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Topics - Valor

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1
Suggestions / Add more grenade launcher specific feats
« on: November 23, 2023, 08:53:40 am »
Currently GL has 4 feats affecting it. I understand as its meant to be sidearm instead of throwing, but feel sad you cant go all out on them. Would be nice if they had few more feats (1-2 active ones even?) that would make them viable to be fully focused and used as main weapon

2
General / LMG gameplay feels unsatisfying
« on: November 14, 2023, 09:18:06 am »
I will preface this by saying everyone has their own preference, so what I dint not appealing might be the best for someone else. This is just my feeling about the new weapon type.

Lets start with Pros:
- Best AP to damage ratio in whole game, bar none. You can get 80+ damage per non-crit bullet at lvl 10, and shoot 11-13 of them at lvl 10. With 80%+ accuracy. For 25 AP. This means you can deal 2K damage per turn, without any AP boosts at lvl 10. No other weapon type can match that. And you scale well from that as well in the end game.
- LMG sound is satisfying.

And now the cons:
- Burst feels unreliable as AoE weapon. Its has similar mechanics as shotgun but shotgun felt way more reliable in its AoE cone capabilities. LMG should honestly feel way more controlled compared to shotgun, but that might be not doable in current engine.
- There are no active feats useable with LMG. Each other weapon type has at least one (often 3-4) active feats useable. This makes gameplay feel bland as you lack tactical options and it diminishes "Fun factor" greatly.
- You are shoehorned into metal armour (or heavy tact vest) due to heavy metal feat. You might argue lightning punches or heavyweight does similar thing, but the bonus damage from heavy metal is so significant that you would be crippling yourself on purpose not taking it. It also means you cant have AR/pistol as sidearm leading to next point
- Lack of possible sidearm and ability to shoot fewer bullets meant in mid game (and even in late game as bullets rarely become plentiful), you either use sledge (skill points issue), or have minigun as "sidearm" as it actually shoots way less ammo when used from time to time to finish off wounded enemies.

Overall they feel too close to shotguns, but lack the finese shotguns can provide, while pushing you into singular playstyle.

3
Bugs / LMG frames do not list possible barrels
« on: November 13, 2023, 12:15:04 am »
All bullet based firearm frames list possible barrels in their description. LMGs do not, so players have to guess which one will fit.

4
Suggestions / Wide burst vs narrow burst
« on: November 11, 2023, 10:25:06 am »
It would make sense to give us rudamentary control over our 10+ bullet bursts from minigun/lmg. Atm it behaves very similar to shotgun. Simple offering a second mode that halves the cone (even for a price of a feat) would be great.

5
Suggestions / Miniguns feel weak
« on: November 10, 2023, 04:25:13 pm »
Miniguns feel weak compared to LMG. Maybe adding AP cost reduction for each windup stack could help. But currently there are very few scenarios where I would pick minigun over LMG (Such long fights), not to mention their higher STR requirement.

6
Suggestions / Minigun/LMG specific feats
« on: November 09, 2023, 10:21:12 am »
I feel a bit sad there is no LMG and minigun specific feat. Each other weapon type has at least one feat that applies exclusively to them. Minigun and LMG feel like same weapon with slightly different mechanic. One feat for each of these weapon categories would set them apart more and allow characters to specialize more into one or the other.

7
Bugs / Impossible sledgehammer spawn
« on: February 17, 2023, 02:33:12 pm »
I found this hammer in Darkdweler random event, I dont think it should be possible


8
Suggestions / Tasers are in wierd place
« on: January 28, 2023, 11:37:31 pm »
Problem:

I think tasers are too strong in current iteration. Hit is guaranteed, AP cost is low and stun chance is very high.

I think tasers dont scale well enough and there is very low incentive to ever make a good taser. Most players make basic taser from like q30-40 components and never touch it again, the 8-16 damage it deals is enough to bypass DT of basically any enemy encountered.

I think tasers are too exclusive. They cant be bough, found and NPCs never use them (dont crucify me).

Overall give all that, for most builds tasers are hard to pass, you dont need any skill to use them. You need low electrician skill to make them, and with low AP cost they nearly always work.

Solution:

1. Make quality more relevant.
A) Either make them deal way less damage so even low electricity DT will block low quality ones (like 1+ (0,3-0,6) per 5q, ie 100q is 7-13, quite reliable, but can be sometimes blocked by good galvanic component)
B) Or make the stun duration scale with quality. 0-50q == 0-1T stun. 51-100q == 0-2t stun, 101-150q == 1-2t stun and 151+q == 1-3t stun.

2. Give some random human enemies (about 10% of population) chance to have taser and use it. I will be pain to fight against. I know. We will hate it. But it makes sense they would have such a simple tool at their disposal.



9
Bugs / Cooked shot does not get increased damage from Smart Goggles
« on: January 24, 2023, 09:30:02 pm »
My damage in offence tab is 43-64, and I have 49% smart goggles.

I only did 49 damage (damage + evaded), minimum should be around 65.


10
Bugs / Apparition arena nickname
« on: January 19, 2023, 12:10:39 pm »
I stealthed in several fights (during combat, waiting for others get slaughtered first), and stealth was successfull as after few turns of waiting I could leave combat mode and remain in stealth. I also stealthed vs Pulverizer via flashbang. I was still given Brutalette title. Could the new update with change to Brutalizer/Brutalette nickname shuffled the priority order perhaps?

11
Suggestions / Vile weaponry + kneecap shot
« on: January 13, 2023, 03:07:11 pm »
I think kneecap shot should apply infected wounds debuff from vile weaponry, if you are using a crossbow. It causes a bleed afterall.

12
General / Infused rathound leather armour
« on: August 05, 2021, 10:02:05 pm »
It is a shame that 99% of leather armour wearing builds (with crafting) use infused rathound in the end. Sadly other options are not good enough. Crit is too valuable for all builds. But I do not wish for it to be nerfed, rather other options brought up to par.

13
General / Psychokinetic elasticity
« on: July 30, 2021, 01:03:37 am »
I did not notice this feat mentioned in patch notes. How old is this?


14
General / Did Metathermics really need a nerf?
« on: July 24, 2021, 12:13:36 am »
In 1.1.4.0 Metathermics received a huge nerf no one talks about. Warmed buff is now given to about half of underrail denizens and it makes half of the metathermics school much weaker. I know we recieved plasma beam, but ....

Anyway, what is your opinion about this? Should there be some negative to the buff perhaps (increased heat damage taken?) to compensate?

15
General / I like the new spear wings
« on: July 20, 2021, 12:41:34 pm »
Lvl 9 about 60-80q crafted spear, 5 tiles throw.

Bright future(nerf) ahead

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