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Messages - UnLimiTeD

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136
General / Re: Why you did this location?
« on: May 20, 2015, 09:18:47 am »
Well, then solution:
In the middle, put an Assault walker with visibly impenetrable shields.

137
General / Re: Why you did this location?
« on: May 19, 2015, 06:04:25 pm »
Age of Decadence is way awesome.
It is a bit more hardcore than Underrail, though.

138
General / Re: Why you did this location?
« on: May 19, 2015, 12:02:09 pm »
Then they need to make the faceless stronger, so you always die, instead of 95% of the time.   :D
In the same vein that you can threaten the Faceless Leader for absolutely no chance of success, players should invest some common sense.
Unreachable areas are stupid. Imagine a Hack'n'Slash where the game would tell you "That area is 2 Levels above you, you cannot enter". I'd feel insulted if I got that.

139
General / Re: Why you did this location?
« on: May 19, 2015, 10:32:39 am »
Yeh.
Alternatively, just move them slightly back, and have a sniper on script trigger so that if you venture forth enough, you at least need to get rid of him.
@OP: The scene is more or less meant as a rather obvious "you shall not pass".
Saying that the area is blockaded hasn't, in the past, stopped players from wiping it, thanks to legacy metal armour with 100% damage mitigation.
It's a lot better than just making it unreachable.

140
So if they are "light weapons", can you test if they work with recklessness etc.?

141
Well, I meant more for them to be classified as Item type weapon.
I suppose the second part was .... open to interpretation.
So yes, not actual knives.

142
I'd go one step further and just classify throwing knives as weapons. Knives, if you will. It'd also allow them to stack with some weapon feats.

143
Suggestions / Re: Carry weight & inventory management
« on: May 16, 2015, 01:26:49 am »
I would recommend checking threads that Elhazzared has posted in.
You are sure to find at least five other topics to the same end. I do believe most everything has been said, though. We'll see.

144
Suggestions / Re: Skills for slow'n Heavy
« on: May 14, 2015, 02:55:27 am »
That's precisely what I intended, but I forgot to mention it.  :D go me.  :P

145
Suggestions / Skills for slow'n Heavy
« on: May 13, 2015, 04:26:53 pm »
I think heavy armour characters have too little Incentive to spend skillpoints, especially on defense.
I think that should change (barring diminishing income of skillpoints, which I'd infinitely prefer, but it's not going to happen).

So, long story short, suggestions:

Skill:
Pry Open (Someone please find a better name)
Allows you to open Containers and low security doors by force.
Stat: Strength
Flow:
Code: [Select]
Skill based on Strength.
Doors can be opened with a skill requirement of electronics/lockpicks *1.5, capped at 100 and excluding quest specific areas.
In controlled zones, this counts as an attack.
Unless specifically coded otherwise, all chests and containers can be opened with a skill requirement of electronics/lockpicks *1.2.
Upon success, items in the container will be checked.
If the item has quality, the remaining quality is reduced by a random %.
If the Item has quantity, it will be reduced by one.
Synergy:
10% Mechanics

Feat:
Efficient Movement
Reduces the effect of Armour Penalty on movement by 10% and +1% for every 10 points in Evasion/Dodge and 15 points in Melee.

The thought is basically that a movement skill would be stupid, but heavy armour characters don't need to spend skills on defense, while lightly armoured characters generally have a strong incentive to do so.
Creating a feat that allows dodge and evasion to at least grant some bonus to heavy armour will at least give those characters the option to spend those points, though they don't have to.
I first thought about just reducing the armour penalty, capped at 15% (to stack with Nimble), but that would have killed Heavy Weight.

Obviously, a heavy assault rifle build can ignore either and still has enough skill points for crafting, hacking, and lockpicking.

146
General / Re: Playing an assault rifle combatant
« on: May 13, 2015, 04:09:31 pm »
The problem really is the diminishing returns on skills, but no diminishing influx of skill points.
I suppose you could do with 10 points of Perception just fine.

147
General / Re: Playing an assault rifle combatant
« on: May 13, 2015, 03:42:21 pm »
Well, it allows you to spend less points in guns, or be even more accuracy against enemies that are tricky to hit.
You will, eventually, reach a level where more points in guns don't help, I suppose, so raising it above 11 or 12 is.... a matter of taste I guess.
Then again, you could just as well say that at some point you really don't need more hitpoints.^^

148
General / Re: Psi Build Help
« on: May 09, 2015, 11:49:35 pm »
Well, the best option is to go with crafting, and then sort of a heavy medium armour.
Some tips:
You can use Psi Beetle Carpaces as Armour plates in ballistic vests, which makes those the go to armour type for Psykers.
accessorize with a Psi Headband of your choice and whatever boots you can get your hands on.
The boots are really the only actual choice to make, and I recommend going to the wiki and deciding on what you think is a good base material.

149
General / Re: Psi Build Help
« on: May 09, 2015, 10:38:46 pm »
Secondarywise, use Psychokinesis. ;D
Honest answer, shooting lightning is just that powerful.
If you don't have an active shield, throwing EMP Grenades at your feet is also a useful option.

150
General / Re: Playing an assault rifle combatant
« on: May 09, 2015, 11:08:55 am »
Let me just say this here:
If you pick Constitution and maybe Conditioning, you can play the game being as mobile as a brick.
Pick a high quality metal armour, or a really good vest, and you can tank most damage while dishing it out.
Mobility is crucial for a melee character, but Assault Rifles work while stationary.
Sad Baxter already mentioned the secondary sniper.
Tailoring is a necessity for basically all armour crafting, true.
You could obviously pick a low quality vest, but better is obviously better at this point.
You don't really need Psionics. Yes, they are useful, especially the non-combat stuff like putting up a temporary wall.
They cost a bunch of points, though.
While we're at points, mercantile is of... questionable utility. Given the current game economy, you just don't have a need for extra money. You already get so much you can literally melt it down.
Persuasion and Intimidation are skillsets that have their uses, and sure offer up additional RP, but you can do fine without.
They rarely have significant consequences.

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