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Messages - Styg

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1606
Suggestions / Re: A List of Suggestions...
« on: May 22, 2013, 01:03:30 am »
I'm curious as to why you want incapacitation to cause immunity?

1607
General / Re: Ninja Looter
« on: May 22, 2013, 01:01:35 am »
Okay, I played a bit more and I must make sure. Is this only meant to be applicable at a moderate level? Even with a stealth coat and stealth boots, max agility and max stealth score, approaching from behind- I will still be spotted very, very quickly.

Can people tell me what level they are when doing this?

Who are you trying to pickpocket? Detection scales off of level and perception so if your target is much higher level than you, I can see how you'd have problems there.

1608
Suggestions / Re: Burst Trajectory
« on: May 21, 2013, 11:19:29 am »
In commercial version the grenades have a chance to land on the targeted spot. It's not guaranteed like in the demo.

1609
Suggestions / Re: Burst Trajectory
« on: May 19, 2013, 06:20:41 pm »
There isn't that much calculation used when displaying AoE attack. It just highlights tiles within a given radius.

That's a shame. I hope you can get something in place at some point. It's very difficult to gauge the risk of a burst shot to allies without any clues. Don't grenades already do something similar? Can't you use a similar process for the burst>

Sounds like a good idea, I'd rather be able to gauge the danger to my allies than risk aggroing people through trial-and-error.

If you burst fire in someone's general direction you should be aware there is danger you might hit them. Knowing that someone's just out of the burst cone and that you're safe to burst would be kinda cheating. :P

1610
General / Re: Stealth Question
« on: May 18, 2013, 07:50:47 pm »
I assume cloaking and using stealth while inside the field of vision of an enemy will never actually hide you, correct?

Unless they are incapacitated, no.

1611
General / Re: Stealth Question
« on: May 18, 2013, 09:48:01 am »
Which door are we talking about?

1612
General / Re: Ninja Looter
« on: May 17, 2013, 11:38:53 am »
That's how it works and it's possible. Try using some stealth gear and approaching the target from behind.

1613
Suggestions / Re: Burst Trajectory
« on: May 17, 2013, 11:35:14 am »
It would still be handy to get a visual aid to what the spread of the burst shot is though, so you can determine the risk of hitting surrounding things is. I'm thinking ideally a translucent arc so you can see who is in your line of fire, or maybe % chance to hit over affected people.

(now I've posted this I'm wondering if it already does the % chance.... hope I'm not being an idiot!)

While this would be nice, it'd take quite a bit of extra programming. I might add this later in the polishing phase or something.

1614
General / Re: Health/Psi Hypo Reagents
« on: May 16, 2013, 08:17:08 am »
No plans to change those. You should be finding the stuff you need for both of these recipes along the way without much trouble.

1615
Bugs / Re: Bilocation Doppelganger Damage
« on: May 16, 2013, 12:50:41 am »
Hehe, yeah, I'll tone it down a bit. Though it might not be that imbalanced for that level of skill, but still the doppelganger hits 3 times with almost no chance to evade and no way to resist it. :P

1616
Suggestions / Re: Omni-Tool
« on: May 15, 2013, 07:08:27 pm »
The Fishingrod, the Flare and the Patch Kit don't use a skill either.

Why should the Omni-Tool?

Fishing uses dexterity, flare uses throwing skill and repair kits are necessary for any type of character so they must be available to all (though I might add bonus for those that have the corresponding skills as well).

Omni-tool uses lockpicking because, like regular lockpicking, it's meant to be used to open alternative passages for character that invest into certain skill. I'll probably add a note about the requirement in the description as suggested, though.

1617
General / Re: Spikes and Blades (and Armour)
« on: May 15, 2013, 03:35:58 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.

Well, vests aren't meant to save you from snipers, but try them out against pistols, SMG/assault rifle burst fire or frag grenades and they should perform better than metal armors (for less encumbrance too, don't forget).

If you manage to reproduce the bug you mentioned, let me know. Is it possible it wasn't a firearm?

1618
Bugs / Re: Bilocation Doppelganger Damage
« on: May 15, 2013, 02:50:13 pm »
Just taken a look at the code and there was a bug causing the damage not to apply correctly. I've never tested it with that high skill so I never noticed.

On on that note, holy cow that damage is insane. Might need to do something about that at some point. Did you export/import that char or did you achieve that level of skill in one play-through?

1619
Bugs / Re: Bug - Crowbar Durability
« on: May 15, 2013, 01:12:49 pm »
Just noticed the crowbar has no durability despite other melee weapons having durability.

Yeah, I know. I had some trouble giving it durability since it would require me to do lots of footwork on the current maps so I just left it as it is.

I might do it at some point or not. It's not particularly good weapon past the early game.

1620
Suggestions / Re: Burst Trajectory
« on: May 15, 2013, 01:09:26 pm »
There is a trajectory. However, there's no guarantee that you will hit all, or any, targets on the trajectory.

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