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Messages - UnLimiTeD

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391
Bugs / Re: Uberspikes?
« on: May 27, 2013, 07:03:13 pm »
Will definitively be fixing this one.
Much appreciated.
Though you specifically mentioning it has leaves the unnerving possibility that you might deliberately not fix a bug of that caliber.  :P

392
Well, first of ingame tips:
Talk to everyone, visit everything in the start.
When you get out for the outpost quest, best get the rathound quest from agronomy as well.
Get's you a free crossbow + ammo, after all.
For the rathounds, if you run past them and close the wire doors behind you, you can shoot them with impunity.
Stealth certainly does help here.

The low int you have will definitely hamper crafting quite a bit, Intelligence, as a stat, is nearly only useful for making money and improving your equipment.
If you don't want to use PSI powers, you don't necessarily need will. Though getting some skill in one discipline can help; You get free training in thought control and metathermics after the quest, and even with very limited resources and low damage, slowing an opponent can be quite the boon.

I notice in your stats you didn't list perception. I suppose it's 8?
You have rather high dexterity, you might want to drop some points into grenades, just in case. What else is it good for, after all.

Movement in combat depends on what you have available.
Relocating can be very useful in every situation, but you'll see these situations when they crop up.
running away can be useful to deny superior enemies attacks, or lure them into traps. Keep in mind that moving reduces your accuracy with ranged weapons.

393
General / Re: Extremely Slow Saving/Loading
« on: May 23, 2013, 10:34:21 pm »
That would be in the late Junkyard.
It might take a bit longer at the very end, but it's really not much to write home about.
However, if load times progress with game progress, I expect to see some signifiant sources of boredom another 5 hours in, as soon as that content is available.

394
Suggestions / Re: A List of Suggestions...
« on: May 22, 2013, 09:05:40 am »
I suppose it's the sentry bots essentially stunning you for 3-4 turns in a row (given enough sentry bots)?

395
General / Re: Extremely Slow Saving/Loading
« on: May 22, 2013, 09:03:54 am »
I don't.
Saving/loading is still way slow, but a level change with autosave hasn't taken more than 20 seconds, so far.

396
General / Re: The Purpose of Tradeskills
« on: May 22, 2013, 09:02:31 am »
What exactly do you mean by "trade skills"? The only one I'd define as that is 'mercantile', which I'd definitely call useful.
I think you mean the skills for science/crafting?
Sorry, I have no idea what that category is actually called in game, nor can I check today.
They actually do allow you to make a significant amount of extra money; f.Ex. having a decent tailoring skill allows you to turn the rathound hides you "find" early on into leather armours that you can sell for far more money.
Raw materials are indeed incredibly rare, and it's not worth the money nor the skillpoints to try and create knives or hypos.
But the more you want of an item slot, the more attractive crafting becomes. Metal Armours, for example, offer three support slots you can fill, and to my knowledge crafting is the only way to create a chemical pistol, for all the good it will do ya.

397
General / Re: Ninja Looter
« on: May 17, 2013, 02:05:05 pm »
With some luck, you might already start with some.
I certainly started my sniper with an overcoat +12. Sadly he can't steal.  8)

398
General / Re: Health/Psi Hypo Reagents
« on: May 16, 2013, 04:05:57 pm »
If your character build has a reliability for hypos, it's generally easier to just buy them, and sell the ingredients you would use to make them.
Potentially saves you skillpoints that are a lot scarcer than money later on.

399
Bugs / Re: Indirect Kills - Exp
« on: May 16, 2013, 06:31:42 am »
This is agreeable, and is something I was wondering as well.
Then again, we should not get experience if we shut it off again (An originally shut down turret) and kill it with a hammer.
I can't imagine beating a chunk of metal resembling a turret into a chunk of metal vaguely not resembling a turret is not a particularly enlightening experience, unless you're a blacksmith or sculptor.

400
General / Re: Spikes and Blades (and Armour)
« on: May 15, 2013, 03:03:17 pm »
So the best I've seen so far is 13 (39) mechanical treshold.
If the enemy deals 60+ damage with a snipe shot, the vests get to their limits, while the 60-70% damage mitgation of a full metal suit will be just fine.
On a possibly related note, in the past I've had shots deal damage even though they should have been completely blocked by a vest; I haven't been able to reproduce it, though.

401
Suggestions / Re: Burst Trajectory
« on: May 15, 2013, 11:21:28 am »
I think it's just a random spread around the primary target?

402
General / Re: Spikes and Blades (and Armour)
« on: May 15, 2013, 02:14:58 am »
Definitely looking forward to it!  8)

The problem with the spikes is that it's just not feasible.
Aside the whole problem that melee characters are preferably fast, if you wear heavy armor already, you can also use sledgehammers.
Given that the majority of unarmed/knife feats are based on Agility and Dexterity or require low encumbrance, it's actually the only sound choice.
With the average (current late game) opponent having between 5 and 10 treshold, you need to go all out spikes, as just one set won't actually deal much damage;
With a Sledgehammer, you attack once, maybe twice per round, and the spikes won't really add much to the output anyways, while costing you additional protection you might have otherwise had. You'd probably be better of with a Vest.

Interesting sidenote: Metal Armor is significantly better against high powered shots than ballistic vests. I think that's kinda odd?

403
General / Re: Spikes and Blades (and Armour)
« on: May 14, 2013, 06:45:39 pm »
Powerfists?  :D :D

So far, spikes and blades seem to be weaker on boots than on armor, across the board.
As for them being separate, that's generally fine (though I'd like a "Bodycheck" feat, then), it's just that heavy armor doesn't go well with melee at all;
For an unarmed character, you need high dex, either agility (speed) or will (range) and if you want to wear heavy armor, better dump that agility, because you also need 8 strength minimum and some constitution as you sure as hell won't evade anything.
Also, for actual good armor, you need a modicum of int, it's rare to find a decent one in the shop; Last (my first full) playthrough, I haven't seen any tungsten armor, regen or galvanic vest components, good helmets, decent knives, or armor with a good amount of spikes or blades, in any vendor at all.
It might be a lot more viable if you could put spikes on leather armor, or get aluminium and titanium alloys.
On armor that heavy, you suffer from MAD, so the only proper weapon seems to be an actual weapon; And why not pick a sledgehammer if you have 8+ strength anyways?

I'd suggest an "Armor Training" feat that reduces the adverse effects of item encumbrance, say, capped at 80%, f.Ex.
Also, energy shields might fix the entire issue due to allowing you to be slow and short ranged and still have a fighting chance.

404
General / Re: Junkyard Surprise
« on: May 14, 2013, 06:32:49 pm »
Hey, hey, you better implement real steroids then.  ;D
Something .... FOR SCIENCE!

405
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 14, 2013, 06:31:55 pm »
Seems just overall; It might turn out I just found a pair of boots made from extremely well endowed rathounds or something.
With ~equal quality it's essentially trading a 1% mech for a bit of acid. Interestingly the encumbrance is close, too. So, sorry for the false alarm; Though I will compare it in the future.

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