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Messages - Elhazzared

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421
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 05:23:33 pm »
Well, that is interesting, I thought it was rolled separatly because quire frankly I don't even do half the damage I do with a sniper rifle, even with damage thresholds it in no way compares even though the base damage is similar.

422
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 03:14:32 pm »
I still wouldn't compare it to an aimed shot. I've done criticals with that spell at level 13 and it still caps at about a total of a bit over 100.

Let's not forget one thing. Criticals are rolled separatly for each damage type. You got both mechanical and cold damage in it which means while one type of damage can crit, the other might still be regular damage. I can pull criticals of 300+ damage at level 10 on a sniper riffle whose max normal damage is 99. I never done above 140 damage even on crits on the cryokinesis with a headband that gives bonus to everything and 12 will as well as all psi skills maxed.

423
Suggestions / Re: Alpha 0.1.9.1 Feedback
« on: October 09, 2013, 01:22:20 pm »
I managed to do the GMS with my psiker right after I finished the GMs compound. Granted this was not weasy, I fought near exit so I could go in and out, heal and have the mushrooms of the nearby cave in GMS recover my psi passively.  Still the beef I have with it is not that I don't like a challenge or that there isn't enough warnings. It's that there is supposed to be valuable stuff down there and in reallity all there is, is a whole bunch of nothing. Rewards should be adjusted to difficulty I belive. Something that hard should be well rewarding.

As for chitin armor. You don't really need to make a chtin armor, but you could say, have chitin plates to be added to armor. Much like placing ceramic plates inside a kevlar to add layers of protection.

424
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 01:16:42 pm »
No, it's not as strong as a sniper rifle. Even if you crit you'll never get the sniper pornographic amounts of damage but for a cheap spell it is rather high damage inducing.

425
Suggestions / Re: My list of things
« on: October 09, 2013, 01:14:24 pm »
But if you add it and say, screw Psi because it never misses, then Psi falls out of balance.

426
Suggestions / Re: Alpha 0.1.9.1 Feedback
« on: October 09, 2013, 01:11:04 pm »
Fortunatly for me. I really like psikers even though they don't kill enemies as quickly as say, people with good grenades, sniper and assualt rifles. However if you want cheap killing, there is no mistake there. Psi can be refilled by standing next to mushrooms, bolts are cheap and the low usage of a crossbow will mean the durabillity of it will always last very long.

by end game my first psiker had like 6 full stacks of coins and a 7th nearly full lol.

427
General / Re: A bit of Player Data and Pure Opinion
« on: October 09, 2013, 12:54:09 pm »
I think you are being slightly unfair towards Psi abillities but maybe because you never tried to use it in the same way I have.

Telekinectic punch is one of the best abillities. The cost of it isn't that expensive and most importantly the action points is just 15, it allows to fit in between any spells, in fact you can land an electrokinesis with the telekinectic punch for 2 targets stunned in one round and loads of damage. These are my most used 2 abillities as a psiker.

Forcefield is incredibly powerful, you may dismiss it but it is incredibly good, especially with the feat to make it last one turn longer. In most cases you can put yourself in a place where the force field will completly stop enemies from comming at you for 3 rounds. Now why is this awesome? combine that with bilocation. in fact premiditation, locus of control if there is several high threat humanoid targets and bilocation. Then block the enemy's way for 3 turns with force field, just brutally effective. In fact, bilocation against mutants which is by far the worst opponent you'll ever face works incredibly well. They will survive the doppleganger but on very low life. Throw one more psi abillity at them and they die.

Pyrokinesis might not be a huge amount of damage. Certainly it is no mk5 grenade but it does a very fair amount of damage and while it can miss the precise location where you throw which still has fair chances of hitting and deals a good amount of damage. Sometimes it is also a much better alternative than an electrokinesis if you want to make sure it won't accidentaly hit the wrong target.

For the most part it's more fair to judge a Psi abillity based on the action points it takes and the potential it carries over it's psi-cost. Psi-cost means almost nothing with shroomhead.

428
Suggestions / Re: My list of things
« on: October 09, 2013, 10:08:52 am »
I'd call a trap in the ground a secret. It's secretly waiting to blow up your face lol. But yeah it might not work for it.

EDIT: Targetable spots would be a bit dirty in this game. Just look at psionics. You have 0 miss chances, do you really want to say psikers can't miss and even target their attacks? Talk about OP lol.

429
Suggestions / Re: My list of things
« on: October 09, 2013, 09:11:33 am »
Maybe, but when I finished the game for the first time it went like this. Entry through the wormhole. Any traps in the lower part were impossible to see with perception 7 (effective 10 if snooper helps with that too and I feel it should judging by the description). One I got into the upper part, i couldn't see traps in a part of the map and in another part I could again (even if I leveled up, the traps in the upper part are much higher level than the ones in the lower. I had returned to the main junkyard a few times to sell stuff and recover psi energy and never noticed it. I think that only after I managed to clear the whole depot A was I able to see all traps.

430
Suggestions / Re: My list of things
« on: October 09, 2013, 02:10:19 am »
For the trap detection I cannot reliably reproduce it, it seams entirelly random when it wants to show and when it doesn't so yeah The problem is maybe because there is a hybrid detection system and is messing something somewhere but I really haven't noticd a patern as to it.

As for the traps... Well, I haven't tried exactly like that, but i'd imagine a fairly high level of traps would very easly get me the traps north east of GMS and it doesn't. Note that with a fairly low skill I can disarm them already. Idealistly it wouldn't need 20 more points. Really if you disarm a trap you should just be able to take it, even if you just have barelly enough skill. the trap is already disarmed so it shouldn't just disapear in thin air.

431
Suggestions / Re: Alpha 0.1.9.1 Feedback
« on: October 09, 2013, 02:05:05 am »
Burrowers are indeed disapoint, the quest to save jenny is ok though, you can get some loot out of it, the burrowers in GMS are incredibly disapoint and it's utherly useless to go there. the only thing you'll find in that place is a lot of pain. Ok so the XP is okish but if you're not a psi-user the waste of ammo/grenades is not going to be worth it. Even as a psi-user it's probably for the better if you level up quite a bit before doing that just for the sake of doing that. I feel it is rather disapointing that you were searching what was behind that door for something that would probably be very valuable and what's there is a dead body with not much to salvage. It does makes a player feel cheated of his time to go inside the burrower's chamber in GMS.

As for balances of crafters and gun users and psikers. Well I've learned that grenades are incredibly powerful, I don't feel they are OP because even if they can be very good, you'll always be limited in how many you'll have anyway. So gunners which will go for grenades, machinegun and sniper will spend a lot of money, by end content of the alpha you'll probably still have a stack of coins and that's it. Mellee I'm not sure but they will probably have a bit more since they don't spend pornographic values on ammo. Psikers (which normally acompany with crossbow) are increadibly cheap to maintain, they don't really have a big alpha damage, but they have utillity in return. You'll be swimming in money with them.

432
Suggestions / Re: suggestion re: 50 point skill hump
« on: October 08, 2013, 06:26:01 pm »
Skill point have no hump. They are always traded at 1 point per one point (of course bonus or penalties acording to your primary skill will influence you effective value at the end).

For ammo... Yeah I don't bother with using special ammo since in the alpha there isn't a need for special rounds though I have no doubts that in the future there might be a need. Still I am pretty confident that when the need for those arise it will be very situational and you just have a save before that encounter, you load the ammo you need and by the end of the encounter you switch back to regular.

Lastly. Yes, this annoys me to no end. If I am wasting energy or lockpicks then I should be getting something in return rather than actually get nothing after nothing after nothing which has happened quite frequently.

433
Suggestions / Re: My list of things
« on: October 08, 2013, 06:18:38 pm »
No, any traps in play from he game are never returned to you. I've tried this multiple times and it never gives you the trap. Maybe it's just the ones you place as Kaerius said.

Also yeah, it's a weird thing with pure detection too. i've passed traps by, even stood close to them for a very long time and never detected them only to detect them at a later time when I passed by the location again but without raising my perception or trap skills.

434
Suggestions / Re: My list of things
« on: October 08, 2013, 02:03:14 pm »
Actually no. Repair kits are worth their value on almost every game since early game. They are not worth on hammers or knives but on guns they are. I will repair nearly everything that will turn into a profit for me to repair. I may not be able to aford a ton of repair kits at the start but that's alright, I will probably not need more than 3 or 4 in me to repair, sell and restock with some gain... It's really just a case of save and load to test where is it worth to spend a repair kit.

As for starting weapon. I kinda agree and don't. The starting pistol I had no clue it needed no skills but yeah, I should cause no matter what skill I take it always seams to give me decent hitting chances up close. Still when I put points into guns the chances do go up a bit so yeah. You got a gun, then you get a crossbow for free from the quest of quinton. Basicly you lack a mellee weapon but punches are actually pretty damn decent. They don't hit as hard as a knife but you make 5 attacks so it isn't so bad though yeah, maybe a knife to start. I also always defended to start with a 20/4 armor rather than the extra crapy one we get at the very beggining. The one thing I will not agree with is starting with grenades. That early on even the weakest grenade one shots everything and grenades are pretty cheap as they are and if you have the skills to craft them. They are so dirty cheap that's laughable. At best some caltrops to throw.

I agree on the mine detection and also, disarming traps feels plain wrong to me. Sure it gives XP but quite frankly, if I managed to disarm the trap I should get it so I am able to use it where I want or sell it.

I'm not sure there should be too many secret areas. I doubt it would make sense there was secret areas at every corner and it would also be unfair to people who don't go heavy on perception to be missing a shit ton of stuff. they'll miss a few things but overall not too much that it can't be overlooked.

435
Suggestions / Re: crafting
« on: October 07, 2013, 09:42:34 pm »
Well sound good Styg, but quite frankly, crafting still looks a lot more trouble than it actually is worth to be honest. It asks for skills way too high, it asks for multiple skills. It makes no sense that attachables are only available by crafting. I still think crafting needs a bit simplification and being more worth in general.

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