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Messages - bushwhacker2k

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61
Bugs / Re: Weird allocation of value
« on: June 27, 2014, 06:31:15 pm »
Hey, someone did read that thread! :D

Yes, pretty much the same thing.

62
General / Re: Pistol Build - Insanely High Damage
« on: June 27, 2014, 06:27:59 pm »
Hilf, if you are using steam you can take screencaps with steam by using F11 I belive.

F12 for me :D

63
Bugs / Re: Target Practice... FOR FISTS!
« on: June 27, 2014, 06:26:35 am »
That's what i call alternative quest solution (:

In this case I agree, I like how they left the space open so some people could think to slip past.

64
Bugs / Target Practice... FOR FISTS!
« on: June 27, 2014, 01:23:04 am »
So I, on the spur of the moment, decided to walk around the table at the shooting range and then proceeded to punch the target until I had hit it 10 times...

Gorsky was A-OK with this and sent me on my merry way, not having fired a single bullet, back to Tanner. :)

65
Bugs / Damaged Carpet Tiles are a Different Color
« on: June 27, 2014, 01:17:29 am »
Actually summed it up pretty well in the title, but if you go to a room with carpeting (there are a few in SGS I believe, like Tanner's office) and look closely at the tiles that are specifically damaged you will likely notice the carpet is a different color entirely from the surrounding undamaged carpet.

66
General / Pistol Build - Insanely High Damage
« on: June 27, 2014, 12:45:24 am »
Before, I was confused as to how you could possibly do over 300 damage in a single attack for the "It's Super Effective!" achievement- then I made a pistol character.


67
Bugs / Re: Ezra's Training - Weak Azuridae Loot Drop
« on: June 26, 2014, 06:40:27 pm »
In any case, I don't think of it as a bug - it's just one corpse you can't loot, and for a reason! We're just overanalyzing minor details here, aren't we? :p

Well, if the devs are going for that then I guess there's no problem- it's just that it's a piece of loot that will always be there and you can never get it.

68
Bugs / Ezra's Training - Weak Azuridae Loot Drop
« on: June 26, 2014, 07:34:43 am »
If you ask Ezra if he is a psionic trainer then he silently sends you into the caves on an isolated island that has no entrance/exit (other than plot teleporting).

The Weak Azuridae you fight on the island can drop loot, which is useless because there's no way of getting the loot. As soon as it dies you are teleported away and there's no apparent method of reaching it after that.

69
General / Re: Evasive Maneuvers - Diminishing Returns?
« on: June 25, 2014, 08:44:23 pm »
Okay, I just had to test this to make absolutely sure.

Evasive maneuvers always gives you 3x move points as evasion, regardless of armor penalty.
But of course you have lower move points to start with if you're wearing tons of metal.

Going to test this myself, but what you've said so far makes sense, thank you.

70
Bugs / Re: Failed Level-Up?
« on: June 25, 2014, 08:43:27 pm »
I have experienced the same bug- and it's definitely a bug because you can't usually complete a level up without using ALL your points.

71
Bugs / No De-Fog - SGS Workout Room & Vera's Conference Room
« on: June 25, 2014, 08:42:37 pm »
I notice in some areas (controlled zones?) the environment is automatically revealed even if you haven't seen it before.

I also noticed that there are areas in these zones (new areas I'm pretty sure) that are not auto-revealed.

Two examples of this that I've found are the workout room across from Doctor Pasquale's office and what looks to be a conference room accessible from Vera Hale's office.

-

I forgot about Quinton's lab, that's another one.

Arlene's Kitchen and a nearby locker.

72
Bugs / Re: Report spelling/grammar errors
« on: June 25, 2014, 06:36:08 pm »
Camp Hathor, Edgar:

"If you run into him by any chance, you better run for your life, because he has no mercy and I think no one man or woman can kill him alone. He's the master of covering his tracks, he's strong, poisons his weapons, sets hard to spot traps... you name it! He's killed many of us, and I don't think he'll stop."

Okay, I have to say this is a bit of a hard one- so I'm only going to make the correction I'm pretty confident of. I'm unsure of the commas but I'm not exactly sure what would be correct in this instance. I think hard to spot might require hyphens connecting the words, "hard-to-spot" but once again I'm not certain.

"If you run into him by any chance, you better run for your life, because he has no mercy and I think no one man or woman can kill him alone. He's a master of covering his tracks, he's strong, poisons his weapons, sets hard to spot traps... you name it! He's killed many of us, and I don't think he'll stop."

73
General / Re: Evasive Maneuvers - Diminishing Returns?
« on: June 25, 2014, 06:14:53 pm »
Well, the question is if fancy footwork is penalized by the armour.^^

Ah, yes, this too!

74
Bugs / Re: Biotechnician's Suit
« on: June 25, 2014, 06:14:01 pm »
It'd be nice, thanks for the info.

75
General / Re: Evasive Maneuvers - Diminishing Returns?
« on: June 25, 2014, 08:51:59 am »
Is this bugged or does it suffer from diminishing returns?
Neither. The chance to evade/dodge attack is capped at 60% or 65% iirc.

Of course, this works the other way as well, so an enemy using evasive maneuvers won't drop your chance to hit to 0% even if their evasion is hundreds above your weapon skill.

Evasive maneuvers is great if you use heavy armor and rise your evasion just enough to get the feat.
But not of much use to characters that heavily spec in evasion.
Couldn't be more counterintuitive. :-\

I seeee!

Yeah, not adding more than 35 points in Evasion then.

So this is really only moderately useful... I guess I shouldn't have been expecting temporary immunity anyway.

-

Additional question: Is a temporary bonus from something like Evasive Maneuvers penalized by armor penalty? Will the bonus from it be subject to the 95% penalty like regular evasion?

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