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Messages - UnLimiTeD

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181
Suggestions / Re: More options for the Intelligent Combatant?
« on: April 15, 2015, 09:21:40 am »
RIIIIIIISEEEE!

Now that I got your attention, I was just considering doing a thread about drug feats, only to discover that I already did.
Given that Styg already noted drug feats to not be a bad idea, I figured I'd ask again now that we have more drugs available, and more feat options, for example granting special blueprints.

Using Drugs extensively could be it's own playstyle. And no, I don't mean popping Adrenaline in every second fight.

To give a few more substantiated suggestions this time:
Quote
Junkie
req. 5 Con, 30 Biology
Cooldowns of all drugs reduced by 50%. 
Using drugs and medicines costs 50% less AP.
For the discerning Drug user.
Quote
Mutant (someone find a better name?
req. Junkie or Fast Metabolism, Level 10
Take 10% reduced Bio Damage, +1% for every point of Constitution. All positive Effects from Consumables last 1 turn longer.
Essentially a feat similar to conditioning, but with a drug bonus slapped on. Could also grant a bonus to fortitude and resolve.

An additional Option could be a feat similar to disassembler that grants blueprints, in this case for an extra drug or two (what happened with minddarts btw.?)
It could allow for advanced concoctions that require lower level substances to craft.
Example of Feat-Drugs:
Quote
Haze
req.: Health Hypo, Taurine, Black Vitriol, Red Dream Mushroom
PSI regeneration applies to Health instead of PSI pool. +10% Resolve and Fortitude.
All actions cost 10% less AP and PSI points.
Lasts 5 turns, shares a cooldown with hypos.
Withdrawal:
You're dazed for 6 turns.
A powerful combat drug that boosts regeneration and induces a certain recklessness.
Would strongly benefit from a decent will score, assuming that PSI regeneration will eventually at least partially depend on Will.
In the presented form, it would stack and synergize with Adrenaline, though the withdrawal effects also stack.

Quote
Vanguard
req.: Syringe, Aegis, 3x Pionic Catalyst, 3x Blood
Grants you +1 Will, immunity to incapacitation and +5 to every damage threshold for 6 turns.
Movement costs twice the points.
Withdrawal:
Ends all other positive consumable effects. Your incapacitated for one turn.
A focus on holding ground, it arguably doesn't let you do much else.
Quote
Immortal
I think it'd be nice to have a drug that temporarily prevents you from dying, sort of a drug version of Last stand, only with worse side effects.
Edit2: Updated suggestions after a bit of Reflection.

And a few feat suggestions for intelligent combat not mentioning drugs:
Quote
Indirect Fire
+5% Accuracy and Critical Chance for Throwing Weapons and Crossbows when the target is outside the optimal range (7+).
Crossbows deal +3 damage.
Meant to boost ranged effectiveness of Throwing Knives and Crossbows.
Requires:
7 Int and Per
60 Crossbows or Throwing
Quote
Wear and Tear
Slow and very slow impact speed attacks reduce the respective damage thresholds of their targets by 1.
Stacks up to 5 times.
Requires:
80 Melee or Crossbows
Wittle them down.
Quote
Electronics Genius
Allows you to dial your Energy Shield up and down, and reduces all the shield mitigates by 1.
Requires:
90 Electronics
Powermanagement or 8 Int
Dial up: Allows you to increase thresholds by 20% at the cost of +7.5% dissipation.
Dial down: Allows you to reduce thresholds by 10% to reduce dissipation by 5%, to a minimum of 0.
Phasing
You get a second evasion roll against ranged attacks that have been mitigated by your shield.
Your Critical Hits bypass an extra 30% of enemy Energy Shield.
Requires:
10 Int
[/quote]

182
Suggestions / Re: High int = skills
« on: April 15, 2015, 08:26:15 am »
To harp on this a little, I too could see high int doing something in that direction, but even 1 skill point per int above 5 would go a long way. Really, I mean it, that's a notable bonus already.
The real problem, though, is the lack of good skills for heavy builds.
Trying out a heavy melee guy for a little bit (no need to fast, they will eventually hit a wall), I could easily spend some points on int, because where else would I spend them?
Potentially Dex, but I value crafting more than that small bit faster attack speed. So there's actually too many skillpoints already.
Maybe allow heavy armour builds a skill that allows them to break open crates with a chance to damage the insides? Maybe some less important doors, as well.
I could actually also see Biology and Chemistry to be fused into a single skill.

183
General / Re: Let's talk about new PSI System!
« on: April 14, 2015, 07:23:38 pm »
Oh, any hints what feats to pick now?
I got 4 Metathermics feats to choose from, all of which are genuinly underwhelming, and then forceuser, mental subversion and Cerebral Trauma.
Currently leaning towards the latter, though I basically never use Neural Overload, just in case I'll need it against spykers in the future.
I've been holding this decision off for as long as I could, but I got everything else.  :P  (I could pick Stoicism)
Edit: Ah, well, gonna pick them all. There's like 7 more to go till the end :P

184
Bugs / Re: 0.1.14 bugs
« on: April 14, 2015, 02:19:17 pm »
Bunch of save stuff:
First char I started this patch couldn't save through anything but quicksaves (didn't try if the autos worked), I exported him, then dumped the concept.
Just now tried quicksaving with another char the very moment I stepped on a mine, resulting in the save failing and all interactive objects being gone, including the character. Was below Depot A.

Also in the Mushroom caves, there was a tile on the bridge with no pathing, but nothing on it, either. <- I didn't check if that one was already reported.

EDIT-edit: All actual edits moved into a later post, page 7, as per epeli's suggestion.

185
General / Re: Let's talk about new PSI System!
« on: April 14, 2015, 11:14:53 am »
I see no level to make it dependent on char level. Characters already gain feats and equipment and raise their skill levels. They will eventually raise their will as dedicated Psykers and thus gain a bonus.

186
General / Re: Let's talk about new PSI System!
« on: April 13, 2015, 03:52:53 pm »
Maybe then just have each ability lower the PSI pool slightly, less if you have more will, and have PSI-boosters increase it again?

187
General / Re: Let's talk about new PSI System!
« on: April 13, 2015, 02:23:20 pm »
Maybe have a PSI regen of 5* per turn if under 50%*, +1 for every point of will above 5*, the latter being tripled when above 50%*.

*The values would have to be balanced properly.

It would result in rather mundane chars having a very limited effective PSI pool that for most purposes doesn't regenerate in combat, while high PSI characters will have an interest in not "burning out".
Low Will chars would use PSI boosters to be able to use the better abilities at all, or repeatedly, while high will characters would use PSI boosters to sustain their powers during prolonged fights.
The above could also be reached by having a lower regen bonus per point of will and a feat that regenerates a % of the remaining PSI points, meaning you can easily sustain cheap abilities if that's all you use.
Sadly, the optimal solutions tend to be complex, and I suck at explaining.

188
Suggestions / Re: Dissambling
« on: April 11, 2015, 10:29:56 am »
If you find that many, more power to you.
Though it would be 100, 121, 133...

189
General / Re: Steadfast Aim requirements.
« on: April 11, 2015, 10:22:45 am »
Honestly, I did start several chars, among them a 10 con tank supposed to wear metal later. I haven't picked thick skull as of yet; As far as I understood, con already reduces your chance to be stunned, and I expect to have enough resistance to survive 2 turns of stun per combat.
I actually wonder if Doctor is still a good feat, I kind of expect to never drop below the threshold where I can't use normal bandages; Maybe fast metabolism would have been preferable to go with a regenerative vest.

I can agree that steadfast aim is a bit questionable, not because 2 stat requirements are irresponsible, but because strength and dex is rarely ever taken together, so you'd spend several statpoints more or less only for that feat.

190
General / Re: Impressions
« on: April 10, 2015, 10:42:11 pm »
The Boxes and Bats were awesome, I tend to agree. It's the small things that make it memorable.  :D

191
Suggestions / Re: Dissambling
« on: April 10, 2015, 03:16:04 pm »
Maybe allow the same feat to grant an option allowing you to fuse two components to one of average quality +10%?
That way, it'd be useful if you found a lot of samey stuff.

192
General / Re: Let's talk about new PSI System!
« on: April 10, 2015, 12:54:38 pm »
Will Subversion trigger if an NPC is attacked by it's copy? That's the only think I can imagine that might make that feat worth the feat point. And even then it's dubious...
Edit: How about a feat for deliberate not-Psi-users?
-50% Psi and regen, +25% resolve and +5% fortitude? Asking because there's no apparent reason not to use some prionics.
Tried building a mundane tank character, 10 strength,con, 4 will, 7 int, and I feel like investing in kinesis just because I can.... When going all heavy, I can pick the full set of Crafting, and at some point I don't see Chemistry as that raise-worthy. There's no reason to not invest in PSI. -.-

193
Suggestions / Re: Dissambling
« on: April 10, 2015, 12:51:01 pm »
Maybe have it reduce quality by a slightly RNG amount that gets lower the better your respective skill, ending in a minimum 1 point that'll be 50% of the outcomes once the skills reach an arbitrary high number, say 100 or 110.

194
General / Re: Experience with new feats?
« on: April 10, 2015, 09:10:26 am »
With low life builds I mean deliberately staying at low life to get the enormous crit bonus.
That could allow for some truly memorable first strikes.

195
General / Experience with new feats?
« on: April 10, 2015, 12:18:38 am »
So, what are everyone's experiences with the new feats so far?

Is clothier worth the feat slot when going metal armours?
Is non-Psi heavy Melee feasible?
Can Metal Armours be used by evasion characters with sloping now? And with ballistics help non-vest armour types, or is the resistance too high for threshold to matter?
Any deliberate lowlife builds?

And, on a slightly related tangent, is conditioning even still worth it when reaching 90% resistances with armour? Should I pick Juggernaut instead? (Just kidding, I do that anyways.

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