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Messages - Albert Altmann

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1
General / Re: Make a Psionic Ability for Infusion
« on: August 08, 2025, 04:48:14 am »
Psionic Allergy - afflicts the target with a debuff that doubles psi cost of its abilities and makes it take damage equal to 1.5-[X] of psi spent to cast a psionic ability (X scales with effective TC up to 4). Additionally, whenever a target affected by psionic allergy casts a psionic ability the debuff has a chance to spread to a nearby psionic enemy.

Mass Distortion - temporarily increases the target's total carry weight by X% (scales with effective PK) and causes it to take damage based on the difference between current weight and maximum carry capacity (target's armour penalty further modifies the damage, reducing it below 20% and increasing above 30%). After the initial instance of damage, the target will suffer 1/5 of it for each tile traversed walking or 1/3 running, as well as between 1/7 and 1/3 depending on action taken (swinging a heavy sledgehammer - 1/3, firing a small pistol - 1/7, using medication - none, etc.)

Telekinetic Shackles - binds up to three enemies to the chosen target, restricting their movement to a three-tile radius around the main target, which can similarly only move within three tiles of the characters shackled to it. Cannot be resisted, but may be shrugged off the same way Telekinetic Grounding can be freed from. Remaining telekinetic shackles get stronger the more targets break out of the initial bind, but if the main target frees itself all shackles will come undone at once.

2
Suggestions / Stronger Faceless Infusions on DOM
« on: August 01, 2025, 07:35:20 am »
The Infusions are sort of inconsequential, especially the mighty +20 TC one. Would be cool if they had a kind of DOM version, like if Infusion: Speed also gave AP in addition to MP like Expert Sprint, or if Infusion: Strength increased max hp, etc.

3
Bugs / Re: shooting spree/Black Arrow Bug.
« on: July 31, 2025, 09:45:40 am »
It's all working as intendedtm

4
Suggestions / More Dirty Kick dialogue checks
« on: July 17, 2025, 06:43:10 am »
The only one such check I can remember is in Todd's dialogue, I think more would be fun and thematic for filthy, dirty-fighting kinda characters. Like having an option to break out and start a fight by busting Chief Briggs when he's strangling you in the evacuation tunnels (in addition to the other two ways of breaking out), or an option to nut kick Prof. Oldfield during the interrogation and then pass a joint Intimidation/Dirty Kick to make him talk once he starts hesitating again.

5
I've been thinking of playing a meme non-burst AR build and randomly thought that, considering assault rifles' properties, they might fit in as a weapon eligible for Sharpshooter. Mid to long range, quite precise outside of bursting, may be crafted to have fairly high critical damage - I'd say it would make sense for Sharpshooter to apply to non-burst AR attacks when fully focused.

I want that sweet 30% critical damage bonus when I'm ambushing zoners.

6
Bugs / Re: Report spelling/grammar errors
« on: July 02, 2025, 06:07:51 am »
1) 'I never that one' is missing a verb, should be 'I've never heard that one'. Also 're-member' for some reason being spelled that way later (Georgis' reaction to the mitosis joke)

2) '...injecting any [...] or use them on...' should be 'using' (terminal in the area leading to the Crucible)

3) 'I've never came' should be 'I've never come' (somewhere in the Ethereal Torch discussion with Azif)

7
Bugs / The Glaive and Claymore cannot be recycled
« on: July 01, 2025, 12:50:22 pm »
Title *no disrespect to the uniques intended

8
Bugs / Black Eel jet skier still invisible
« on: July 01, 2025, 08:19:52 am »
Title (and image)

9
Suggestions / Feat idea: Septic Shock
« on: June 28, 2025, 02:38:16 pm »
Applying at least two damage-dealing poisons has 10% chance to cause septic shock at the start of the target’s turn, dealing their total remaining poison damage in a single unresisted instance and instantly activating the poisons’ delayed effects. Septic shock’s damage is increased by 10% (multiplicative) for each poison applied, including non-damaging ones.
 
Chance of septic shock is improved by 1% for each 5 points in biology above 50, 5% for each poison applied (the base 10% chance is comprised of the two poisons required to trigger septic shock) and up to 50% depending on the ratio between target's current health and total remaining poison damage it is about to suffer (maximum bonus is achieved once total poison damage exceeds 90% of current health; total remaining poison damage against current health is calculated with all relevant modifiers, such as Cave Ear poison, Hypertoxicity and septic shock's multiplicative bonus).

Requirements: Intelligence 8, Biology 75, Feat: Hypertoxicity. I really like the notion of converting Int into damage hence the somewhat steep requirement.

A way to make poisons and their delayed effects kick in ahead of schedule in the right circumstances (pretty much any means of delivering poisons into the recipient's system will kill most targets before septic shock could trigger anyway lol). Numbers are semi-arbitrary, just to illustrate a concept.

Pro-tip: when searching for information on 'septic shock', do try to avoid accidentally typing 'toxic shock' in the search bar instead.

10
Suggestions / Block amount on carapace shields is odd
« on: June 23, 2025, 09:32:08 am »
This has likely (95%) been brought up before but block values on shields crafted out of wildlife make little to no sense.

q61 Burrower shield blocks 30 damage, same as Colossal/Psi Crab of q75. Meanwhile, Giant Crab carapace of q62 only blocks 21, despite larger armour penalty. Even more absurdly, q77 Psi Beetle blocks 28 damage vs q79 Giant Crab’s 25, while q89 Burrower blocks 42 vs q110 Colossal/Psi Crab’s 41, same as q137 Giant Crab.

As a plate in a tactical vest, Burrower and Giant Crab appear to provide the exact same amount of mech. threshold, with Psi Beetle providing a bit less and Colossal/Psi Crab a bit more, while block amount for shields goes something like Burrower > Colossal/Psi Crab > Psi Beetle > Giant Crab. I’m only taking mech. threshold into consideration here because putting wildlife components in a tactical vest doesn’t affect mech. resistance, and damage block is practically just a secondary source of damage threshold.

To cut to the chase, I find block values on carapace shields rather odd and would love to see the numbers and scaling adjusted to reflect the ultimate lifeforms’ superior mechanical defence more accurately in riot gear (not in the sense that Burrower carapace’ damage block values should be reduced though!)

11
Bugs / Using the SRO elevator during the final Free Drones mission
« on: June 23, 2025, 08:57:33 am »
I did not reveal the spy, so when I'm taking the elevator from Junkyard to SRO the defenders are instantly hostile, which is a little strange, considering that they are expecting a frontal assault rather than an attack straight from their Junkyard base.

More importantly, if I become hostile to Protectorate personnel at Junkyard, the option to go up switches to 'It's unresponsive' the moment I choose it, yet transports me to SRO nonetheless with the dialogue window still open (image).

Not sure what exactly should be fixed here, but personally I would propose entry to the Protectorate Junkyard base being barred and the elevator being disabled (tighter security in anticipation of the Drones' attack basically) so long as the spy remains unrevealed for the mission.

12
Bugs / Wrestling applies to T-boss yet Opportunist doesn’t trigger
« on: June 23, 2025, 08:28:00 am »
So Tchort can be wrestled with (pretty amusing), but despite the Wrestled debuff applied Opportunist does not trigger, same with Psycho-temporal Dilation. Suppressive Fire triggers Opportunist just fine however, and so do Mental Breakdown and Stasis.
 
I thought that due to the eye itself being immovable it likely doesn’t have any MP, leading to the applied slow failing to register somehow, yet since Suppressed debuff very much counts toward activating Opportunist I’m sort of at a loss. At any rate, it would be reasonable if Opportunist triggered uniformly against Tchort debuffed by any applicable slow, or if Tchort were to be immune to being slowed in general as the eye neither moves nor acts to begin with.

13
Suggestions / Shield Bash multiple uses per turn (again)
« on: June 22, 2025, 03:23:57 am »
For the AP spec, reduce the max number of points by 1, making 5 AP the new minimum for Shield Bash (or bring AP reduction per spec point down). Remove cooldown and the associated spec as well (or buff cooldown reduction to 1 turn per spec so that already existing builds won’t have to mourn the loss of spec points). The cost of each subsequent use of Shield Bash on the same turn is an arithmetic progression of base AP, going from 5 to 10 to 15 to 20, etc., with an extra condition that a killing blow incurs no increase to the AP or only half (5 > 7.5 > 10 > 12.5 and so on). Numbers could be different; this is just an example.

*inhales deeply from the shisha* and rather than being an inherent property of Shield Bash, this mechanic could be given to Shield Arm just for memes

14
General / Make a Psionic Ability for Infusion
« on: June 18, 2025, 06:09:56 am »
Stealing this format because I can (also need a new procrastination outlet). The abilities may not necessarily align with the existing disciplines, as there are more ways to engage in psionics than the four formally established ones anyway and not like these ideas are going anywhere beyond this thread so what’s the point restricting oneself too much

I’ll start.

Ice Sentinel – creates an ice spire on a chosen tile. The spire obstructs passage and imposes movement penalties in a 1-tile radius (same kind of penalty as walking on oil or webs does). Taking any damage will cause the spire to shatter, launching 12 ice shards in all directions, each dealing Cold and Mechanical damage and chilling the recipient within a 3-tile radius. Heat damage will melt the spire instead.

Aphotic Shroud – cloaks the target in impenetrable gloom, imposing maximum obscurity penalty on all ranged attackers regardless of environment or equipment (renders NV goggles and any sources of illumination ineffective, basically). Additionally reduces precision of all incoming attacks by 1-5% (scales with effective skill).

Searing Edge – while the ability is active, your slashing attacks scorch the target, dealing additional Heat damage at the cost of X psi points, but cannot apply bleeding wounds. Heat damage is calculated as percentage of the Mechanical damage dealt, up to a cap (both the cap and the percentage scale with effective skill). A portion of Heat damage dealt via the ability cannot be healed for a number of turns (both the portion amount and number of turns also scale with effective skill).

Piercing Frost – while the ability is active, your piercing attacks frostbite the target, dealing additional Cold damage, chilling the target, reducing its healing effectiveness for 1-4% and increasing all Cold and Mechanical damage taken by 0-2% (stacks 5 times and scales with effective skill) at the cost of X psi points. 

Necrosis – diffuses a toxic cloud in the targeted area, afflicting the targets within with large scale cell death, periodically making them take unresisted Bio damage. Each such instance has a chance to critically hit, causing organ failure which debilitates the target, reducing all of its offensive and defensive skills to a varying degree. Bio damage scales with effective skill, while critical chance scales non-linearly with target’s missing health (100% - 70% - 40% - 10% of max health > 0% - 2% - 10% - 50% chance to critically hit). Fortitude may reduce the toxin’s damage and duration, as well as chance and severity of organ failure, but cannot fully resist the toxin’s application.

Stygian Offering – sacrifice half of your remaining lifespan to expedite Infusion’s release by an unspecified amount of time. Has no use limit nor cooldown, only that user’s death will delay the release by an unspecified amount of time instead. A wager with the reaper, eh?..

15
Bugs / Re: Exosoldiers opportunist proccing
« on: June 06, 2025, 01:15:26 pm »
Technically their suits are powered perennially all the time, even outside of combat. Infinite energy hack.

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