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 - Elhazzared

Pages: 1 ... 25 26 [27] 28 29 ... 33
391
General / Re: A bit of Player Data and Pure Opinion
« on: October 17, 2013, 11:43:29 pm »
Strange. I will admit that I never tried but so long as they wouldn't get a red eye meaning that you were noticed then you should be able to pass by. I also would advise to actually go into turn mode when close enough or when the dogs are nearly dead, so you get more time or well... more movement.

392
Suggestions / Re: Dense Blocks of HP
« on: October 17, 2013, 09:35:59 am »
Really Styg? I mean even if you can get them early are you goona use them mid game over a MK3 which will still oneshot everything?

the reason to have those components available earlier on is only to be able to have a few extra so you don't run out as easly.

393
Suggestions / Re: Dense Blocks of HP
« on: October 17, 2013, 09:28:32 am »
CC isn't necessarely a way to stop without killing a large group, Itt is a way to deal with a large, whatever that may be. So AoE damage that will instantly kill the group can be counted as CC though it's ok if we have different opinions there, it's a matter that there is no point in debating since we already have a pretty well formed opinion on it though from what I see Styg considers it to also be CC judging by a post he made earlier in a topic.

As for too easy to attain too early. This is my point of view of course but let's try to see what's balanced. You can easly buy grenades early in the game, from level 1 in fact and Ibelive you can craft them from level 1 as well... At least the mk1. This means that those grenades are balanced for level 1 gameplay. At those levels grenades easly kill anything they hit which means that the current grenade setup is supposed to kill anything in the area. Now if we are to assume that greandes are suppose to one shot everything or well, close enough to that anyway then it doesn't really matter how early you can get the higher grade versions because you'll use a mk1 when you have to, a mk3 when you have to or an mk5 when you have to. You are not going to waste a mk5 on low level mobs anyways but you'll still use the one which is lowest and will oneshot none the less.

It is also my opinion that crafting requires way too much skills as it is. Again it's my opinion and we all know what opinions are like but I'd like to see  lower values being given to craft stuff because currently it's a huge investment for a not so great bonus over what you can buy on the market. Lowering the skillset for everything from the begining would allow for players to get much better weapons than the market can offer and in turn make it worth the investment becuase right now the only investment I feel decent is indeed grenade crafting.

394
Suggestions / Re: GMS Station Vault
« on: October 17, 2013, 02:22:22 am »
I don't really mean a vault fallout style. I mean what the word vault usually impliest. A very secure room which holds up the most valuable stuff. Kinda the difference between a storage room and a vault, vaults are bigger, they are much better protected and they have the really valuable stuff inside.

I wouldn't think it would be logical the burrowers just dug into the vault simply because if burrowers could dig through the external walls, they could just dig through the walls and infest the rest of the place. The doors would effectivelly be of no use against them.

Rulling out that they could not have dug to it then the next logical step would be to assume that what what opened up the passage for them was the most recent earthquake.

Now that initial room you see when you open the doors is very same, so small in fact that even the storages on the second floor are incredibly bigger so that wouldn't at very least feel like a vault. More like a secure room before the vault. The vault would be then accessible throuh stairs or a passage and I've always assume that passage to be stairs because there is no colapsed walls around it, it looks perfectly like a continuation of the facility for all purposes (yes, with lovelly burrower eggs all around since they decided they didn't liked the decoration).

Since the next map is the hive however then what I'd logicly assume is that somewhere along the line the earthquake colapsed the passage and opened a new one into a burrowers hive, now the logical next step I'd think here is that either this whole place is indeed a hive but a player would be rewarded by later on having a passage into anotehr colapsed walls directly into the vault or that this is actually the vault, only that the initial part of of, almost with all the walls had colapsed but up ahead the scenary would start to change to that of a vault with valuables. Neither is currently the case but we may yet see that change.

Lastly while yes you are told get away from there cause hell is a nicer place than that. You are also lead to belive there is valuable stuff down there... it's kinda like saying. Look, if you go in there you're probably not going to come back... But if you do somehow managed to survive, then you might have just hit the jackpot.

Its not that i don't understand your reasoning Epeli, I just fundamentaly disagree with it... Which is fine cause I love these nerdy discussions :)

395
Suggestions / Re: Dense Blocks of HP
« on: October 17, 2013, 02:02:55 am »
I don't feel that is a problem however since there is a limit to how much materials you can get so there is a limit to how many you can craft so you can't go on a grenade throwing frenzy in which you throw one at the start of ever combat. Then there is the problem that it's the only CC available for non-psikers which means it has to be readly available. If you make it too hard to craft then you just get to a point where you are stuck cause you just don't have the CC to deal with the situation. Styg said it himself, the game is being balanced around the fact that you'll always have some form of CC.

396
General / Re: A bit of Player Data and Pure Opinion
« on: October 17, 2013, 01:57:52 am »
As far as I know there is no way to peacefully resolve the matter but quite frankly. XP and Loot! There is also a way to stealth by them which works kinda teh way I sujested to you. instead of throwing a grenade, wait for them to engage the ratsand tehn you should be able to stealth by them and take the first stairs on the left... Of course this only answers the how to get in problem though I suppose you could say by the time you get out you are already higher level so the encounter dificulty would have been lower.

I'm glad my advice worked for you, quite frankly it was the only way I've actually found to deal with them, I've failed horribly even with psi... Granted with psi+a grenade was the best effect ever! Grenades are not just cheap, if you can craft them then even a mk1 becomes like a third of the price XD. More however, making mk3 is also easy and even mk. You need at best 10 mechanic and 44 chemical and mk5 are devastating weapons, they nearly kill mutants. mk3 may or may not kill mutated dogs/humans but what survives, survives on very low HP. So yeah, grenades are like the most cost efficient item in the game, but while they are very cost efficient, if you don't craft them you don't get powerful ones that you'll need for the junkyard and of course. Just like ammo for your guns, it's a good policy to conserve them.

397
Suggestions / Re: GMS Station Vault
« on: October 16, 2013, 10:56:48 am »
I strongly disagree here. Gorsky knows that they were keeping valuable stuff down there. It wasn't so valuable for them not to abandon it when things beggan to go south, but it was still valuable enough for Gorsky to want to go in there and get it.

It is also explain that that place is a vault and there is no vault, there is only a burrower hive.

It is also known that who discovered that place was a burrower's hive was one of the guys from omega station which had gone in there (probably to check the vault for something) and found that along with the cave having colapsed a wall for them to move in (as well as for the raider's attack) it colapsed probably a passage for a burrowers hive which would explain why it's there in the first place. Still the vault shouldn't be unreachable. The guy had closed the door to the vault so the burrowers would remain in there and didn't tell the others so they weren't afraid and had to leave.

So for me the conclusion is simple. Yes, there is now a burrower hive between you and the vault but past the hive there should be a vault with loot.

As for whether or not there should be a correlation between dificulty and loot. Quite frankly I could say that just because something is a bit harder than other things it doesn't means the loot should be that much better, say, if you're fighting 5 hard enemies against fighting 4 hard enemies. Maybe there is no necessity for the 5 enemies to have better loots, they may even have lesser quallity though more quantity. However to walk into the hardest content in the game and come back with nothing to show makes a player feel frustated and cheated of their time. So there should be some correlation between difficulty and reward.

398
Suggestions / Re: Dense Blocks of HP
« on: October 16, 2013, 09:12:35 am »
I have actually never crafted MK4 though I image they are decent. Still my reasoning for not crafting was that with the current content, MK3 is enough for everything that it's not a mutant. Especially because even mutated dogs or humans that won't die from it will be left at death's door anyway. MK5 I use specificly to hit both mutated dogs with a mutant in the pack so the mutant is left nearly dead so my assault rifle can then finish it off... I am unsure if MK4 is capable of archieving the same results but since I am conservative with my grenades I never really ran out.

399
Suggestions / Re: GMS Station Vault
« on: October 16, 2013, 01:13:05 am »
True but I belive you don't need much. I tried bumping it to 10 and asking for the keycard and apparently that was enough.

400
Suggestions / Re: GMS Station Vault
« on: October 15, 2013, 11:36:32 pm »
Indeed my problem isn't even how hard it is but rather the risk reward situation as you have read in many other posts out there.

You are fully aware it's a scary place that people avoid with more fear than hell itself.

But you are also made aware that there is valuable stuff down there. It is why the mission was to go there and get it in the first place but at the end there is nothing worth whatsoever.

Still, Styg did said he was going to consider adding levels after the burrower hive so in the future we might see past the hive the continuation of the GMS complext and the wonderous secrets it holds.

401
Suggestions / Re: Dense Blocks of HP
« on: October 15, 2013, 11:32:48 pm »
I don't think it's a very large investment. 10 mechanics and 44 chemistry for mk5 grenades, you can get that by the time you are about to enter the junkyard and that's on a 5 Int character.

While I may tend to agree with you that the general answer is, use grenades, they are the only form of CC available in the form of large area damage for non-psikers... now as for they not really doing much and having a long cooldown time... Well I don't see how that is possible. There is no situation in which you'll ever agro more than 1 mutant (it is possible but you have to be trying in order for that to happen and normally you'd be doing the opposite) Even if the aggro comes with a pack of mutated dogs, throw a mk5 and all dogs are dead, mutant is bellow 100 life for sure.

Special sniper attacks also tend to leave the mutant bellow 100 health in almost all cases so they aren't much of a threat. Even if they spit at you they won't kill you with just that. All my characters have 5 constitution and on leather armor they can survive that, the globs the dogs throw and maybe a couple bites so I don't understand how are you dying so easly just to the acid spits.

The only real time I felt dificulty in the junkyard (specificly depot A) was with my psiker and that was because of some freakish bug in which almost every single time the stealth was being ignored, they just went completly red as soon as I was in their vision range. Since psikers have a lot less damage potential (albeit much more utillity) I did relied on the stealth to start the engagement favorably and because of my inabillity to do so, it was indeed an uphill battle. I can tell you the last part of depot A took me 3 hours to complete but again, that was because of a but. My gunner character just stomped their face in a second because the stealth was working and I had weapons that just blew entired hordes to pieces. In fact I actually remember playing with the dogs, filling a narrow passage once with caltrops, provoking them and watch them run to me only to die very shortly after they cleared the caltrops (poison is wonderful).

Speaking of that, Styg. You know what would be great? A way for characters (but characters only cause it would piss me off if NPCs could too :P) to step over caltrops and just ignore their damage or maybe just a way of removing them without hurting ourselfs.

402
General / Re: A bit of Player Data and Pure Opinion
« on: October 15, 2013, 11:10:13 pm »
Those bandits are easy to deal with if you learn how to do it. A grenade whould at least take half their life away or straight up kill them if it's at least a mark 2. but let's assume a mark 1. Behind those guys there are rathounds and they will eventually venture far to close to aggro on the bandits. wait by the barel on the right of the screen and once the rathounds engage them wait to make sure all bandits are attacking the rathounds as you creep closer (no stealth needed). Then you toss the grenade at them (try to land it where you hit all the bandits but none of the rathounds so they are distracted for longer. Do this right and half their life is chipped away not to mention they, at least 1 will be distracted by the rathounts so you get a bit more leeway until the are dead. Next comes an aimed and most likelly will dispatch one of the bandits. From here on out it should be doable.

403
Suggestions / Re: Dense Blocks of HP
« on: October 15, 2013, 06:18:29 pm »
lol

As for your tests... I dunno I remember opening the door at the GMS of the cantina, then pull way back and try to toss a grenade to prove them to come after me. I know I was on the limite of the range because the character had to move a few titles foward before he could throw it and the first time it blew on my face... Well not exactly on my face but i was caught in the blast and the guys inside were thinking... the fuck?! I will admit that is the only time I remember seeing so much scatter, other times I can be sure cause well, I susually don't throw grenades that far anyway but I think it happened a few times. Might have been a bug I suppose.

404
General / Re: A bit of Player Data and Pure Opinion
« on: October 15, 2013, 06:14:04 pm »
Epili... Level 8 in GMS? What? Never in my life. let's see, first quests gets me to level 3 or 4, the one to catch hopers doesn't really helps much either. even bringing the meat to the fisher guy. Doing the package delivery. I should fisnish the GMS coumpond at best on level 6. Also I never up agillity or dexterity so bonus doesn't really exists for me there. So yeah, my stealth cannot get me pasts those guys cause starting to get close the suspicion level starts to get higher quickly if you get somewhat close and the place is infested with soe many that there is no way for me to stealth all the way through. I don't really make a very high based stealth character cause stealth for me is no a way to bypass problems. If i have to stealth rather than kill then in my own warped view, I'm doing it wrong. Loot and XP must be gathered at all costs XD.

And yes, you get warned that you're about to enter a paces where shit already hit the fan, but you were also told earlier that there was valuable stuff there and that's what's missing for me. That place should supposedly be still part of GMS and not just a burrower cave from the information we get. Now I can obviously accept that the recent earthquake might have colapsed the passage and that it now leads to a burrower hive but there should be still a passage through the hive to the GMS last floor where the said valuable stuff is... Still Styg seams to be willing to add more to the place in the fure and that makes me happy enough though I still feel the overall difficulty of the place should be slightly toned down so that combat can be more managable by only having to fight small groups at a time rather than having to deal with the whole cave marching upon me.

405
Suggestions / Re: Dense Blocks of HP
« on: October 15, 2013, 11:22:23 am »
They can actually sccater much more than that. I've thrown grenades having 0 skill in it and watch it go way over 5 titles away, in fact I've thrown grenades at the extre of throwing range and it was so badly thrown that I ended up in the blast radius so you can imagine how much it scatered back.

Pages: 1 ... 25 26 [27] 28 29 ... 33