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Messages - ciox

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211
Development Log / Re: Dev Log #51: New Weapon Types
« on: April 27, 2018, 07:19:54 am »
Similar deal for me, shotguns + temporal manipulation + riot gear. Going with Riot Gear since I never did before and shotguns are kinda like melee at putting you close to enemies. With any luck there's more buffs/stuff for riot gear in the expansion as well.

212
Suggestions / Re: Shotgun enhancement idea
« on: April 23, 2018, 04:39:47 pm »
I can't imagine that one-handed idea happening, doubling the number of shotgun animations isn't really something that happens in Underrail. Styg would rather implement an entirely new weapon class with that animation budget. That's just the way things are with spritesheets. Well, maybe they could just add one-handed shotgun firing to riot gear sprites.

Jetski mechanics are pretty much as Styg outlined them in the jetski devlog. Stability is important consideration in naval combat and there are some ways to alter it other than just switching to entirely different jetski. Having stability bonuses on weapons seems plausible, maybe there already is something for that. Might be cool to have handheld weapons specialized for naval combat in the trunk of your jetski, but on the other hand swapping them around would get old after a while.

I did think about the spritesheet issue, yeah...
Basically I thought it wouldn't be a big deal because Shield Riot Gear has very few sprites anyway, you can only use the knife and the pistol with it, no SMG, no rifle, no sniper rifle, no sledge etc. So basically you would add just one weapon sprite set for the "one-handed long gun" weapon for Shield Riot Gear only, which could turn out to be pretty versatile and re-usable in the long run. No changes to the other spritesheets.

There is also another way which requires no extra sprites, which is to simply use the Riot Gear pistol graphic for one-handed shotguns.

213
Suggestions / Re: Shotgun enhancement idea
« on: April 22, 2018, 09:02:23 am »
Question for you familiar with real-life guns -- are shotguns shot from the hip or ever aimed? Why do they even have iron sights?
Depends, almost always aimed in real life, in movies and games - the other way around.

214
Suggestions / Shotgun enhancement idea
« on: April 21, 2018, 02:38:58 pm »
Based on real events...

Quote
A unique feature of the SPAS-12 was the hook on folding-stock variants. This hook could be rotated in 90-degree increments, so it would fit under the user's forearm when the stock was extended. In theory, with the stock supported under the forearm, the gun can be fired with one hand; an example would be letting the user fire from a vehicle through the passenger-side window while driving.

This "Hook Enhancement" would turn a crafted shotgun into a one-handed weapon, which would synergize great with shielded Riot Gear armors which we can all agree are very underused. Riot Gear has great DR/DT and blocking vs melee while shotguns are short-ranged weapons that have a bonus (barrel stare) in melee range.
Another use would be making the shotgun easier to use while riding vehicles, or allow its use in the first place depending on how the vehicle mechanics might have changed.

The Hook could also be only compatible with certain weaker shotguns to help balance, but I doubt that would be necessary, since you already sacrifice an enhancement slot.




215
in Thief for example.

In which?

All of the good ones, which is 1 and 2, trying to pickpocket an AI that's actually even slightly aware of you will not work, but it won't alert them to your exact position either.

216
I also had the idea that the UI could just prevent you from taking items that you aren't good enough to steal, that's how it works in Thief for example.

Though honestly faster saving (including autosaving during transitions) would help with a lot of these issues where something happens and you want to reload, what does the team think about trying to add multi-threaded saving? Basically just use a thread to copy the savedata to RAM and process it and write it to disk, so that the normal game thread is left alone and you can play while autosaving/saving.

217
General / Re: [Minor spoilers possible] Psi combos
« on: April 10, 2018, 06:33:24 am »
Force Field + Thermo destabilization + Proxy + Premeditation + Punch or Implosion then Punch if needed.
What is the forcefield for?

218
Bugs / Re: Electrokinetic Imprint
« on: March 26, 2018, 12:59:34 pm »
That's too bad Mania doesn't combine with Imprint, Psi crit builds seem mostly focused on Metathermics, I think more stuff should be able to crit in general and combine with Mania.

219
Suggestions / Re: Make the combat log visible after death
« on: March 12, 2018, 01:03:39 pm »
Would be a nice quality of life change.

220
Suggestions / Different type of Execute?
« on: February 26, 2018, 01:53:00 pm »
The current Execute does not feel good to me, it's a pistol "Snipe" feat that you're supposed to use in addition to Aimed Shot, but it's just not that strong after the nerfs if you use firearm pistols, I feel it's only used for making meme screenshots,  of very lucky shots doing high damage to one target... requiring luck to crit, a stun/incap that goes on cooldown, having to wait 5 turns for the ability to reload...

Thinking about what if its requirements were just to be at melee range and have accuracy to target of 90-95% (synergize with laser pointer / neo luger frame / good lighting) and the cooldown was just 2-3 turns, you'd finally have something like Snipe that was reliable and could be used a lot more often in a fight with the right build, stuns would still work the same way as they'd help you get 95% accuracy.
This would be a mainstay rather than something that has 5 turn cooldown and also tied to the long cooldowns associated with stuns and incapacitations.

Yes I know it isn't as Execute-like anymore that way, but it would fix some things.

221
Suggestions / Re: Cryo Grenades
« on: February 02, 2018, 09:28:36 am »
Does seem like these could use a buff.

One crazy idea would be:
- much more expensive/difficult to craft, the "king" of crowd control grenades
- on impact they apply Cryostasis in a small radius and leave a medium sized cloud of Cryogas as well, cold gear enemies are resistant to both the gas and the stasis

222
Suggestions / Re: Serrated Bolts Mk II & III?
« on: January 31, 2018, 08:55:28 am »
Sometimes I wonder if the Mechanical Bolt blueprint (that was the original name) was meant to have more bolts than just the Serrated Bolt, like a Pneumatic Bolt or something.

Maybe. Maybe other mechanical bolts were moved to a new blueprint. ;)

I like the sound of that!!

223
Suggestions / Re: Serrated Bolts Mk II & III?
« on: January 30, 2018, 10:25:01 am »
Sadly it seems to go against the crossbow concept, to burst fire like that.

I had an idea for a feat that would specifically buff the usage of non-special bolts, as a counter to the kinda mindless "Special Tactics" feat that buffs special bolts very directly, it would be called Mad Notching or something, would prevent you from using special bolts while the buff was active, and it would reduce accuracy at range but lower your firing AP cost and increase your critical chance, making it so you had an option besides going from A->B, where A is use Snipe/Aimed Shot and B is use special bolts, typically Shock ones.

224
Bugs / Re: Electrokinetic Imprint targeting routine
« on: January 25, 2018, 11:01:45 am »
Doesn't the same thing happen with Quick Tinkering?
Pretty sure that Quick Tinkering will show a red warning outline around the square in question if it is occupied.

Right but it still has the problem where it lets you try and fail which puts the ability and trap (earlier versions) on cooldown, and sometimes it actually succeeds if the square is red but the other characters are just barely inside of it, I'll take some pics next time it happens.

225
Bugs / Re: Electrokinetic Imprint targeting routine
« on: January 22, 2018, 12:55:00 pm »
Doesn't the same thing happen with Quick Tinkering?

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