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 - UnLimiTeD

Pages: 1 ... 10 11 [12] 13 14 ... 31
166
Bugs / Re: 0.1.14 bugs
« on: April 20, 2015, 10:39:20 pm »
Enraged Siphoners apparently trigger red cameras in the arena. Looks odd.

167
Bugs / Re: Transition Errors
« on: April 20, 2015, 06:35:48 pm »
Did you happen to play for several hours at a stretch?

168
I think saving might be a bit difficult, but spamming the enter key could work. ^^

169
Suggestions / Feat compatibility for throwing knives
« on: April 20, 2015, 02:25:42 pm »
Would it be possibly to classify throwing knives as weapons, or maybe give a feat that does so?
It'd allow to use them as a sort of primary weapon in the late game.

Also, I'd suggest a feat that lowers enemy damage thresholds by a percentage when using throwing weapons and crossbows(that's more for the crossbows).

170
General / Re: How does the falchion differ from the neo luger?
« on: April 20, 2015, 02:03:23 pm »
Damn, epeli is fast with updating that stuff.
I think the Crit bonus is absolutely massive, as later on, pistols without crit will fail at the opponents body armour; I didn't use a character with pistols for a while though, physical pistols that is.

171
Suggestions / Hard mode
« on: April 19, 2015, 11:39:09 am »
So, now that I've been playing for a while again, swimming in money, beating every combat against 5 or less enemies, and carrying around so many health hypos they start to weight me down, I was wondering if maybe a hard mode is in order to complement the easy and normal modes?

What I'd like to see in general:
10% less pay from merchants
A chance of 10% that a stacks quantity on a beaten enemy is reduced by 50%, rounded down.
A reduction on skillpoints on higher levels, say -5 after level 10 and -10 after level 20 (per level), but some 5 or 10 bonus points at char gen.
Some SGS traders need some more money.

That would rebalance the economy well for my taste.
I don't expect that to happen, however.
As such, I suggest a hard mode with the first two points doubled in %, and a slight reduction in hypo efficiency so you use slightly more of them.

172
General / Re: Is opportunist+execute worth it on a pistol build?
« on: April 19, 2015, 11:31:50 am »
Well, you can get 30 threshold with really high quality. How practical that is is anyone's guess.
With good Kevlar cloth, you're looking at immunity from SMGs.
On the other side, if you go max armour, sloping doesn't really help you much. You reach 95% anyways.

173
General / Re: Teleproxy
« on: April 19, 2015, 11:29:34 am »
Ah, that explains things. Yeh, it's not particularly useful for dedicated psionics.
Moving it does allow some great damage against groups, however.

174
General / Teleproxy
« on: April 19, 2015, 10:43:05 am »
So, it says it "mimics your Single Target PSI abilities".
That, so far, seems to be Telekinetic Punch. Period. Wouldn't it make sense to rewrite the description as such?

175
General / Re: Is opportunist+execute worth it on a pistol build?
« on: April 19, 2015, 10:42:15 am »
I think in the past slowing them did count, but that was changed if I remember right.
Which I probably don't, but anyways. You can use nets and Flashbangs, PSI and melee techniques to make people stop moving.

176
Bugs / Re: 0.1.14 bugs
« on: April 17, 2015, 04:25:21 pm »
Well, here you go:

Quote


Edit: Sturdy Vests look like Biovests when crafting. Dunno if they also look the part when finished, not enough skill atm.

Edit2: Just had a go at the scrappers HQ where the entire Eels Assault force apparently got ground down by a single dog and the first guard. Damn that was silly.
Edit3: Also, just end a round after I decided I didn't want to cast a force field, but still had the blue indicator as mouse until it was my turn again.
Edit4: Using Pyrokinetic stream with Premeditation (Above regular max range) results in the cast aborting after the first projectile (well two, but as far as I remember it's more visible flames than actual hits). They also missed, not sure if they normally do that.
The ability also misses a graphic effect when there is an interactive object like a desk between the player and target, and once a wall was enough for that bug.
Edit5: Tried to buy TNT (532) and MkIII Lockpick (68) at general store. Combined they cost 601. Recommend rounding prices.
Edit6: On talk with the Gansters near the broken Tunneler, the PC says they are "in the way", but they are actually behind the tunneler. I could fix it without interference, but that doesn't do the job. *shrugs*
Edit7: When you tell Saban "I don't think you can kill it alone", his answer comes from "Unknown".
Edit8: Anna says "Earn some Many" when talking about Hugo.
Edit9: When I already know about the faceless' object, (I then asked them about something else), I can still ask around in Foundry, and not tell the chief that they supposedly left. Not necessarily a bug, but it feels off.

Sides, PLEASE make combat not automatically stop when the last remaining enemy is frozen. He will eventually thaw, you know.
TNT doesn't show in any Inventory category.

Supersteel sheets are called Laminated Fabric on crafted Items.

177
Bugs / Re: 0.1.14 bugs
« on: April 17, 2015, 11:06:16 am »
How does one find out if a bug found is really a 0.1.14 bug and wasn't there before?
I updated my last post so far to not spam, but I'm never quite sure, as I didn't play past SGS for a hlaf year or some such.

178
General / Re: Energy Shield Emitter
« on: April 16, 2015, 02:07:10 pm »
Unless you don't want the best modulators, as said. ;)

No, even in that case high efficiency energy converter is better option than shield capacitor. It's not like the current dissipation rate matters, unless you somehow remain in combat for dozens of turns at a time AND your shield takes very little damage during that period.
Modulators. ^^ I don't doubt the high efficiency converter is the best choice most of the time; The only exception I see is, as said, Psionics, as I got low initiative, so I often keep the shield running when exploring tunnels filled with critters.
A lower quality modulator (for MA it's still high speed) would allow more damage to pass, which is wanted if you can soak some 30 points with no issue.

179
General / Re: Energy Shield Emitter
« on: April 16, 2015, 10:50:34 am »
Unless you don't want the best modulators, as said. ;)
Then again, it always kinda helps against high energy damage.

180
General / Re: Energy Shield Emitter
« on: April 16, 2015, 09:26:59 am »
Depends on the armour and character.
On heavy armour, I forego high stopping capabilities for low dissipation,  the damage only needs to be reduced to the point it can be easily mitigated.
Psi I'm currently thinking about something with low dissipation as well, to reduce minor impacts (small calibre pistols, rathounds and burrowersawn, etc) to keep hitpoints at max against attacks that don't necessitate a Hypo. Tranquillity is pretty useful.
Everything else, yeh, I'd probably go for high conversion.
No idea what the third option is actually good for, it's the only one with drawbacks.

Pages: 1 ... 10 11 [12] 13 14 ... 31