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Messages - hilf

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406
General / Re: Critical Power?
« on: April 21, 2015, 04:35:59 pm »
Flares? You need to throw 3 of them right under your target's feet to make enough light (tested before 0.1.14).

I'll stick to molotov's.

407
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: April 13, 2015, 04:34:14 pm »
I updated my first post.


20. In Core City I could not find a merchant that sells crossbows, bolts, traps, leather armors, stuff like that. Junkyard and Hathor have such merchant. Did I miss him/her? If not, maybe it could be added? I was rather unimpressed by number of merchant is Core City, TBH.
If i missed this merchant, don't tell me where he/she is (:

the general store sells all of those bits, usually all very high quality too
But it does not buy that stuff ):

408
General / Re: Experience with new feats?
« on: April 11, 2015, 08:48:43 am »
you get the same from tabis or balaclava much easier, and with no armor penalty to boot.
I see what you did there (:


Edit:
As for Neurology feat, i think it should increase PSI by 20 points. Why?
That would be 20% increase, just like Clothier and Skinner. And it needs 4 more levels than those feats.
It would allow to cast 2 50 PSI skills in one round (without taking PSI booster) with Psychosis. It wouldn't be imba because You can already do this with base PSI pool and no Psychosis.
PSI regens at 20/turn. 20 extra points would just 'fit nicely'.

409
General / Steadfast Aim requirements.
« on: April 10, 2015, 05:55:28 am »
Does this feat really have to ask for 6 str? Before it asked for 5 and i already felt like being forced to raise my str.

Now pistol builds need more str than sniper rifles.
That's just one point less than Full Auto.
No pistol have any str requirement, not even Hammerer, but suddenly there's a pistol feat asking for 6.

At the same time we have Concentrated Fire. I can imagine it needs high STR to counter that recoil.
But how much STR does it ask for? Zero. Big fat zero with a slash through it. It wants PER instead.

It makes harder to find points for raising INT so i could try all those new cool crafting feats. :'(

410
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 10, 2015, 05:05:48 am »
PS. SMG bursts are affected, too :P It would now be possible to get AP cost 3 with SMGs.
Hmm, i don't think i understand... unless Styg have listened to the crowd and lowered min AP cost to 3.

411
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 09, 2015, 04:40:42 pm »

Assault rifle builds are much better for practical gameplay, and then there are amplified energy pistols with crit power... 0.1.14 did a lot of crazy things.


When reading changelog i was under impression that Styg wants everything to be ultra powerful now.

But then he nerfed fast melee ... and Blitz.
Too bad SMG bursts are not affected by new minimum attack AP cost.

Quote
And does Heavy Punch now have a minimum cost of 8?
Yes.

412
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 05:26:34 am »
- acid bolts are kind of crap (compare with acid pistols or acid bullets)
- tranq bolts are kind of crap (compare with cryo pistols, cryostasis, mental breakdown or high ql pneumatic strike)
- shock bolts are kind of crap (compare with electroshock pistols, shock bullets or electrokinesis)
- incendiary bolts are kind of crap (compare with incendiary pistols, incendiary bullets or pyrokinetic stream)
- all poison bolts are kind of crap (compare with poisoned throwing knives)
PS. Styg, you promised explosive bolts years ago! And now you've got the mechanics for them in explosive bullets. ;)

What?!

Are guns supposed to completely replace xbows?
I don't have much problem with chemical pistols as they needed some more love, but those bullets ...
I bet there are cryo bullets as well.

413
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 05:38:02 pm »
Yeah... I might have to implement some diminishing returns there. Being completely immune to mechanical damage sounds a bit too op. :)

This is outright broken. While changing it keep in mind that fast melee weapons and xbows increase mechanical DR by 25% so even 80% DR is enough to negate all of their damage. Well, i didn't actually tested it but this is what description suggests.

414
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 08:23:08 am »
Hehe yeah i know it wasn't a joke. I was joking myself (:

How about limiting Blitz AP gains to third of your normal maximum MP?

That way Blitz is kept in check and there's no need to touch low AP costs or Fancy Fotwork.

I'm not sure.
Limiting Blitz like that would remove synergy of this feat and FF (if i understood You right) and synergies are good things to have.


Well, lower AP limit for attacks must be changed, attacking for 1 AP is silly. Making it 4 seems too high, however.


Quote
As far as stunlocking people with 1 ap fists, I bet hilf can tell you what that's like
If You can attack for 1 AP You don't care about stunlocking at all :D

415
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 06:50:58 am »
Haha guys, you're so easy to troll. It's just an April Fools joke!

Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.

Limiting Blitz MP conversion is not bad idea actually but 20 AP is way too low. 50 would not be excessive considering it's cooldown. It would give you extra turn every 10 turns. Now look at Commando perk -  it can potentially give you 'extra turn' every turn (if you use ARs, bursts and kill your target which is now much more likely).

'Fancy Footwork can no longer raise your movement points higher than twice your normal maximum'
Now that's actually a good idea since it does not punish you for having high base MP, prevents FF from giving crazy amounts of MP and keeps Blitz in check.
I hope this one wasn't a joke.

416
General / Re: Let's talk about new PSI System!
« on: March 31, 2015, 05:45:22 am »
Gas grenades are indeed awesome.  They're like the poor man's traps.

Now there's a feat idea for throwing+traps! Throwing Traps - lets you arm traps in remote locations simply by throwing them there! (thrown traps are easier to detect)

Seriously though that would be silly :P
https://www.youtube.com/watch?v=OExSwGuQW7Q

417
General / Re: Blitz + fancy footwork
« on: March 29, 2015, 06:15:54 am »
Well.. I think all you'd need to do is have a minimum cost of action of 2.  Then the chain reaction isn't quite so spectacular.

Or just limit max MP. Minimum amount of work that solves the problem.

418
General / Re: Critical Power?
« on: March 29, 2015, 06:00:42 am »
Hmm, I can't think of many psi critical bonus increases. Most are for critical chance.

Firearms on the other hand... for example Hammerers have base critical bonus of 125%, Sharpshooter adds 50%, that makes for a whopping 287% critbonus with Critical Power. I haven't yet checked out what the new firearm enhancements do, but some of them might have +critbonus on them as well.

Execute crits with that would be a sight to behold :)

My plasma pistol with crit mod had 682% crit damage (:
And there's that crafting feat that increases crit damage of energy guns.

419
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: March 26, 2015, 04:38:24 pm »
Congratz on 1000. thread!
Level cap increase, yes!


But too late, Pillars of Eternity has just been released (:

420
Suggestions / Re: Version 0.1.13.0 feedback
« on: March 16, 2015, 04:52:45 pm »

-Riot armor doesn't seem to be that great.  I get that it's supposed to be effective against melee but it doesn't seem to work very well against melee and is weaker against bullets than a tactical vest.

Yep, it also has higher armor penalty.
There's a discussion about it.

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