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Messages - rararaven

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1
Bugs / Refurbished N202
« on: December 29, 2025, 05:22:12 am »
Despite using forward grip in refurbishment it keeps 15% movement penalty instead of getting it lowered by 5% like on crafted rocket launchers

2
Suggestions / Re: Tricky Trajectory and Practiced Parabola for RLs
« on: December 24, 2025, 05:31:28 pm »
Maybe it does but I'm not sure

3
When crafting rocket launcher with ergonomic or lean firing mechanism its doesn't gets Ergonomic or Lean added in its name (see screenshot)

4
Bugs / Rocket launchers can use improper special attacks
« on: December 23, 2025, 11:03:36 am »
Rocket launchers can use aimed shot, point shot and rapid fire and the latter two also crash the game

5
Bugs / Re: Sound is (possibly) bugged/inconsistent.
« on: December 22, 2025, 09:27:10 pm »
Silent* Isle and psi bugs in particular were always weird with reaction to noise and the latter always only react to it only if you're in turn-based mode (not necessary in combat), they immediately lose interest if you go back to real time

6
Suggestions / Re: SGS Insignia Oddity/Recharge Object From Hotbar
« on: December 20, 2025, 09:05:41 pm »
you can already recharge object from hotbar

7
Bugs / SPG-7 missing airburst
« on: December 20, 2025, 08:17:11 pm »
Refurbished SPG-7 lacks airburst capability despite using airburst scope (and visually having it on sprite) in refurbishing

8
Suggestions / Tricky Trajectory and Practiced Parabola for RLs
« on: December 20, 2025, 01:02:49 pm »
Tricky Trajectory and Practiced Parabola feats should apply to rocket launchers as well

9
Bugs / Dirty Kick doesn't get damage bonus from Combo
« on: December 11, 2025, 01:02:28 pm »
It consumes and generates Combo stacks as normal and if used at the end of combo even can trigger stun from it (see screenshot) but damage stays normal

10
Suggestions / Re: Metal gloves as anti-armor option
« on: November 23, 2025, 10:07:56 pm »
true, would make them much more useful and actual competition to just slapping metal plate for more base damage

11
Suggestions / Mad Chemist follow-up feat
« on: November 23, 2025, 05:40:42 am »
High(er) int feat that would grant additional special effects for crafted chempistols:

Acid puddles would consume mp of those who walk over them similar to how oil puddles work (and caltrops)
Targets frozen with cryo pistol become shatterable
Incendiary pistol will create ground fire where it hits


12
Suggestions / Metal gloves as anti-armor option
« on: November 23, 2025, 05:32:55 am »
Metal gloves should incur much lower DR/DT penalty than leather (since they're metal and heavy) which would give them actual niche and make their ap cost more reasonable while also increasing their damage without actually changing the damage number itself.
Also in addition they could have better metal components (metal plate, spikes, blades) scaling than leather



being able to attach firecracker cap on them would also be pretty funny

13
Bugs / Heavy Metal damage bonus
« on: June 24, 2024, 01:24:40 pm »
Heavy Metal damage caps at 95% armor penalty despite description saying total armor penalty like Heavyweight which includes additional AP from boots and helmet even if suit already sets it to 95%

14
Suggestions / Anticoagulant and hyperallergenic
« on: May 22, 2024, 12:19:33 pm »
Anticoagulant (and new hyperallergenic) should be applicable on bolts and throwing knives

15
Suggestions / Kneecap Wound should count as bleeding
« on: November 12, 2023, 05:07:39 pm »
Kneecap Wound should be considered as bleeding effect for purpose of removing it with Coagulation Shot and also for purpose of inflicting Infected Wound if applied by crossbow

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