Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - UnLimiTeD

Pages: 1 2 3 [4] 5 6 ... 31
46
General / Re: Are energy pistols as gimp as I think they are?
« on: May 31, 2017, 01:49:43 pm »
Well, the addon will likely bring a new economic situation, so it makes sense to balance new feats, items, etc. around it.
Might be more months until then, but it's something to look forward to, no less.

47
General / Re: Ambush and night vision
« on: May 25, 2017, 07:39:15 pm »
If you have neither throwing now psionics, you will probably find tactical options to be somewhat limited in this respect.
Setting the target on fire might work, but then one of them might move your way.

48
Would be nice to get additional animation set with running, prone, crawling, along with their impact on game mechanic - more precision shooting, stealth bonus due to lesser noise and such.
____________________
Было бы неплохо получит новый пакет анимации - бег, переползание, стойка на колене, а также их влияние на механику - выше точность, меньше шума и пр.
All visuals are basically created, then sort of "photographed" into 2D images. Creating crouch and prone states would be so much effort, they could create a half new game in that time.
Maybe for an Underrail 2.

Another suggestion:
Could we get a psionic drug or two? Something like a temporary imprint or maybe even something that suppresses that inhibitor for a short while with some other bonuses or penalties, theoretically allowing a player to play a PSI-character without Psi-Empathy, at the cost of being a horrible drug junky that essentially needs "ammo" for his abilities. ^^

Edit: How about special subsonic ammo? f.Ex. -10% dmg, -1 level of impact speed, and probably slightly less loud, obviously. A reduction in impact speed could very well be useful for some ammo types. In the same way that a projectile that is designed to crash shields, maybe with extra electronic damage, would benefit from a higher speed.

49
Suggestions / Re: New feat: Toyslinger
« on: May 04, 2017, 12:07:23 pm »
If I may ask the question:
How much effort is the testing?
Is it mostly compiling a build with only that, seeing that it doesn't crash, then uploading it to beta (meaning the technical work is the culprit) or is the work in what comes after the uploading?
Trying to get a grasp on that here as I obviously have no real idea how your engine works.

50
Development Log / Re: Dev Log #52: Jet Skis
« on: May 03, 2017, 08:02:44 am »
I may be late to the party, but MAN. I did NOT expect that. Nicely done, way to go. Looking forward to it.

51
Development Log / Re: Dev Log #51: New Weapon Types
« on: March 02, 2017, 10:55:29 am »
Well, higher range would have certainly helped with those cases where the PC can be attacked, but not hit back due to himself apparently being out of range.
So, given that spears are thrust weapons, can we use a pneumatic component?  ;D
And I assume shotguns will be completely blocked by shields?  .... that might be a niche for special crafted ammo.

52
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 23, 2017, 05:54:11 pm »
 :o
I did NOT expect that. As Altos already said, you hinted at it being mechanically difficult to implement new weapon types, what with having to do 2Ds of models and variations with the new weapons and what not. Not that a shotgun looking like an AR would have been that much of a problem.
So... what did you change to make this possible? Or was it all painstakingly handcrafted?
I mean, you even have full animations for those. Colour me impressed.

One question you might not want to answer yet :P : Will 12 Gauge have it's own unique Ammo type, as well? Edit: As in, HE, Shock, etc., it obviously has it's unique calibre, already.

53
General / Re: Special Attacks with special Ammo
« on: February 14, 2017, 07:39:23 pm »
Ah, true. Well, that makes sense.
I assume they don't count as "weapon" attacks then, if they have their own damage?

54
General / Re: Special Attacks with special Ammo
« on: February 12, 2017, 09:10:49 pm »
In this case I agree.
But I wonder what would happen with, say, explosive bullets fired in a burst with a smartgun (if that combo did exist), or snipe with a toxic projectile. Essentially, I wonder how that works in the code.
Eh, s'pose I could try.

55
General / Re: Special Attacks with special Ammo
« on: February 11, 2017, 09:32:08 pm »
No, I mean, will the shock also gain the extra damage if the target is already hindered in some way.

56
General / Special Attacks with special Ammo
« on: February 11, 2017, 05:37:36 pm »
Does special Ammo work with special attacks? Or crits?
I mean, actually be affected by it. Say, Opportunist with Shock rounds.

57
Suggestions / New weapon/Ammo combinations in Expansion?
« on: February 11, 2017, 05:12:46 pm »
Looking through the available weapons / ammo type today, there's a notable lack of any non-sniper 12.7mm weapons, no .44 smg, etc. etc.
I would assume adding new frames would be a hassle, but maybe this or next expansion could contain an extra unique or two?

58
Suggestions / Re: More knife based Feats (Explained better in the post.)
« on: February 11, 2017, 05:09:55 pm »
Wouldn't it make more sense to have feats layered?
Like, a feat for Knives and throwing knives, a feat for Tknives and Grenades, a feat for poison and chemicals, etc...  so you don't just have more in one direction, but different combinations of feats.

Maybe Melee feats similar to how psi has two diverging paths available?

59
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: February 11, 2017, 02:01:00 pm »
So, I have a question there: How is this distributed?
I switched to the beta on steam recently (being there as a Desura legacy), and I didn't see an update. Is the file so small I couldn't see a tick of download, was it all there and now just switches a config, or does it only update while I'm not looking?
Edit: To clarify, it did work, just wondering.

In other news:
I'll probably add some sort of feat for chemical pistols to compensate this change. I'm not so sure energy pistols need it though, but they might receive some new interesting stuff in the future as well.
Here's hoping for something subversive instead of just damage. I dunno, hit reduce the targets fortitude and resolve. Or substitute chemistry for guns so you can fight with SCIENCE. :P

60
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: February 01, 2017, 12:22:01 am »
... So the recurrence empowers the damage, not the target? Wording, gentlemen.
... I'm confused.

Edit: If Psi-Skills continue to have a synergy, a full PSI character might end up getting easily 30 points in Temporal Manipulation without investing anything. Worse comes to worst, just don't gain the last level, then when the addon comes around you can dump 35 points in it and get most of the stuff that might require spent base points. With universal bonus gear that ought to result in a good 60 or so skill level. Not sure how skill level will play into it anyways, a lot of them look like they have no variable components.

Pages: 1 2 3 [4] 5 6 ... 31