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Messages - Albert Altmann

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1
Suggestions / Re: Myles reacting to Shoddy Shotgun
« on: November 30, 2025, 04:22:55 am »
I suggested this myself years ago.

If Styg had a charon for each time...

2
Suggestions / Parry block amount scaling with Melee skill
« on: November 29, 2025, 06:19:41 am »
Give poor under-utilised Parry some love, such as 1.5% more damage blocked for each 5 points in base skill value, or something similar.

Melee skill specifically instead of DEX because, in a sort of semi-realistic fashion, someone quite dextrous would be more likely to pull off a parry in the first place, whereas someone skilled would be able to mitigate more of the parried attack's damage.

3
Suggestions / Myles reacting to Shoddy Shotgun
« on: November 27, 2025, 08:07:23 am »
Although Shoddy Shotty is not an old world weapon, it is still a unique firearm of sorts, and considering that the first thing Myles does upon greeting the player is complain about morons bringing him trash weapons for repair, it would be pretty neat if Myles had some funny flavour response to being offered that crappy tetanus dispenser for refurbishing.

4
Suggestions / Re: Metal gloves as anti-armor option
« on: November 23, 2025, 07:29:15 am »
*awkwardly scoots by Would also be nice for spikes on all glove varieties to reduce the penalty to mechanical penetration by a percentage, either static or quality scaling (with a larger reduction on metal gloves, of course). *awkwardly scoots away

5
Bugs / Maurice doesn't despawn
« on: October 23, 2025, 11:49:36 am »
Every other NPC hanging in front of the Institute has disappeared following the Faceless invasion yet Maurice remains, seemingly unfazed by the eradication of Tchortism and Protectorate camping the entrance alike.

6
Suggestions / Formedicator selling Hyperallergenic glands
« on: October 13, 2025, 10:22:56 am »
Since he both sells and restocks on crawler stingers, it would make sense for him to sell the other uniquely crawler - well, death stalker - part as well.

7
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.

8
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.

9
Bugs / Re: shooting spree/Black Arrow Bug.
« on: July 31, 2025, 09:45:40 am »
It's all working as intendedtm

10
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.

11
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.

12
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)

13
Bugs / The Glaive and Claymore cannot be recycled
« on: July 01, 2025, 12:50:22 pm »
Title *no disrespect to the uniques intended

14
Bugs / Black Eel jet skier still invisible
« on: July 01, 2025, 08:19:52 am »
Title (and image)

15
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.

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