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Bugs / Re: Humans don't carry over temporal distortion when changed to mutants
« on: August 20, 2020, 08:24:52 am »
Mutating should from now on remove all psi abilities. Because of... reasons.
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The game auto-turns on our Energy Shield for the Gorsky quest when the big fight starts. The same should happen with arena fights for both us and our opponents.
The 3 Coretech agents during the Coretech Warehouse defence always run through all the caltrops and poison gas clouds(that you put there for the enemies) whereas the STs on the beach don't cross a certain line. It may not seem like a big detail but the agents' behaviour has a rather suspension-breaking effect - probably more obvious to newer players. If the agents generally hold their positions it would be more flavourful from gameplay perspective, and it will also help the player with the quest - it isn't exactly an easy encounter after all.
The Sec Troopers on the beach like to spend all of their grenades and Adrenaline shots as soon as enemies from first wave approach them. That leaves them very vulnerable for the second wave - the Adrenaline withdrawal means that some of them literally can only reload for their turn while even more enemies are approaching. If this is intended, then by all means please excuse me - I had no idea. But I'd like to point out that some players may not have builds that perform very well on the beach defence and/or aren't still lvled up by the time they have to go through the first defence. A simple way to (possibly) improve that could be making the STs spend 'nades only when 3(maybe 2) or more enemies are in the AoE zone and use Adrenaline shot only when a certain number of enemies are present on the map. That could very well be a bad idea, it's just that to me it seems rather bizarre that they are capable of spending 2 'nades for a single enemy and then use Adrenaline shot for another single enemy.
That will significantly change how Moll played out.
Now they ALL come together.
If it will only be 1 by 1 matter it will be trivial.
