to be correct.

Sorry for the misunderstanding.

5
Bugs / Cameras give Close Quarters Precision Penalties
« on: May 02, 2023, 07:59:43 pm »
I happened to be standing next to a Camera when aiming at something, and noticed my accuracy seemed very strangely low. I switched from my Sniper Rifle to an SMG and my accuracy shot up.

Seems like Cameras cause the Close Quarters Precision penalty to be in effect? I don't think I'd feel very threatened by a Camera though.

6
Bugs / Laser Sights don't Stack
« on: April 23, 2023, 06:18:28 am »
I confirmed that Rapid Reloaders, Extended Magazines and Silencers stack. As a similar Component of non-variable Quality, Laser Sights should probably stack too. (This could very well apply to other Components as well, this is just the one I've confirmed for now.)

7
Bugs / Shield Capacitor
« on: April 22, 2023, 11:53:24 pm »
Despite being a Component with variable Quality and Electronics requirement, this has the exact same effect no matter the Quality: lowering the Dissipation Rate of an Energy Shield from 5% to 1.5%.

8
Bugs / Re: Freighter towing is messed up
« on: April 22, 2023, 01:59:36 am »
I want to reiterate that this bug is still occurring, not certain if devs are aware or not.

9
Bugs / Re: HE Mines don't cause fear to Rathounds
« on: January 10, 2021, 12:32:44 am »
Not all sources of fire damage produce fear in them, it must produce light/ilumination, plasma damage and incendiary rounds that dont ignite targets doesnt make them fearfull either

Kk, if that's intentional then nevermind.

10
Bugs / HE Mines don't cause fear to Rathounds
« on: January 09, 2021, 06:11:08 pm »
1: Fire makes Rathounds become afraid.
2: HE Mines deal Heat damage, thus fire.

I used an HE Mine on Rathounds, they took damage but didn't become afraid.

11
Bugs / Psionic Mentor - Cryostasis or Pyrokinesis Stream?
« on: January 09, 2021, 04:32:38 am »
In this location,



from this box,



I found a Psionic Mentor where the description seems to conflict with the title (not actually sure which it teaches).




12
Bugs / Explosive Barrel - Troll Placement
« on: January 04, 2021, 11:51:24 am »
So I was in Lower Underrail, not far from Warehouse Block Beta...



... and I noticed an Explosive Barrel next to enemies, perfect for taking them down right away...



... so I threw a fireball with Pyrokinesis...



Wait, the Explosive Barrel did nothing? So the shelf and locker completely shielded them from the explosion? That's ludicrous! D:

I'm guessing it's not intentional for that Explosive Barrel to be completely useless despite being 1 tile away from both of them.

(Also getting major deja vu regarding this bug, but I went back through my old posts and didn't see it.)

EDIT: It occurs to me that just attacking the barrel by itself would demonstrate this better. Shame that didn't occur to me at the time, ah well.

13
Bugs / Re: Report spelling/grammar errors
« on: January 04, 2021, 08:14:41 am »
After handling the Beast, Olivia in the Foundry mine says "helped helped", she should only be saying it once.



When speaking to some Faceless not far West of Foundry, one sentence doesn't have a space after it. My cursor is pointing at the spot (copying Leilu's style here, lol).



Another space missing after a sentence. This one happens quite early in the game, when speaking to Lucas about Harland.


14
Development Log / Re: Dev Log #68: The Psi Question
« on: January 03, 2021, 05:41:44 am »
Wow, I picked an interesting time to come back after not having played for 4 years. So a big set of restrictions JUST got made for Psionics, eh?

I agree with the idea to add additional costs to Psi via reserves (as you could effectively blast a group of enemies into oblivion at no cost whatsoever, no equipment durability damage, no expended ammunition, no consumables, etc). It's only a mild inconvenience but it does add some upkeep to Psionicists that they lacked before.

The Innervation definitely seems more tenuous to me. Like others have noted, this makes more niche psi abilities likely to practically never see use.

One possible idea that came to me: instead of making it so you simply CAN'T use non-innervated psi abilities, just give them an additional psi point cost. That way, you'll primarily stick to your innervated abilities as they're more cost-effective, but you won't be totally locked out of using more niche abilities.

Maybe you could pick entire Psi Schools to innervate instead of specific Psi Abilities.

Just a few thoughts off the top of my head.

15
General / Re: Disappointed ...
« on: July 22, 2014, 07:13:39 pm »
... Thinking about it, chance encounters with bandits aren't a bad idea.

Enemies already respawn in some areas, but this is a great idea IMO. It would make moving through already cleared areas much more interesting because enemies wouldn't simply spawn in areas you already know they'd be in. Lot of potential there.

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