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Topics - Draynin

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Suggestions / Pistol Feat Initiative Synergy
« on: February 28, 2020, 11:19:30 pm »
I mean I'm sure someone has said it before. Late game pistol damage is awful. So since pistols rely on dexterity, and have lots of benefits with initiative. I think it be best if there was a feat that capitalized on that synergy.

[Feat Name]-[Mid-Late Game Attribute and skill requirement] : This feat adds the players imitative score as a flat damage bonus to all ballistic firearms, as well as adding that same score to critical damage bonus {multiplicative}
Requirements:
Gunslinger Feat
Dex: 10 or 12

2
Bugs / Aegis Jet Ski got eaten by the void
« on: July 25, 2019, 12:25:29 am »
I got a radio call during an attack on the aegis camp, scooted back on over and landed on the far western end near the flat shallow rocks, in the area where the tribals attack from. After the fight ended I walked over to talk to the professor and came back. The ships had de-spawned and my jet ski with tons of valuables in it also de-spawned/was eaten/disappeared. Thinking this is a bug, which is a shame cause I had some good stuff in that thing

3
Suggestions / Simple Gun Nut Change
« on: March 29, 2019, 10:46:26 pm »
I think sense most people don't like gun nuts lack luster ability, we should change it from adding up damage limit to just:

"Crafted Guns have an additional modification slot" ( of course you cannot overlap mods, but that's already implemented for most things )

Course this may need some testing but it would allow you to get more use out of the many modifications in the game, just my personal suggestion

4
Suggestions / Pro Scavenger for Hire
« on: April 18, 2018, 11:53:38 pm »
Pretty straight forward, I think we need a pro scavenger for hire that will hunt down components for the player, for an increased price over normal item value. I just think it would be nice because sometimes you really want to make a certain weapon but can't find a frame that has a quality over 100, or maybe every shop is missing that one attachment you really want. Maybe I just have bad luck, but sometimes I can never find that one piece I need to complete a weapon build.

5
Suggestions / Combined Weapon Feats
« on: April 10, 2018, 12:13:14 am »
After playing this game for 460 hours, and looking at many of the builds. There are almost no builds that multi-spec into different primary weapons. Throwing is of course, sometimes used as a secondary for all the utility and damage you get with it. However no one really specs into melee and guns because there is no reason. But I'd love it if we did add some reasons, some feats that combine certain weapons from each skill set, maybe even weapons from the same skill that are widely different like chemical pistols and energy pistols.

I think the best place to start with this is feats, they have to be powerful for the multi-spec, but not broken.

Human Sheild
Melee 35
Guns 40
Dexterity: 6
Must have a pistol and knife equipped.
The player grabs an incapacitated or dazed target and uses them as a human shield. (Only works for humanoid targets)
This living shield absorbs ranged damage until they die or the duration runs out. Movement cost while holding a living shield
is doubled. Duration of the feat is 2 turns (minimum) + 1 turn for every 2 strength above the target at the time of grappling.
During the duration the players secondary/ melee weapon cannot be used as it is being used to hold the target in place
( Imagine it as the player holding a knife up to the target neck while moving around and shooting with a pistol)

This feat combines well with crippling strike and cheap shots

Emergency Buckler
Crossbows: 40
Melee: 20
Must have a crossbow equipped

The player activates this ability and uses their crossbow to parry/block incoming melee attacks. Non-Critical damaging strikes
direct the damage to the weapons durability instead of the player for X turn(s).

A skill for crossbow users that gives them a defensive option in case of emergencies,of course you could always throw nets/flashbangs
But maybe sometimes that isn't an option

Rifle Bash
Guns: 45
Melee: 30
Must have assault rifle equipped
Strength >=7

The player uses the butt end of their weapon to bash a target in melee range. This attack will daze and has a chance to incapacitate the target.

Leg Sweep
Guns: 50
Melee: 25
Strength 7:
Sniper Rifles Only

Player grabs the rifle by the barrel and swings the weapon in an arc around them in melee range, attempting the knock down the targets.
This attack will slow enemies( remove movement points for a few turns) and has a chance to knock down. Damage dealt by this attack also applies
to the weapons durability and cannot critically strike.

Chemical Injection:
Melee 40:
Guns 50:
Chemistry 35:
Chemical Pistol and Knife equipped
Dexterity >= 6

The player slashes open a wound on a target, and plants the barrel of the chemical pistol against it/ in it and injects a vial of the chemical into the target.
The target will take 300% of the chemical pistols damage each round for 3 rounds as a DoT affect. The knife attack must penetrate resistances for this ability
to work.
X turn cooldown
The chemical damage is affected by feats & equipment, if the chemical is acid the regular acid DoT applies while inside the body. Cryo and Incendiary also apply their affects as normal, proc'ing each turn.
So the target may catch ablaze or freeze from the inside. Acid entanglement cannot happen during this attack.

Dynamic Duo
Guns: 60
Chem: 45
Chemistry: 25
Perception: 7
Energy Pistol and Chemical Pistol

Charge a particularly potent blob of chemical substance and lob it onto a target to reduce their resistances by weakening their armor. They follow it up
with a powerful energy pistol shot in the same location for extra damage. ( Haven't done any math for this one)

Caber Toss
Melee: 60
Throwing: 40
Strength: >= 7
Sledgehammer only

Rear a sledge hammer back over your head and throw it at full strength at a target outside of melee range, dealing 250% of the weapons base damage
and having a chance to incapacitate. The weapon should be laying on the ground near the target or be pulled into their inventory if they die on top of it.

Feats like this, that encourage some multi-skilling for weapons. I think would be a great addition, vary play styles up, and add some more diversity.
Take most of these examples with a grain of salt, they are just a proof of concept so to speak.
 


6
General / Crossbow frame names?
« on: March 21, 2018, 11:14:30 pm »
I've done some searching and found pictures for crossbow frames that look like the cyclone but I haven't found a name for the actual frame/model type that looks like it in real life. I was wondering if anyone could help me and, and on that point. What are the real world model/frame names the rest of the crossbows are based off of?

7
Suggestions / Overcharged Plasma feat?
« on: February 02, 2018, 08:34:04 pm »
( Spoilers I guess)

If I am remembering correctly when you talk to Ezra about the Beast and the material they are made of, you can suggest to use plasma.
He says plasma can be heated up more than the standard output but it still wouldn't be enough to melt the beast. So what i'm emphasizing is that we can perhaps choose to overcharge/overheat the plasma pistols for extreme heat damage output. Going off of the experimental chemical pistol feat that has a charge up description can we get one for plasma pistols?
Perhaps called: Push the Limit

Description: The plasma pistol is set to near critical heat output;
A: the overcharged shot must be fired the turn the ability is used like aimed shot, in which has it causes 10% maximum durability damage to the weapon and uses 200% ammo/energy does massive bonus damage.
B: The player gains a buff while wielding a plasma pistol called Unstable core for 5 turns; Unstable core allows the next shot to deal bonus damage and can be combo'ed with other feats like
aimed shot and kneecap. Each turn Unstable Core is active the weapon takes 5% maximum durability damage (minimum 5% if it is fired the turn it is active)

This feat would mostly boost the heat damage and maybe the energy a bit, but the heat damage lets it have more counter play from certain heat resistant armor.

8
General / Dandy Jack?
« on: January 24, 2018, 07:12:03 am »
Ran into a new named enemy, anyone have any experience with this guy and the gang showdown? I'm to low of a level to fight them atm, but I will go back to see if there is any juicy loot

9
General / Advanced components on traps?
« on: November 02, 2017, 08:56:50 pm »
I was thinking we could get some advanced trap blueprints that allow for some modifications, such as bear traps that have automatic arming devices, meaning you can throw them and wait for a turn until they fully deploy. Using some electronic scrap or some new specific kind of misc item. It be useful for getting a trap onto a choke-point without having to run up to it in combat.

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