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Messages - UnLimiTeD

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406
Bugs / Re: Uberspikes?
« on: May 14, 2013, 06:22:18 pm »
Yes, the damage raised after every hit, to unknown heights.
It was a walking nuclear meltdown.
Testing shows it seemed to be just actions, repairing certainly didn't reduce the damage.
What part of the save do you need?
Or just all of it?
It happens to be 22+ megs, which is larger than I can send with my mail provider.

407
Bugs / Uberspikes?
« on: May 14, 2013, 01:32:14 pm »
So, I just made a short test run in a basically finished game, to get the values I posted for Styg in the recent devlog thread.
I figured I'd try out some recipes, sold a bunch, bought a bunch, used Junkyard surprise a lot. Then I went to the Fixer, scrapper thugs attack me. I go there, hit one, he takes 270 damage and dies.
Turns out my Tungsten Armor spikes suddenly convey 219-379 bonus damage.
After killing both with my sledge, the bonus damage is now 259-449.

408
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 14, 2013, 01:06:55 pm »
Well, I used it with a Melee specialist ( I tell you, I am disappoint by spikes) with 5 Will.

I wanted to do a level comparison, but I noticed I never actually leveled PK beyond 40 (45).
Thus, I did a Will comparison:

The middle is the unsurprised base value:
WillPK LevelDamage
440 (42)26-58
340 (37)24-53
540 (45)26-61
640 (48)27-64
740 (52)28-68
For a comparison, at 5 Will, Telekinetic Punch deals 27-39 damage.

Also, I think currently Mutated dog leather boots with metal caps are better protection than pure metal boots?^^

409
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 14, 2013, 10:47:35 am »
The scaling of targets is actually it's strong point. Have just two, and they will take insane damage, with every hit having it's own crit roll. It also doesn't risk any self damage, and it's accurate no matter what.

410
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 13, 2013, 10:10:04 am »
After having used it a bit, Electrokinises is definitely too strong.
If it used the player as a potential bounce target after the first hit, with a lower priority than mobs, it might incur a risk.
So far, it has high range, high chance of stun, insane damage...
Against small groups, it's essentially a riskfree, accurate, long ranged grenade replacement.
I suggest a 1 turn cooldown (one use per turn no matter how much AP you have) and toning down the damage a bit.
Say, 10% less and 20% drop per jump, off the top of my head.
It will still be a great damage option, and even if another skill should surpass it, it's a great addition to a kineticists arsenal due to how good it is against machines.

411
General / Spikes and Blades (and Armour)
« on: May 13, 2013, 10:04:39 am »
Ok, so I actually got far enough to test them extensively.
A few observations:

On boots, both seem to be notably weaker than on armor, yet adding additional plating to boots seems to have no such penalty.
For a heavy Melee character, using armored boots and spiked armor seems like the better choice.
In addition, the boot blades/spikes only work on unarmed attacks, whereas the armour upgrades work just fine with a knife. Makes some sense, but if there's a kick animation, I get even less why the upgrade is weaker on boots.
Also, metal boots grant no acid resistance, while the armour does. Now walking through a pool of acid barely harms me, but it's not thanks to the boots.

As for how spikes work; the extra damage being applied in an extra package, and only for standard attacks, kinda hurts it's viability, as it won't actually help with damage penetration at all.
I'd like to at least put the spikes on a Sledge in that case. I'm past the armandillo with a pure melee char using kohlmeiers knife and his fists, but I find myself regularly going back to a sledge, even though that means only one attack if I have to move even a half square;
A heavy Punch won't do jack since the spikes aren't affected by this at all;
If they even apply, the crippling strike won't even apply the extra damage, nor will the dirty kick, and it sure must hurt more if there's serrated blades on the boots.

412
General / Re: Restoring Psi
« on: May 13, 2013, 12:42:14 am »
It affects a lot, yes.
PSI doesn't refill, to my knowledge.
Not sure if it has a 95%+ mechanic like health.
You can use boosters, and craft them from shrooms.
In the current version(not sure about Demo) there's the shroomhead feat, that allows PSI to regen to 40% by standing next to mushrooms.
Insanely strong feat.

413
General / Re: Using a Crowbar
« on: May 12, 2013, 09:47:02 pm »
GMS compound is the first area with an extensive ventilation system. Well, the first I know of.

414
General / Re: Junkyard Surprise
« on: May 12, 2013, 08:33:28 pm »
I was wondering that for a long time now, but in this case, I think it's for the better.
Either people use it until they get what they want, or they save-scam.
I certainly do, or would do, respectively.
So either it needs to be really dirt cheap and available in practically unlimited amounts, or just more expensive.

415
General / Re: Using a Crowbar
« on: May 12, 2013, 08:32:00 pm »
The biggest hassle is you have to have it equipped as a weapon to use it.
At least, that's the only way I was able to make any use of it thus far.
Also, if you pull it into the quickbar, make sure it's exactly the crowbar you have equipped, not any other.

416
Bugs / Pathing bug
« on: May 12, 2013, 04:51:04 pm »
So, I beat the mutants in Depot A coming from the Scrappers, and went down through the trap door. I got out on the very left exit in the suburban complex there, with two lockers and a crate in the room.
Through the window to the right, (that's north?) is a mutant with a pistol.
Now, when he saw me, he initiated combat, I went back to the ladder to wait for him.
He moved around the corner, I'm not sure if he made it; At least I could see him, so I was probably just as visible.
Now as he wasn't perfectly in his square, I couldn't close the distance. I was plain unable to move into melee, so I had to reload and move somewhere else to not get stuck.
Also had the problem with the Acid blob immobilizing me; I wasn't able to use ranged PSI powers because the game insists I first properly move into a hex; Even though I'm in melee range of the target. And in one case, I could even attack, just not anything else offensive.

417
General / Re: Blocked at first quest [spoil]
« on: May 11, 2013, 08:36:04 pm »
You've went the wrong way :P
You went up, that's the second 'quest area' of sorts.
The Caves, with the outposts, are down, level 9.
On the + side, it should be rather easy now ;).

418
Suggestions / Re: First impressions
« on: May 11, 2013, 11:02:45 am »
Some Info for you:
There should be a toggleable autosave, activating on every map transition, though I'd certainly prefer it to be three saves.
Obviously raises your transition times significantly.

419
Development Log / Re: Dev Log #17: Version 0.1.8.0 released
« on: May 09, 2013, 10:23:33 pm »
Oh. That makes hit and run surprisingly useful for Unarmed characters, I suppose.
Thanks for that piece of info.

420
General / The value of perception
« on: May 09, 2013, 04:18:19 pm »
So, same question as I had with Dexterity a while back.
How much is perception worth for a heavy melee character?
By itself, probably not much, but I plan to utilize Snooping to get some hidden passaged, which I hope will ease me through the areas containing non-organic security.
As far as I found out so far, the best way to survive the mines in the junkyard is bandages and quicksaves, so it's really only hidden passages in the early- and mid-game (Afterwards, I hope to smash through) and.... I suppose that's it?
Will 5 do, or can I reduce it by one to get more Constitution or will?
The first two points are probably going into strength so I can wear heavy equipment.
Edit: Actually, there may be stealthed enemies. I'll go with 5 Perception, and in turn, only 5 will and 9 constitution, as well.

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