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Messages - Lohengrin

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General / Re: Lunatic Gunners - not human?
« on: October 20, 2013, 12:52:16 pm »
Are some NPCs 100% resistant? Or is it a random seed thing, or armor? I ran into this issue again with one of the thugs in a shack to the west of Junkyard. He resisted every time, even after a reload (maybe a dozen reloads)

They have to be unaware of your presence. That is, you have to be stealthed and undetected at the time of the attack.

They're unaware if the eye is not red, correct? I am sneaking up behind them, and it's still yellow/orange.

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General / Re: Lunatic Gunners - not human?
« on: October 20, 2013, 02:27:30 am »
Are some NPCs 100% resistant? Or is it a random seed thing, or armor? I ran into this issue again with one of the thugs in a shack to the west of Junkyard. He resisted every time, even after a reload (maybe a dozen reloads)

3
General / Re: My experience - Why I gave up in frustration after an hour
« on: October 20, 2013, 02:16:24 am »
OP was not constructive feedback, it was a "look at me" drama queen attempt at Zero Punctuation.

When I hovered over the desk in my room and it was black, then later hovered over another shelf and it turned red, that was all the feedback I needed to make the determination that "black = good" and "red = bad." I don't need a voice over provided by Morgan Freeman and a big flashing "don't touch" sign to tell me I shouldn't mess with the contents

4
General / Re: A bit of Player Data and Pure Opinion
« on: October 20, 2013, 02:01:19 am »
Another character I played had the sniper rifle - it was a high stealth, sniper/assault rifle build. That character was almost ez-mode. The psi was my second playthrough, he was a little tougher in the beginning, but was a beast at higher levels. This is my third play-through - I'm at level 9 stealth/melee (both maxed) now, and seriously struggling with some encounters

5
General / Re: A bit of Player Data and Pure Opinion
« on: October 19, 2013, 07:27:53 pm »
I'm playing a stealthy melee, and I am getting absolutely murdered by burrowers. I've played through twice already, on a stealthy/sniper and a pistol/psi character, but this guy is just terrible. Not liking melee - even with a shock tungsten sledgehammer and pneumatic gloves, I'm getting ravaged. Burrowers just suck vs. melee

6
General / Lunatic Gunners - not human?
« on: October 13, 2013, 04:45:01 pm »
Hey all - just wondering, are the Lunatic Gunners (near the SGS compound) not human? I've tried to use Cut Throat on them a few times, and they resist every time. There's no combat message that says they're immune or resist, it just has no effect (other than the normal damage).

7
Suggestions / Re: crafting
« on: October 07, 2013, 10:50:29 pm »
Is there a plan to have the quality of crafted items be tied to skill level?

8
Bugs / Faction Alliance Bug?
« on: October 05, 2013, 02:10:40 pm »
I think I found an issue with faction alliances - specifically, I helped the Black Eels take out the Scrappers. That alone was fine, I wandered the rest of Junktown taking down stragglers after the main fight, Silas lived, and the quest completed; however, when I went to the casino on the north of town, I noticed the guards there were hostile. So I figured this was a Scrapper joint, and killed everyone there - all of the hostiles, that is, I didn't kill any of the gamblers who didn't attack.

Well, when I went back to town I noticed that the Black Eels were now hostile to me as well ... is this by design, or did I do something wrong? Or is there a faction bug in there?

9
Suggestions / Re: First impressions
« on: October 04, 2013, 02:32:11 am »
If the game is way too hard, I found a way to easily get started, though it could be counted as a cheat (good for veterans that don't want to go through the hassle of the slow start too).

1) When you've finished create your character, loot the starting room (the money, hypos, repair kit and armor)
2) Export your character
3) Start over and import your character
4) do it all over again a couple of times, you'll have lots of medical supplies, money and repair kits, and armor to sell.

I kind of cheated like this - shot Mordre in the face, took his sniper rifle, and then exported my character. Then reloaded ... hah

10
Suggestions / Re: First impressions
« on: October 04, 2013, 02:30:54 am »
The game is a bit unforgiving in the beginning, but I enjoyed that - part of the learning curve, at least for me, is getting out of the mindset of most CRPGs out there, where all you do is mash 2-3 abilities until the bad guys are all dead. What I enjoy about this one is that you generally have to plan out how you're going to tackle some areas, and they might not be a brute force method. The compound with the cameras and robots was my first encounter like that - running through the ducts, jumping in front of the cameras to get them to run to me, and running back while they were preoccupied. There was a lot of satisfaction in making off with that key, much more than if I had just gone in guns a-blazin'. Of course, when I got a sniper rifle and high stealth, I could take out robots with a single shot ... that was kind of fun too.


11
Suggestions / Re: How about a separate "key" inventory?
« on: October 01, 2013, 02:44:09 am »
I actually like that idea better than the keyring one - that would be awesome

12
General / Re: Problems beginning final quests
« on: October 01, 2013, 02:12:58 am »

You killed the Black Eel guys guarding the wormhole?
Well, that's bad news for you - Black Eels probably won't be strong enough to assault Scrappers, nor strong enough to maintain a presence in the wormhole. Be happy they aren't shooting you on sight. :P

So you can't complete the rest of the quests for Black Eels. (They're just sidequests though, the main storyline is the SGS quest line which currently ends when you find the drill circuit board.)

Ah ... well crap. Heh, thanks for the response - guess this is as good a time as any to start playthrough #2

13
Suggestions / Re: How about a separate "key" inventory?
« on: October 01, 2013, 01:44:32 am »
There's a drop-down menu in the inventory where you can filter your inventory by item type.

Keys, keycards and other quest items are under "Plot"

I did see that, but I don't find the filtering all that useful as far as the keys are concerned. Maybe it's just my own personal quirk, but I would like to see everything except the keys - I never need to use them, sell them, or move them, I just need them to be there. Hidden. I know some games have implemented a "key-ring" feature. Of course, I can't think of any off of the top of my head ...

14
General / Re: Problems beginning final quests
« on: October 01, 2013, 01:01:26 am »
I think I may have a similar problem. I braved all of the junkyard before even talking to Colton - I even cleared out the wormhold, killed the people guarding it, etc. When I go to talk to Colton, I ask him about it and he says to speak with Silas. But when I speak with Silas, he just said something like: forget it, the wormhole is closed.

This is my first playthrough, and I seem to be stuck - I've done everything from SGS (last thing was to deliver the trade documents). I have a quest to plant a bug in the Protectorate, but don't have high enough hacking yet to get through the door, so I'm trying to level. I speak to Colton, Silas, and Captain Broderick but they don't offer any options for a questline. And ideas?


15
Suggestions / How about a separate "key" inventory?
« on: September 30, 2013, 11:48:56 pm »
I just discovered this game a few days ago, and I LOVE it! I'm still on my first play-through, but I do have one suggestion: how about a separate "key" inventory section? I mean, let's face it - you won't sell the keys, and you want them on you at all times, but they take up a lot of space in inventory (especially if you're a pickpocket like I am). So perhaps add a "key" icon in the inventory panel, and clicking on that takes you to a list of all of your keys.

Thoughts?

Keep up the great work!

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