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Messages - UnLimiTeD

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271
Bugs / Re: Unload
« on: July 14, 2014, 06:30:30 pm »
Well, given that both of those Weapons have a remarkable ammo-throughput for their class/Ammo type, so that isn't entirely wrong. :)

272
Bugs / Re: Mobs attacking each other on player arrival
« on: July 14, 2014, 02:52:22 pm »
Then it might just be possible that the upper dog moved first, and got hit by burstfire from a mutie, whereupon the dogs turned hostile to them.
I couldn't verify it because I mowed them down indiscriminately anyways.  :P

273
Suggestions / Re: Possibilities for requirements/limits?
« on: July 14, 2014, 02:50:40 pm »
I can make new kinds of feat requirements if I need them.

I'm not sure why I had cooldown on burst attack, removed for the next version.
Both nice to hear, or much appreciated, respectively.
I'm aware that Assault Rifles are a bit weak and less fun than other builds at the moment. I'll be looking into buffing them in some future patch (not the upcoming one though).
:o
Please buff them with feats instead of just making them stronger.  :P

As an add, going back to the original topic:

How about a feat that adds +X to the quality of your components when crafting.

274
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 13, 2014, 11:58:36 pm »
Well, I've seen one with a chance for 3 turns incapacitation.
I think the standard is 2?

275
Bugs / Re: Mobs attacking each other on player arrival
« on: July 13, 2014, 11:54:56 pm »
Well, the attacked mutie didn't act before the dog.
Aside that, no idea.
I couldn't even see the dog.
Are muties and dogs different "teams"?

276
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 13, 2014, 12:19:34 am »
As an add, I think higher levels also increase the Duration?

277
Bugs / Mobs attacking each other on player arrival
« on: July 13, 2014, 12:18:39 am »
Picture attached.
As soon as I opened the door to a room in the 'base' below Depot A, a Dog charged one of the Muties, and was subsequently beaten to a bloody pulp (Or shot, I was busy otherwise).
If that's intended, maybe the dog should start before I come watching, but I'd take the guess that it isn't.

278
Suggestions / Re: Possibilities for requirements/limits?
« on: July 13, 2014, 12:15:18 am »
It's be extremely ammo-hungry, that's for sure.
And yeah, I'd have it require Specops, because thats the only way it's gonna happen anyways.
But I agree that Assault Rifles need a few more feats.
They are undeniably powerful, but you basically got everything covered after Level 8.
That would probably be another thread.

279
Bugs / Unload
« on: July 12, 2014, 12:45:33 am »
You can't unload the MP5.
Clearly a Luxury Problem, but I thought I'd mention it.  8)

280
Bugs / Z-Layer in GMS compound
« on: July 11, 2014, 09:00:43 pm »
Didn't find this one reported elsewhere;
The raiders on the lower GMS level clipped through the opened door after I opened it and lured them out with some aimed shots.
Or maybe not the actual door, but the place where the door meets the wall.
Should have taken a screenshot.

281
Suggestions / Possibilities for requirements/limits?
« on: July 11, 2014, 05:14:12 pm »
This isn't really a suggestion, it's asking for knowledge on the inner workings of the game to better make suggestions.

These Questions being, in detail:

Is it possible for a feat to have stat OR-Requirements, as in, require stat X or stat Y? I've seen skills, so I guess yes, but you never know.
Is it possible to have a special skill work X times per round before a cooldown starts, without the awkward workaround of giving the character the same ability twice?

Edit: Can a Feat have a requirement like "2 Attributes on 9 or higher"? No matter which?

Examples:

I recently shelved a character that was based around the concept of excessive suppressive fire, but two bursts aren't possible. So I figured, a feat
"Controlled Bursts" that reduced the number of Bullets by one but granted +1 bursts a round would be neat, possibly with a precision bonus. I wouldn't suggest it, though, because I have no idea if it's even feasible. Obviously, "Controlled Burst" could be a new ability requiring Spec Ops, and thus it wouldn't be a problem, but for Science!

As another option for the thread "More options for the Intelligent Combatant?" I figured it'd be nice to have a special melee attack that ignored half the damage resistance of an opponent, and that could be fluffed either as an Intelligence skill (Deducting a weakpoint) or a Will skill (Psychokinetics).

282
Bugs / Medical Components
« on: July 10, 2014, 03:21:45 pm »
When  Pasquale asks for Medical Components, he isn't particularly picky about how medical they supposedly are, because I'm perfectly able to sell him Gasoline.  :P

283
General / Re: Melee vs. Bladelings?
« on: July 10, 2014, 12:36:57 am »
Yes, but a plated Glove is a blunt attack, and a heavy punch, or potentially even one supported by the Pneumatic Hammer, might very well deal comparable damage, and cost more AP to boot.
I think that would be an interesting way to differentiate between Spikes and Plates.^^

Quote
But why worry about killing them?
Well, I got only one char there so far, I've been out for a while, and every third blob of stone I mined to get those shards ended up spawning one.
Is there another way to get all that metal?

284
General / Re: Melee vs. Bladelings?
« on: July 09, 2014, 10:20:37 pm »
Darn, forgot about that.
Electric Gloves might work.
But ranged it is.
Melee can at least work around it; using 2 hits with electric gloves, switch to pneumatic, combo hit, 2 more hits; followed next round by a heavy combo pneumatic hit for spike damage.
However, if that's indeed 90% damage resistance, I might be better off killing them with the starting pistol with AP ammo.  ::)
Guess without electric gloves or PSI, melee is really boned against them. Sides sledges, of course.
Honestly, it's kinda weird that heavy gloves still incur 125% of threshold, while Sledges ignore it.
I reckon plated gloves would have a similar effect. ^^

285
General / Re: Melee vs. Bladelings?
« on: July 09, 2014, 09:37:53 pm »
The game is really missing a Laser rifle. :P
But I never thought their resistance being purely %, that might ease things up.
Pneumatic Gloves might help there.
Though after my unarmed char got sidelined after I discover there's no logical reason to go unarmed in the face of combat gloves, I might build one that uses those gloves.
Guess I'll stick to Assault Rifles for the Heavy Armour char.
Thanks.

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