Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ciox

Pages: 1 ... 15 16 [17] 18 19
241
Suggestions / Re: Pickpocketing against Tranquilized targets shouldn't fail
« on: November 12, 2017, 04:08:03 pm »
That seems somewhat unbalanced since your pickpocketing skill no longer matters? You can do strong stuff like disarm crossbowmen completely if you take away their bolts because crossbows don't have internal magazines.

IMO it really could be unbalanced, what I remember is that pickpocketing failed no matter what, regardless of suspicion, is that how it works? Only that part should be fixed but this is just my opinion.

242
Suggestions / Re: Pickpocketing against Tranquilized targets shouldn't fail
« on: November 09, 2017, 08:41:02 am »
I remember trying this, always thought you should be able to steal so long as the suspicion bar allows it, but it seems to auto-fail.

243
Suggestions / Re: Crazy Veteran Feat ideas
« on: November 08, 2017, 04:57:31 pm »
I always thought that was a good fit for a normal mid-game feat.

244
Suggestions / Crazy Veteran Feat ideas
« on: November 08, 2017, 03:59:31 pm »
I've looked a fair bit at the list of veteran feats and couldn't help feel there was a risk of the veteran feats feeling a little incremental and underwhelming for things you need 26 levels to get.
So have some nutty ideas to beat up that maybe go a bit too far but have that "impactful" rule breaking feel, without being hard to implement, who knows maybe some things like this already exist under wraps:

- Ultra Rapid Fire (your Rapid Fire ability works with any weapon in the game, dexterity 16, requires Rapid Fire)
- Precision Bender (your precision maxes out at 100%, not 95%, perception 16)
- Potent Bolts (your critical crossbow attacks apply two stacks of the status effect that would normally be inflicted, two stacks of Poison, two stacks of Bleeding Wounds from Serrated bolts of Kneecap Shot, two stacks of Corroded etc)
- Aimbot (cooldown for aimed shot reduced to 2 turns, cannot burst anymore, perception 16, requires Aimed Shot)
- Demented Gunsmith (assault rifles you craft have an additional 5 burst shots, mechanics 160, requires Gun Nut)


245
Ok fine. However since I am always a bit paranoid person I will stick with harmless stuff for now.

We already have an idea about:

Advanced Psi Empathy(it was in one of the dev logs).

Now, with my educated guess, hypothetically speaking we may have(or it would be really cool to have) ability called:

1. Hemopsychosis.
2. Mantra.

Weird, how did you guess?

246
General / Re: anti-Carnifex cheese
« on: October 27, 2017, 06:18:44 am »
There's already a Fortitude check so you can still "miss", having both miss chance and fortitude check would be too much, if anything the Fortitude check could be made more difficult to win with high-level Tasers making that easier, but then again too much unreliability on something that can save your life (1 turn stun) also sucks, so I would just leave it alone / slightly increase AP cost.

What I don't like is how poor Dirty Kick is at being integrated into a build as the quick stun option compared to the Taser, if you don't want to give a quick slot to the Taser because you need it for other things, like grenades for a thrower or bolts for a bower.

247
General / Re: anti-Carnifex cheese
« on: October 19, 2017, 11:41:40 am »
I think the stuns are pretty balanced in principle.

Taser: low AP cost, cannot miss, Fortitude Check
Dirty Kick: medium AP cost, can miss, no Fortitude Check
Electrokinesis: high AP cost, cannot miss, no Fortitude Check (or it's very hard to resist it)

However despite this intial appearance of balance, Dirty Kick kinda sucks though compared to a Taser for having lots of less obvious weaknesses:
- uses up a whole feat slot instead of a few skill points
- much bigger cooldown, no less than double, and very high quality infused boots can merely reverse this instead of going further
- mechanical damage is much more likely than electrical to be fully absorbed by human enemies' armor, preventing the stun
- does not work on mechs at all

After all that the fact that it can still miss and has a higher AP cost than a Taser kinda gets on your nerves.
I only used Dirty Kick for my String Lord crossbowman because I absolutely needed all the utility slots free for different types of elemental bolts, I definitely didn't enjoy the numerous drawbacks it had over Tasers.

248
Sad to hear things are still early but obviously I understand. Hopefully there are more critically-hitting psi abilities in the future as that would address two issues at once (it also partially addresses the complaint some guys have about Psychosis increasing the psi cost of abilities that never crit, since that would be a less common occurence)

249
I think you're both right, right now only 2 abilities in the Temporal school are likely to crit, making Tranquility seem like the far better option, at the same time Tranquility isn't that great other than the cases where it lets you use a psi ability twice per turn when you couldn't otherwise (30 AP cost reduced to 25), so if you don't have that then it really does seem like Temporal would work well as a support thing with no/limited feats allocated to it.

I should make a list of the abilities that CAN crit really, since there's not that many.

Metathermics:
- Cryokinesis
- Pyrokinesis
- Pyrokinetic Stream
- Cryokinetic Orb (best ability for critically hitting with psi)

Psychokinesis

- Telekinetic Punch
- Electrokinesis (note that Psionic Mania might not work so well with this, not sure if activating it guarantees crit to the bounces and not just the first hit)

Thought Control
- Neural Overload
- Psi-cognitive Interruption (?)

Temporal Manipulation
- Temporal Distortion (? - wiki says it cannot critically hit but that seems kind of overkill to prevent even such a simple ability from critting)
- Entropic Recurrence (?)


In general it seems kinda silly to go the Psychosis route unless you plan to focus on Metathermics, kind of a shame since I'm done with my Metathermics character and want to try other things.

250
General / Temporal Manipulation - combine with Tranquility or Psychosis?
« on: October 16, 2017, 09:00:27 am »
I'm bored and already theorycrafting a build for Expedition focused hard on shotguns and the new psi school, one of the things I've been wanting to try is a psi Psychosis/Mania/Trance build, but it seems like Temporal Manipulation might not be focused on critical hits very much, with a lot of utility psi abilities in the school that naturally cannot crit and with some uncertainty about whether the offensive psi abilities in the school can crit, since some of the more complex offensive psi abilities in other psi schools cannot crit (like Implosion).

I figured I'd ask since I've been wondering about this for a long time, and who knows, it might bring attention to the issue in the first place.

251
General / Re: Directions to Doctor's Pouch pls
« on: October 13, 2017, 01:59:34 pm »
It's very random, more spots where I found it:
- shelves inside of the SGS gym
- desk in the Tchortists lecture room in Core City
- inventory of Tchortist minister or other unarmed member

252
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 08:17:21 am »
The two-head mutant seems heavily randomized but also always spawning where other mutants are, I also had something happen once where the mutant had spawned on the map, but vanished after I exited (wanted to leave combat to patch up) and returned, I only got him because I remembered he was supposed to be there and reloaded the save. So if you aren't careful you might "erase" the mutant by leaving the map before finding and getting him.

253
Bugs / Sharpshooter bug
« on: October 08, 2017, 10:39:44 am »
Sorry if it's already been reported, but if you enter combat soon after the Focused buff's icon has appeared on your character's portrait, then open the combat stats panel, you'll sometimes see the Sharpshooter bonus is not applied, e.g you still have 125% critical damage bonus with a Zephyr instead of 155%


254
Bugs / Re: Managed to racharge energy shield emitter in combat
« on: October 08, 2017, 10:36:58 am »
Small update on this bug, might be intended behavior, if combat has started somehow but the player hasn't been noticed and isn't being targeted yet by anyone (no In-Combat buff on the player) or maybe if you managed to silently kill the only enemy that noticed you out of the group but combat is continuing because there is some kind of in-fighting going on that doesn't involve you, then you might be considered out of combat and able to perform actions like recharge shields.

255
Bugs / Re: Managed to racharge energy shield emitter in combat
« on: September 27, 2017, 08:04:52 am »
This does happen rarely to me and it's not just energy shields, you are able to do any non-combat action like using bandages.

Pages: 1 ... 15 16 [17] 18 19