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Messages - UnLimiTeD

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376
Suggestions / Re: Shotguns and Two weapons
« on: September 22, 2013, 11:07:47 am »
A military shotgun doesn't look all that different from a rifle at the resolutions we're talking of here. ;D

377
Development Log / Re: Dev Log #21: Version 0.1.9.0 released; also Greenlit!
« on: September 01, 2013, 03:19:52 pm »
That looks nifty. Just nifty.
But I did a Fist character last time I played, so I think I'll try the PSI-Headbands announced a few updates back.
Yes, I haven't been playing for that long. Can you see the withdrawal symptoms?

378
General / Re: Is there a any way to save cliff near junkyard?
« on: August 24, 2013, 09:33:34 am »
Yes, you need to have the "Doctor" feat.
Sorry for the necromancy, I just didn't have Internet the last weeks.

379
Development Log / Re: Dev Log #20: Combat Gloves
« on: August 24, 2013, 09:24:59 am »
F*ck yeah.
Powered Gloves.
My Unarmed character would be so happy. Well, I finished the current game, I guess, and I shelved it for the SoD bug.
But in a few patches, I'll do that again. Melee was very hard before, but not unviable.
Now, I'll have 5 potential spots for spikes, and boosted base melee damage, though I suppose with those spikes, it might just be better to use the standard melee attack.

380
Suggestions / Re: Leaving area during combat
« on: July 30, 2013, 10:43:48 am »
It can be cheesy, but it's impossible for the game to find out when.
When my char has sprint and beats out 120 movement, I think switching sectors is the equivalent of just running away, which the game engine won't allow because the mobs kind of always know where you are once combat starts.
Ladders, well, it's ladders, you can always climb them and sit on the hatch.
Just moving one back when surrounded and suddenly being save again, that might be questionable.

381
General / Re: Playing without buying anything?
« on: July 30, 2013, 10:40:24 am »
Generally, for a playthrough like that, stealth is a sure bet.
A bit of hacking won't hurt, either, because you can't hide from turrets and they'd better be on your side.
Unless you go the PSI/Unarmed route, which is hard by itself, you'll have to occasionally buy repair or health stuff, which I think is less traitorous to the idea than savescumming every single container.
If you spread your skills a little, you should find weapons and grenades enough to always have something on hand.

382
Suggestions / Re: I wish this game would come out
« on: July 17, 2013, 09:14:53 am »
You should offer supporter packs that come with silly forum titles. :P

383
Development Log / Re: Dev Log #19: New Armor Type
« on: July 16, 2013, 02:27:00 pm »
Well, there is a Bio suit already, and it's hugely useful in the old junkyard. Or would be if it protected against anything else.
I always wondered why I can't wear a carrier vest underneath. :)

384
Development Log / Re: Dev Log #19: New Armor Type
« on: July 15, 2013, 05:09:59 pm »
That sounds like the low weight armour we've been waiting for.
Interesting choice on protecting against both bullets and melee attacks.
I suppose the shields resistance, if it triggers, will be affected by the threshold multipliers? Well, or not, but at least it should add up then.  ;D
With the buff to boots, this kind of armour could work great with a hammer. Or with springs.
I still wonder what Force Fields will do in the future, and how that'll work with with the different armours.
Will we get ABC suits and special armour against Energy weapons at some point, too?

385
General / Re: Info seeking for Wiki.....
« on: May 30, 2013, 11:11:07 pm »
Are there even any other poisons?
I've never seen any item affected by or related to a non-burrower-poison.

I've mostly seen that perk as useful for getting ingredients for drugs.

386
You will have sneaky psionicists killing entire groups with augmented mindblasts. :P

387
Bugs / Re: Uberspikes?
« on: May 28, 2013, 09:31:07 pm »
So, until the patch, if you attacked unarmed, it added the values from boots and armour?
Well, aside the nasty side effects, that was actually nice in circumventing damage resistance.
Which is one of the biggest weak points of unarmed.

388
Why would anyone create a headband with increased cost?
Is that meant to mean lower cost, or is it a negative sideeffect of a stronger other modifier?

Yeah, I know, I'm pestering you with unnecessary questions.  8)

389
Suggestions / Re: Breaking Stealth Upon...
« on: May 27, 2013, 08:59:48 pm »
Honestly, using consoles should be doable while stealthy.
Hacking a computer, not so much.
Bandages are a dedicated effort that requires concentration, you don't just activate "bandage" while you sneak around.

390
Let's say... you don't.

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