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Messages - Street Cutter

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Suggestions / Re: More uses for intelligence
« on: November 21, 2020, 09:45:12 pm »
I do not think the intelligence stat is viewed as intelligence in a vacuum.
The only thing I think requires modifying in the intelligence stat, and even this is rather debatable, is telling you the number of the check you're making in dialogue. Especially if it has multiple intelligence checks. Sometimes I don't want my character to seem like a complete brainiac, and sometimes I want him to seem like an expert on a given subject.


2
Development Log / Re: Dev Log #3: Real-time 3D Models
« on: November 13, 2020, 01:50:46 am »
:)

This reminds me of when Fallout:2238 did this, I even contributed, back in the day!

Unfortunately they never finished it. So much work, utterly wasted.



I have high hopes for Styg and co, however, seeing as he and his team already went through a much more painstaking process in creating the sprites for all the current outfits.

Did you ever hear about 2238, Styg?

3
General / Re: Fancy Footwork question
« on: November 12, 2020, 04:51:43 pm »
"Character base Movement Points equal 30 + extra 3 points for every point in agility above 5."

I have 9 agility, 3x4=12, 30+12 =42, plus my tabi boots, which add +31, which equals 73. Which would be my base movement points upon starting combat, which I believe is my 'normal maximum'.

I do not think sprint reveals excess in regards to this normal maximum, I just think it adds to it.

Okay, so I did some testing, freed myself of my entire armor penalty, hit sprint, and attacked someone the maximum amount of times I could in a combat round (with an adrenaline shot as well) to receive this result.



However! Not hitting sprint, attacking him the max amount of times, (which isn't enough to hit the 'cap' but is enough to bring it up to 127) yielded me only 127. So I took an adrenaline shot, and attacked him 3 more times, which should have granted me 154 MP.



However...



It only granted me the aforementioned total. So yes, sprint simply increases your cap as I suspected. This also confirms the feat considers your 'normal maximum' as the MP you have upon starting combat, as I originally stated.






4
Other Games / Re: Fallout 1.5: Resurrection
« on: November 11, 2020, 07:43:17 pm »
There's also the evolution of Fallout:2238...

https://www.fonline-reloaded.net/

Forgive me for necroing.

5
Development Log / Re: Dev Log #68: The Psi Question
« on: November 11, 2020, 07:36:28 pm »
I've played three kinds of thought-control melee builds through three playthroughs of varying difficulty.

I have preferred the most recent iteration of PSI on this knife build the most.

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Other Games / Is Caves of Qud any good?
« on: November 11, 2020, 07:33:04 pm »
I would find the opinions of Underrail players on this particular game particularly illuminating.

7
I think the biggest problem is that if you're a stealth build Tchort is sorta trivialized because you can obliterate the mutagen tanks with TNT whilst sneaking, easily destroy his now perma-dead tentacles, (even if you haven't figured out the mutagen puzzle like I did, it would have been very easy) and then kill him before his creatures can get to you from the other side of the room.

The only way I can see making other playstyles viable in comparison to this is ultra-powerful nades, but I believe we've got plasma grenades-- and an MK III should do around 300ish damage, but that's still nothing on a TNT charge.

8
General / Re: About to do Deep Caverns for the first time
« on: November 11, 2020, 07:23:46 pm »
Bring bio-resistant gear, six TNT charges, mechanical repair kits, adrenaline shots (as many as you can find), and Advanced patching kits if you use light armor. As they appear to be relatively difficult to find down there. Also, some helpful tips, stealth gear does not matter, the only enemy you'll have to evade moves extremely slowly, speed/time management is your most important ability in the deep caverns, not stealth, though it can help if you make a mistake. Oh, also bring a jackhammer.

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General / Re: Fancy Footwork question
« on: November 11, 2020, 07:11:56 pm »
I believe it refers to the amount you have upon initiating combat. In this case I have 73.



So I cannot raise it above 146 regardless of how many knife attacks I have in a round.

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