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Messages - hilf

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436
Heh. I feel bad that haven't seen this until now.

There's a typo in Your name.
Or it's not You but your doppelganger :-\

437
Suggestions / Re: Assault Rifle feat for burst attacks
« on: December 16, 2014, 07:15:37 pm »
You're right, Elhazzared.
My intention wasn't to replace PER with STR as primary combat attribute for assault rifles, but rather give bonuses for someone who already invests points into strength for some reasons. And those reasons can be:
1. Full Auto feat - my feat would most likely give bonuses for STR above 5 (because other feats such as Conditioning use this number) and because most AR builds want Full Auto there would already be a benefit for them.
2. Metal Armor - STR requirement is 8 or 9 (maybe 7 for TiChrome, i'm not sure).
3. Combining ARs with Sledgehammers. Sledgehammer guys can never have enough STR and they gladly accept any long range bonus.
4. Rathound BBQ - it gives STR, while nothing gives PER except for Junkyard Surprise but it's random and double edged.

Quote
In 1.12 version "Spec Ops" feat worked for assault rifles too for me =) I don't know about this situation after new updates.
It's likely a bug because description says it works with SMG only.

438
Suggestions / Action bar accepting equipment.
« on: December 16, 2014, 05:53:52 pm »
Since this game is inspired by NWN why not make action bar accept equipable items? You know, armors, weapons, helmets, boots.
If more than one such item could go into single slot it would be terrific.

439
Suggestions / Assault Rifle feat for burst attacks
« on: December 16, 2014, 05:12:07 pm »
Assault Rifles are in serious need of feats. Maybe something like this could work:

I've noticed that burst THC drops quickly with distance. This feat could make THC drop slower with distance when using ARs.
This improvement would be better with each point of strength above some value.

It would make each point of STR matter for AR users, not just STR 7 for Full Auto.
It would give nice choice between ARs and SMGs:
SMG for mobile zoners who use bursts at short range and have high DEX
AR for stationary zoners with good mid/long range bursts and high STR.

440
Suggestions:
1. True and evasion bonus is even lower.
2. True and your example is not the worst one. Once i had one of my allies fail at throwing flashbang, hitting other Zone Rats and turning them hostile to me  :o
3a. Yes, cash should stack better.
3b. Keyrings! Gimme!
4. Perception builds usually use ranged weapons so googles are good choice for them. And any type of googles can have night vision. I don't have problems here.
5. As long as it would have crafting requirements, I agree with this. It would likely include poisoning traps/knives/bolts.
6. Amen, brother.
6a. It could make high quality EW too good, but OTOH batteries don't recharge to full, but give fixed amount of energy. It might actually work!
10. I'd rather not have this. There are medicine items giving damage reduction (morphine shot, Aegis). Biology should be good for something too (:
11. Hmm, true. I'm using Tabi boots even with guns users.
12. Agree to % PSI refilling.
15. Maybe some cold areas attacking everyone with low values of cold damage every X seconds. Insulated armors could fully negate this damage.
20. Heh, yeah it's not imba, rather "Awesome but impractical". You can get crazy damage from this skill but your target will need to be on very low health to make this happen.

441
Bugs / Re: Power Management not managing well
« on: December 16, 2014, 03:51:21 pm »
I've gathered some problems of Energy Weapons, i hope it will be helpful in reworking them.


Energy weapons problems when compared to guns:

Guns reload always to full. EW depend on battery used.

Reloading guns is lossless. Reloading EW may cause energy loss if battery has more energy than EW needs.

Reloading guns takes 15 AP but can be reduced to 4 with belt. Reloading EW takes 10 AP. *

Charon cost of firing guns is constant. Charon cost of firing EW raises with weapon (precisely - emitter) quality.

Guns have more shots per reload than EW. 9mm pistol has 25 AP cost and 12 bullets, while laser pistol has 22 AP cost and 7 shots per reload. Plasma pistols usually have 3 shots per reload, but i've seen instances with just two :O **

When crafting EW you need to consider additional factor - number of shots per reload.

Because EW use more and more energy when their quality grows you need to carry more and more batteries. ***


* And I very rarely need to reload guns mid combat. While EW constantly need reloading.

** With crafting (and Power Management) I was able to get laser pistol with 10 shots per reload. Which is still less than 9mm pistol.

*** There are Micro Fusion Cells with much better energy to weight ratio but I've yet to see an EW with 100 or more capacity.

442
Bugs / Re: 0.1.13 bugs
« on: December 13, 2014, 09:04:32 am »
I can't use those stairs:
http://cloud-4.steampowered.com/ugc/29602236187076186/C1DE83FFB20739FC42C39C1BD72074EAF183F9FE/

In previous version PC was able to use blue transition zones even if you didn't explicitly told him to. It seems not to work anymore.



ALL of the upper underrail metro stations - there's a train on my head! (only happens in these spots)



Looks like you found a way to place yourself ...

 8)
 
 ... under rail.

443
Bugs / Re: Camp Hathor getting mad because I burgled the Rathound King
« on: December 13, 2014, 06:51:44 am »
Perhaps you are wearing Rathound Regalia armor? It's making hathorians mad.

444
No level cap increase ):

445
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: December 09, 2014, 05:51:48 pm »
23. Adrenaline shot has "temporarily removing any fatigue" in it's description. But how can it cancel Fatigue effect if it's cooldown is 12, duration is 3 and Fatigue's duration is 9? Fatigue will end before i will be able to use Adrenaline shot again. Or are there other sources of Fatigue effect?

446
Bugs / Re: Power Management not managing well
« on: December 06, 2014, 04:01:15 pm »
That's great!
But please, don't make energy guns loose that cost reduction they currently get - they really need it.

447
Bugs / Re: Power Management not managing well
« on: December 06, 2014, 03:13:52 pm »
It is the case, but shouldn't those items get cost reduction instead?
I expected them to get cost reduction, because they have energy cost, but PM increased battery capacity instead.

448
Bugs / Power Management not managing well
« on: December 04, 2014, 06:00:01 pm »
16. As epeli suggested, it reduces cost where it can be applied (such as weapons) or it increases capacity where former is not possible (energy shields).

As of 1.12.2 it does not apply to:
Taser
Sledgehammer
Combat knives


I'll update this thread if i find something else.

449
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: November 27, 2014, 03:56:30 pm »
Few more things:

18. Merchants buy only limited amounts of chemical ammo, unlike regular ammo types.
19. Container window does not scale with resolution while inventory screen does. Would be cool if it did as well.
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 (:
21. At SGS elevator, it would be helpful if number of dialogue option would always be same as number of station level it leads to. It would make using elevator faster an less error prone.
22. Pyrokinetic Stream does not seem to be able to crit. I've tried it 10+ times with 26% crit chance to no avail. No single tick have critted.

450
Suggestions / Re: Couple of suggestions
« on: November 22, 2014, 07:18:58 am »

@hilf:
First you say crafting is good, because you need savescumming to buy stuff.

I said crafting is good if you choose to save scum for components. Not because.

Then you say crafing is bad... because you need savescumming to buy stuff.
:P

That's about true. Of course it depends on item - some are less vulnerable to randomness than others.


There's one more thing about crafting. Because of randomness in item quality and attachments raising total crafting requirements it's pretty hard to tell how much crafting skills you're gonna need. That's why it is good to not level up immediately but keep one level up in reserve. I always play crafters and it helped me many times.

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