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Messages - UnLimiTeD

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151
Bugs / Re: 0.1.14 bugs
« on: May 01, 2015, 03:29:43 pm »
It's certainly been that way for a bit, numbers not withstanding.

152
Suggestions / Re: Adding optional attachments to existing equipment.
« on: April 30, 2015, 09:42:27 pm »
I reckon that's exactly what disassemble is for.
It sadly has an absolutely punitive disadvantage.
Balancing that is the easier way.

153
I think the game is relatively consistent within itself, though simplified for the sake of gameplay.
Taking your example, creating a new graphic and description and potentially blueprint for what then amounts to be exactly the same thing we have now is.... just not economical.

Likewise, the game abstracts the bullet length, leaving only diameter.
As was already discussed in prior threads, there are weapons of nearly every type in every calibre, I think we are all aware that they still wouldn't use the same bullets.
We have to give a system a little leeway where people can project fire and electricity with their minds and a society has been living completely underground for who knows how long, with little indication of where air comes from, f.Ex.
It is very unlikely anything will change, taking your example again, about the weapon calibres, 'sides balance fine-tuning. It makes the game more complicated while being a detriment to gameplay.

154
Suggestions / Re: Wilderness
« on: April 29, 2015, 08:13:17 pm »
While I'm not big on the idea of creating new graphics and mechanics for non-gameplay-relevant content, in this case, it could actually nicely tie in and be easy to do.
A slight recolour would make some cheap variations possible, and it would allow us to potentially get higher quality Beetle Carapaces and an additional type of leather with different stats.
So, why not.
As for Burrowers, we just need to be able to work with their meat with sufficient biology skill.
Could even be a quest to supply a burger house.

155
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 01:57:02 pm »
One thing to factor in is progression.
In the long run, you have more than enough skill points.
In the beginning, everything is a bit more scarce.
So Biology is a very good 'half skill', but you'll need to pump it high enough as fast as possible to get something out of it; 15 for doctor, then some more for poisons. An effective 40 is a good value for most things you'd want to do with it.

156
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 12:06:46 pm »
In the past, Doctor was sort of Mandatory.
It's still good, well, good enough I get it with nearly every char, but you can do without it.
It saves you money, but later on, the game throws so much money at you you have to melt it down.  :P
Crossbows are relatively difficult nowadays, they've come a bit short on the feat selection.
Chemistry certainly helps; You could even combine it with a chemical pistol.
How useful a feat is depends on how often you intend to use it.
I'd say it's serviceable in case a heavy melee comes close.
I can't help but notice you're frail and not intending to skill into defense, either.
You might get some survivability problems later on.

157
General / Re: Melee Stealth Knife/dagger Focused Build
« on: April 25, 2015, 12:02:00 pm »
Each Material Type has Pros and cons. Ti-Chrome often reduces AP needed for attacks.

158
Suggestions / Re: Strenght Ability
« on: April 24, 2015, 09:10:58 pm »
Not a bad idea. I'm obviously still in favour of making it a skill to curb the excess of needless skillpoints, but that works works too.
Maybe on level 18, as a counter to Heavy Weight?

159
Suggestions / Re: Strenght Ability
« on: April 24, 2015, 05:54:46 pm »
Well, I for one don't quite see the need for 5 extra mp in exchange for that much crit damage.

160
Bugs / Re: 0 damage taken, still losing HP
« on: April 24, 2015, 02:17:41 pm »
It's probably more due to rounding, but intriguing nonetheless.

161
Suggestions / Re: Strenght Ability
« on: April 24, 2015, 02:16:58 pm »
This would, however, also mean that you get less bonus out of Heavy Weight.

162
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 24, 2015, 02:16:14 pm »
Well, I generally have a feeling that there's too many skill points in later levels.
I already suggested reducing it.
But then again the game is generally rather easy nowadays, maybe I'll revise my opinion in patches to come.

163
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 24, 2015, 08:08:34 am »
Or any other melee build for that matter.
The reason I suggest a skill is that when I tried building a heavy melee last time (grew bored at level 2^^) I could more or less max out every crafting skill because I had so many skillpoints, whereas on a stealth build, skillpoints are at a premium.

164
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 23, 2015, 11:38:10 pm »
Conditioning grants Reduction, not Resistance.
As for the combination of Sledge and Heavy armour, well, yeah, a heavy weapon with short range and heavy armour is not an ideal combination.
That's like a PSI-Build with full Metal armour, it's not as strong as other options.

So far, I've seen that heavy armour needs less skills.
I've already suggested a skill to break open crates and boxes and some doors, but maybe what we'd need is a skill for movement in heavy armour.
Light armours put skillpoints in dodge/evasion, heavy armours putting points into boosting their defense isn't that off.
Alternatively, maybe a charge attack feat?
In any case, yeah, the build style could use a little help.
Currently, it seems ironically the best to not try to reduce penalty at all.
Accept being slow and spec into so much armour you can take the next hypo before you die.
Speaking of which, can NPCs run out of ammo?

165
Suggestions / Re: Feat compatibility for throwing knives
« on: April 21, 2015, 10:48:36 pm »
Well, it still kinda works, but you can't use all those feats you normally use to boost your weapon.

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