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Messages - ciox

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166
General / Re: Expedition release date.
« on: November 27, 2018, 12:00:45 pm »
If you're anything like the rest of us you'll end up replaying the game many times anyway. Nothing else really measures up to be honest  :P
I prefer Age of Decadence/Dungeon Rats combat/skills system though.

I'm curious, how did they make a better skills system?

167
General / Re: I've played through the beginning so often
« on: October 29, 2018, 12:53:21 pm »
respec of a talent and a handful of skill points each level gained may be a good way to "fix" the build problems.
However small a respec it still lets you "cheat" with regard to crafting.

168
Suggestions / Re: Feat for single shot AR builds
« on: October 27, 2018, 08:39:34 pm »
I just realised this idea could be used for something else I heard rumblings about... a redesign for weapon Smart Modules to make them more like an active ability than a straight damage buff.

The active ability could be to deal max damage in the weapon's spread for the current turn, giving the component a clear purpose instead of a must-have (you install it on weapons with wide damage spread) and finally vindicating the underused .44 Hammerer/Huszar.

Something like:
- duration: 1 turn
- cooldown: 4 turns
- effect: deal maximum damage with the smart-module equipped weapon, with any attacks

169
General / Re: Assault rifles precision: am i missing something?
« on: October 26, 2018, 12:06:40 pm »
Just checking at the shooting range: full repaired hammerer 44, jaguar 7.62 and marauder 8.6, at 10 yarde i have 67%, 66% and 59% chances respectively..uhmmm...
Drinking mushroom brew that removes 2 points of perception reduces chance to hit to 64%, 63% and 51%, so have a worse effect with AR... O_o

Perception influences guns skill, so the higher the skill requirement on a gun the more it will be impacted.

170
Suggestions / Re: Unique weapons 'Refurbishing' idea
« on: October 22, 2018, 08:13:30 am »
One really cool idea for a unique weapon is to give it 'hybrid' weapon properties.
For instance the Steyr-Aug could be both an assault rifle and a sniper rifle at the same time, meaning you can do all the AR things with it but also benefit from sniper rifle feats like Sharpshooter, Snipe and the new stuff from Expedition. Whether that would be better as a base change or upgrade I dunno.

171
Suggestions / Re: Different Huszar
« on: October 20, 2018, 01:31:19 pm »
Huh.  Well for a non-crafting build, the huszar is the clear commando/gun rush one.

That's true but 'gun rushing' only solves the AP cost issue, other than that it still has precision penalty and unreliable damage spread, gun rush does nothing to fix that.
It's also hard to believe someone does a non-crafting build since you only need to level one skill to craft guns without smart modules anyway - mechanics.


You can read my number crunching here:
https://steamcommunity.com/app/250520/discussions/0/1711816259058812447/#c1762481957302932812

The cost benefit analysis is clear, Huszar is the worst AR right now. Even if all your suggestions are implemented Huszar is still the worst AR. I don't know what to suggest but I agree Huszar does need a buff of ... something.

Yeah I'm pretty sure I read this, it aligns with what I thought.

I don't know, I would use this new Huszar myself in a metal build but I won't deny I'm being conservative with the buffs because I don't want to push my luck. If I were to add anything else it would be a small increase to crit chance since that's the most unique stand-out aspect of the Huszar besides the strength requirement.

172
Suggestions / Re: Unique weapons 'Refurbishing' idea
« on: October 20, 2018, 01:29:14 pm »
I think Unique weapons should be, well, unique. They should do comparable damage w/ crafted weapons (after upgrade) and offer something special/extra ability or abilities that are not available to crafted weapons.
That would be great but I doubt that a lot of old unique weapons will get outfitted with special abilities, since we're mostly talking about the old uniques here and the new uniques like the double barreled shotgun do have special abilities like double-barrel-shot. Overall I'm all about them being as unique as possible anyway.

173
Suggestions / Different Huszar
« on: October 20, 2018, 12:32:31 am »
I get the feeling that the Huszar doesn't get much use in AR builds, the precision penalty and damage spread turns people off so instead it's all about two bursts per turn with Marauder/Hornet and sometimes a critical-focused build with Chimera. Do people secretly use the Huszar in AR builds? Maybe I'm wrong.

My idea for the Huszar is this:
- increase STR requirement from 7 to 8, moving it from "I'm getting STR 7 for Full Auto anyway" territory to "Official Metal Armorer Rifle" territory
- remove the 5% burst precision penalty
- increase base ammo capacity slightly, like +5/6

Now the gun has a really clear purpose, you really want to craft it in a high STR + metal armor build since you'll get several clear benefits, and I would definitely go for it in that build.

174
Suggestions / Re: Unique weapons 'Refurbishing' idea
« on: October 19, 2018, 02:30:40 pm »
This idea (OP) has potential.

Nice, maybe I'll post more drafts of refurbished weapon stats.
I can think of those myself. I just like the idea of upgrading the uniques.
Oh, I was hoping I could influence you on how some uniques could be upgraded maybe.  :P

I might as well just mention what I think, it feels like the main things helping uniques feel unique are:
- unique has slightly less damage but can fire more special bullets per turn than any crafted weapon (.44 explosive with tommy gun, 9mm acid with mp5 and spec ops)
- unique has higher stat requirements but also some special performance compared to the crafted variants or it's hard to reach that performance with crafting (Black Arrow sniper, Jawbone although that one kinda needs a buff)

Those are the qualities I think should be emphasized/enhanced with upgrades, when applicable anyway, like an upgraded FN F2000 that lets you shoot more micro-shrapnels more accurately than any crafted weapon albeit at a lower base damage, or an upgraded Jawbone that's even harder to draw but has something truly outstanding to justify it like range almost equal to a sniper rifle. Stuff like that rather than straight upgrades.

175
General / Re: Steam Score Woes
« on: October 19, 2018, 02:17:40 pm »
It seems that people will generally refuse to play on the lowest difficulty setting, whatever it's called.
Unless you have exactly 2 difficulty settings or something, people will pick something around the middle.

It might not be tasteful, but I'm afraid this might be necessary in the future, especially considering that the game's "normal" is not really geared towards an average player, not even an average RPG player of today who has a couple of modern RPGs under his belt. So, yeah, while I do somewhat enjoy seeing players get dominated by my NPCs, it is necessary, financially, for the game to be playable by more than just the hardcore gamers.

That's a surprise, I guess you may be right in the long run.
More difficulties is always nice anyway, I'd like to play on a difficulty that's like Hard but with Dominating's mobs for example, some others wanted that too IIRC.

176
Suggestions / Re: Unique weapons 'Refurbishing' idea
« on: October 19, 2018, 07:43:13 am »
This idea (OP) has potential.

Nice, maybe I'll post more drafts of refurbished weapon stats.

177
General / Re: Steam Score Woes
« on: October 18, 2018, 01:02:54 pm »
I'm not talking about this game, it's becoming more hardcore as time goes on and I couldn't stop it if I wanted to, but when making a new game it's probably what you should do to keep casual players from being destroyed as soon as they click on "Normal".

178
Let's Plays / Re: Boris the cut-throat on DOMINATING
« on: October 15, 2018, 04:45:59 pm »
Nice, here's some tips, flares will scare rathounds except ancient ones, and the wiki will tell you what psi abilities go through fences and what don't.

179
General / Re: Steam Score Woes
« on: September 21, 2018, 06:27:31 am »
Not much you can do about that except the old/new trick, balance the difficulties differently so that Normal is very easy, and there's more difficulties after Normal or they're tougher.

180
General / Re: Steam Score Woes
« on: September 20, 2018, 08:12:01 am »
Seems to be already fixed, glad my typical "good." review helped.  8)

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