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Messages - bushwhacker2k

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106
Bugs / Re: Report spelling/grammar errors
« on: June 14, 2014, 04:18:23 pm »
When talking to Pasquale, post-Armadillo Drill finding, I selected the option, "What are your thoughts on the Faceless invasion?"

He responded with:

"I must say it's an exiting turn of events. We know so little about the Faceless and how their society works. Rumor has it that they have highly developed psionic abilities and that they communicate through telepathy."

Bolded 'exiting' should be 'exciting'.

107
Suggestions / Quick Transfer for any Container
« on: June 14, 2014, 03:24:11 pm »
I noticed as I was reading my old posts, that I had mentioned that bartering was too tedious- which was then fixed so you can double-click to move! :D

So now I'm thinking: since you can only have one container open that isn't your personal inventory, it should probably work the same way.

108
Bugs / Re: Bonus Mechanical Threshold vs. Robots
« on: June 14, 2014, 03:20:59 pm »
Thank you, that's what I was thinking of.

109
Suggestions / Re: Shooting Mines
« on: June 14, 2014, 03:20:17 pm »
No. Mine launcher would be OP!

j/k

Grenade launcher, interesting idea. :D

It makes sense to add this. But it's kind of double edged sword, since AI could just shoot mines set by players making them quite useless. And mines are already lacking (because mines + TB is really unfortunate combination).

Do enemy AI's shoot explosive barrels? I've never seen that before.

I don't know what TB stands for so I couldn't follow what you were trying to tell me here, even after checking the link.

110
Suggestions / Shooting Mines
« on: June 14, 2014, 06:00:56 am »
The ability to shoot mines the same way you can explosive barrels would be nice.

111
Bugs / Bonus Mechanical Threshold vs. Robots
« on: June 14, 2014, 05:48:14 am »
First off, I could swear I read something about this but I couldn't find it when I looked again- so here I post.

I am using a Tactical Vest that I made, which gives 9 base Mechanical Damage Threshold, so it should give 27 total Threshold vs. any kind of bullets.

But I'm going up against Sentry Bots and it is only using the base 9 Mech DT.

112
Bugs / Re: Elwood's House - Trapped Footlocker
« on: June 14, 2014, 05:43:08 am »
Wasn't sayng that it was. Was just saying that it is very unlikely to be a bug. Some traped chests/lockers are quite cliche in most games after all.

Kk, thanks for clarifying. Some people get offended easily so I worry about these things.

If I had to throw a wild guess as to why a mine rather than an activatable trap when you interact with the locker is probably because a game mechanic for that was simply not designed and putting a mine in front of it would work prety well... Can be wong of course and the mine is there exactly because that was the intention.

If you say you can avoid it by going around the side then probably what is needed is either a second mine there to prevent getting to it without having to deal with mines... However one mine detonating would set the other mines off as well which would very likelly guarantee a kill if you just steped on it... But nothing a load and throw grenade wouldn't solve anyway.

Going around to the side doesn't allow you to open it, which is why I submitted this since it's a mine.

But yeah, everything comes down to how the devs really view this. If it's a trapped lockbox then there's no problem here- but if it's firmly just a mine then I should be able to circumvent it just by being aware of it.

So, final word from me: Can a dev clarify the position on this?

113
Bugs / Re: Report spelling/grammar errors
« on: June 14, 2014, 02:38:17 am »
H&K MP5

"It's an old world 9mm sub-machine gun. It's reliable and precise even during prolong bursts."

Bolded 'prolong' should be 'prolonged'.

114
Bugs / Re: Elwood's House - Trapped Footlocker
« on: June 14, 2014, 02:35:24 am »
So... Elwood protects his stuff with a mine. It's pretty obvious not a bug. You can step on it, you can disarm it or you can throw a grenade at it. All of those are possible solutions.

Debatable, definitely up to devs on this one.

The thing is- logically, if you knew there was a mine there you'd just open the lockbox from the side.

-

On a separate note, just to clarify: this isn't a complaints forum, this is a bug submission forum. If I see something that might be considered a bug, I generally submit it.

115
Bugs / Elwood's House - Trapped Footlocker
« on: June 13, 2014, 05:43:25 pm »
Once again not sure of the devs' views on this, but in Elwood's house in the Junkyard there is a footlocker in his room which absolutely cannot be accessed without dealing(disarming/stepping on) with a mine.

116
Bugs / Re: Jackknife - Skill Bonuses Don't Apply on Load
« on: June 13, 2014, 05:30:48 pm »
Thank you. :)

117
Bugs / Re: Report spelling/grammar errors
« on: June 13, 2014, 07:03:53 am »
At the Junkyard, right outside the United Stations Embassy I'm talking to Second Lieutenant Garren and when I select the option, "4. You don't have any jurisdiction over this place, right?" He replies with:

"The Junkyard is not part of the Protectorate, no. But be advised that the embassy is sovereign territory of the Protectorate and that I'm allowed and required to act to prevent and/or counteract any action that might endanger it or its staff regardless or jurisdictional boundaries."

The bolded 'or' should be an 'of'.

-

balaclava blueprint description:
headfear -> headwear or headgear

Headfear :D It makes sense because Balaclavas boost intimidate.

118
Bugs / Jackknife - Skill Bonuses Don't Apply on Load
« on: June 13, 2014, 05:53:58 am »
I equipped the Jackknife, quicksaved and shortly thereafter quickloaded- I had to switch weapons back-and-forth to get the skill bonuses to apply, they weren't in effect on load even though I already had the weapon equipped.

119
Bugs / Un-Lootable Locker
« on: June 12, 2014, 05:40:13 pm »
Two questions associated with this:

1) Is there a way of determining the name of a specific area you're in? It'd make it easier to reference for forum chat.

2) Does the white eye over Auto-Turrets mean they always see you (True Sight, essentially)?

If the answer to 2 is yes, which I think it is, there is a locker which is impossible to loot. If you go down to the basement level of South Gate Station, which is the subway, and then walk one screen south you'll see a fence, 2 guards and a locked locker.

I can avoid being spotted by the two guards, but since it's in view of the turret, I'm automatically seen. Upon unlocking it in stealth only the Turret seems to become hostile.

It's actually kind of weird that an Auto-Turret could make the distinction that I'm stealing something (maybe it's really advanced?).

120
Bugs / Permanently Empty Storage Room
« on: June 12, 2014, 05:30:41 am »
At the GMS Compound, down the stairs from the second floor (storage, the one with the sentry bots), there is a locked room with two lockers in it.

I've been down here with many characters and it seems to be completely empty every time.

I'm not against some locked empty containers, but it might not be intentional. Wanted to point it out.

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