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 - bushwhacker2k

Pages: 1 [2] 3 4 ... 15
16
General / Re: Disappointed ...
« on: July 22, 2014, 07:13:39 pm »
... Thinking about it, chance encounters with bandits aren't a bad idea.

Enemies already respawn in some areas, but this is a great idea IMO. It would make moving through already cleared areas much more interesting because enemies wouldn't simply spawn in areas you already know they'd be in. Lot of potential there.

17
Bugs / Re: Mobs attacking each other on player arrival
« on: July 13, 2014, 06:07:01 pm »
This doesn't normally happen. Are you sure the muties didn't accidentally shoot at the dog?

Oh, maybe burst fire?

18
Suggestions / Balanced Handles
« on: July 13, 2014, 02:50:10 am »
Balanced handles for knives and sledgehammers, to add a slight accuracy bonus like the guns have.

19
Bugs / Re: Mobs attacking each other on player arrival
« on: July 13, 2014, 01:04:04 am »
Interesting, I wonder what could cause that? The dogs are normally allied with the Muties (hell, the Mutant Dogs are allied with the Auto-Turrets in there...)

20
Bugs / Inconsistent Camera Line-of-Sight
« on: July 13, 2014, 12:03:22 am »
So cameras only detect you when they're pointed in your general direction and you're close enough, right?

But if you use anything with a red cursor (thus implying something criminal or something that people nearby wouldn't want you to do) the camera either immediately breaks your stealth or starts combat with you- regardless of facing or even if there's anyone watching you do something.

[I'd realized this one ages ago, but it only just now occurred to me to submit this obvious bug]

21
Suggestions / Re: Foundry Ambiance Sound
« on: July 12, 2014, 09:08:45 pm »
More music/drones will be added at some point.

That'd be good! :D

I like Underrail's background music, but it does get a little tiring after you've been playing the game for 100+ hours.

22
Suggestions / Re: Possibilities for requirements/limits?
« on: July 12, 2014, 05:02:15 pm »
As for the "Controlled Bursts" idea, I think the easiest way to implement that would be making a feat that simply removes cooldown from Burst ability because why not

I like this idea- though unless I'm quite mistaken about how burst works this will only buff SMG-users (which already have more applicable feats than Assault Riflers) since bursts take 3 times as much AP as firing the gun (referring to the Spec Ops feat).

23
Bugs / Re: "Conversations" Break Stealth
« on: July 12, 2014, 04:54:10 pm »
Giving this a BUMP because editing my post doesn't do it.

-

Here is what I'm referring to:


24
Bugs / Visual Layer Disorder - Junkyard - Mutie's Footlocker
« on: July 11, 2014, 08:52:32 pm »


Only reason you can see most of the footlocker is because my cursor is hovering over it. From this position it clips to being beneath the table.

25
Bugs / Weightless Acid Blob Pistols?
« on: July 10, 2014, 04:05:27 pm »

26
Bugs / Re: Medical Components
« on: July 10, 2014, 04:04:43 pm »
When  Pasquale asks for Medical Components, he isn't particularly picky about how medical they supposedly are, because I'm perfectly able to sell him Gasoline.  :P

Wow, I thought that was categorized under 'Chemicals', not Medical Components.

27
Bugs / Re: Hijacked Train
« on: July 10, 2014, 03:01:05 pm »
Bad design isn't a bug if it's working as intended. ::)

Not according to the professional quality assurance teacher I had! :D

I've been informed that even if they let it go it is still a bug if it can be considered a bug. (Same person informed me Design Flaws are definitely bugs)

I agree the cutscene where the last bandit appears could be handled differently. It truly breaks the flow if you're sneaking around looting the bodies, then suddenly one more bandit appears and pulls you out of stealth with his magical powers of dialog initiation :P But it didn't feel like much of a problem. They must have had the bomb ready for situations like that.

If you break it down that's basically my only complaint- the only real other thing is that I'm not sure what the dev's intention for what the player is supposed to go through upon disarming the bomb is.

28
Bugs / Re: Map with no Exit!
« on: July 10, 2014, 02:58:32 pm »
That's the one!

29
Suggestions / Re: Toggle Auto-Open on Move
« on: July 10, 2014, 02:54:59 pm »

30
General / Pneumatic Hammer - Resist Chance?
« on: July 09, 2014, 05:32:21 pm »
I believe the higher grade Pneumatic Hammers increase the damage boost and the energy cost...

So, if you wanted a Pneumatic Hammer purely for the incapacitating effect, would it be better to get a really low-tier one so it doesn't use much energy? Or do higher grade PH's have a higher chance of successfully incapacitating?

Pages: 1 [2] 3 4 ... 15