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Messages - hilf

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466
Suggestions / Re: Change DT calculations for hybrid damage types.
« on: November 12, 2014, 08:09:30 pm »
Crafting can help but they still need reloads more often than anything else. Except crossbows but reloading them is free (:
And cost of firing energy guns goes up with gun quality unlike any standard weapon.
Wow, i just discovered that weapon enhancements increase cost of firing energy guns. Excellent ...


Anyway, i'm not really talking about balance here. I'm talking about mechanics that i feel don't work correctly.

467
Suggestions / Re: Riot Gear
« on: November 12, 2014, 07:57:35 pm »
Hmm. I spent some time comparing armors and testing stuff... Other than the laminated ballistic panels being crap, IMHO both tactical vest and riot gear are ok (especially crafted ones, best armor option for psionics by far)
But ... psionics can't use their favorite xbows if the use psi beetle shield :'(

2.
I know the lightest possible tac vest has only 10% encumbrance but proper armor > nimble's secondary bonus. Try to look at the armor's potential as a whole instead of concentrating on getting double bonus from nimble.
You mean that tactical vest with ceramic plating will be better than vest without them but with full dodge/evasion capabilities? Maybe, i don't know.

I mentioned Nimble to show what options light armors give you. They allow you to make full use of dodge/evasion. You can even use galvanic/regenerative vest and still have 0% enc. Riot gear does not give you this option even if you use insulated vest.

I guess it's fair to discuss riot armor without shields and tactical vests without ceramic plating because the game has them. They appear in shops and as a loot (tac vests at least) so they should be viable option.

And back to riot gear - I'm sure the additional 30% chance to block on top of slightly lower dodge is definitely better than no block at all, and you can block even sledgehammer hits almost completely with a heavy shield.

Tungsten steel with quality of 89 gave me 34 point reduction. Quite good but it wont almost completely block 80+ damage from sledgehammer (even after counting DR of armor). And with Tungsten Shield dodge would suck. I'd rather have metal armor with it's high DR that works every time.


And before thinking of buffing dodge/evasion, remember that it would also affect your chance to hit enemies. Combat mechanics are bilateral in Underrail.
Fair point. Maybe dodge/evasion/THC work alright and combat encounter need tweaking. I felt i was getting hit too often.

468
Suggestions / Re: Change DT calculations for hybrid damage types.
« on: November 12, 2014, 06:28:18 pm »
They are also slow as hell, darn expensive to fire and need frequent reloading.
Energy weapons were supposed to be an option o deal with targets with high mechanical resist. But it happens that metal armor, that gives you this resist, also gives rather good protection from fire/energy (especially ti-chrome). My change would help plasma pistol serve it's purpose.


If plasma pistol had two barrels - one breathing fire, other blasting energy, then current calculation would be all right. There would be 2 separate projectiles - one fully fire, other fully energy.
But judging from item image there's one barrel that blasts plasma, which is half fire, half energy.

469
Suggestions / Re: Riot Gear
« on: November 12, 2014, 04:41:26 pm »

First, regarding the leather armors. There's currently a problem that certain generated leather armors (such as rathound/pig ones) are generated from components of too high a quality. That is - you cannot find those components naturally occurring (if you disregard the messed up qualities in some shops, but that is being fixed) and yet they are used in generated loot to create these armors that are in a way more powerful than they should be.

Do you want to limit quality of leather armors from loot/shops to the level of leather we can get from monsters? That sounds really bad, i hope i misunderstood something. It feels unfair to limit quality of some components while not doing the same for others (like metal plates).

470
Suggestions / Re: Change DT calculations for hybrid damage types.
« on: November 12, 2014, 04:15:21 pm »
Hehe, now i realized that my last paragraph was very misleading, sorry guys.

Quote
If we replace DT with % damage reduction then armor with equal protection against slashing/blunt/piercing will reduce damage of longsword and morning star by the same amount. No division is required if we use % damage reduction, but in case of absolute reduction, it is.

What i meant is:
For damage calculation using DR no tweaking is necessary. It happens to work just fine with hybrid damage types.
But for damage calculation using DT vs hybrid damage type we need to divide it to get proper damage calculation.

DT would work just like it always worked for almost every weapon because single damage type will not be affected by this change.
DR would be left unchanged.

If plasma is half fire/half energy then why would full DT vs both types be used?

471
Suggestions / Re: Riot Gear
« on: November 11, 2014, 06:45:36 pm »
2.
Base enc. for Tactical vest is 10% (made with insulated vest), I'm absolutely positively sure about this. It gets 60% if Ceramic plates are installed, but that's optional component, just like shields and armors without them should also be an option. Maybe Tactical Vest without ceramics needs help too but that's different issue.
Tactical Vests can enjoy that sweet bonus from Nimble when Riot Gear can't - this is what puts it to medium category in my eyes.
Styg mentioned leather from merchant but that 35%/10 armor was from drop, not craft.
Quote
Riot gear w/ shield definitely has better mitigation against melee than leather armors, even considering the increased dodge penalty.
I'm not sure it's better than dodge, it's 30% chance to block and hammers will still go through it. But i must admit Riot Gear with shield work nicely vs melee (Rathounds in particular).

3.
Yeah, i know, but that's not my problem. My impression is the game follows this logic: "Heavier armors have more resistances ( and not just higher numbers) because they limit your ability to dodge". It makes sense to me.
Metal armors have resists to acid, fire, energy and component specific resistance such as cold, zap or more fire. And obviously mechanical too (:
Light armors have only mechanical and component specific resists.
Medium armors don't have anything extra over light armors despite limiting your ability to dodge/evade more. That's why i want to see one extra resist (or two :D ) on Medium armors.

4.
Well, Riot Gear has +100% DT vs bullets so it's not purely "anti-melee".
Ok, armor penalty can be lower with different material but that's still not enough to make dodge/evade an option. But maybe there is a problem with dodge/evade/THC that needs to be solved. My experience with the game tells me dodge/evasion could use a buff.

I just can't get over the fact that riot shield makes you actually more vulnerable to ranged attacks :'(
We could at least get option to drop shield during combat but this would require detachable shields first.

472
Suggestions / Riot Gear
« on: November 11, 2014, 01:23:24 pm »
1.
Like tactical vest it comes in 2 variations: one with 15% resistance and +1 DT, one with unshackled resistance and no DT bonus. First variation just simply suck. You receive one less damage per hit if that damage is low enough to target DT instead of resistance. It can be helpful early game but as game progresses damage gets higher and higher and DT becomes less relevant in favor of DR. 15% of DR is crap, even if you add +50% vs melee it's still too low and easily topped by leather armors.
Tactical vests at least can make use of that +1 DT variation if you're maxing DT using ceramic plating.

That's why i'm going to ignore 15% DR/+1 DT variation of Riot Gear for the rest of this post.

2.
Riot Gear is in medium armor category because it's encumbrance is 20%. Tactical Vest, on the other hand, is in light category - it has only 10% encumbrance. But the DR/DT of Riot Gear is same as that of Tactical Vest. It feels wrong.
When comparing Riot Gear to various types of leather armors it is just worse, in both DR and DT. If we add 50% vs melee things are getting better but still not good enough. Best Riot Gear i found (in store, i couldn't loot it anywhere) had 6 DT and about 30% DR. Multiply this by 1.5 vs melee and you get 45%/9. Best leather armors i found had 10 DT and it wasn't a single instance. They had more DT vs anything that Riot Gear vs melee. That's crazy :o. Their DR wasn't that high but let's just do a comparison of armors i found:

Best Riot Gear vs melee:     30%/6  * 1.5  = 45%/9
Best Leather Armor vs melee: 35%/10 * 1.25 = 44%/12.5 (1.25 because it is Padded)

That was Rathound Leather. Pig would get higher DR and its DT would still top Riot Gear.
Not sure how DT would be rounded, but it is not important.

3.
Heavy metal armors have several resistances in addition to mechanical. It makes sense because you practically can't dodge with them so you need to absorb damage somehow.
However, Riot Gear doesn't get any extra resistances over light armor despite being medium. Sure, they don't limit your dodging abilities as much as metal armors but they could still use some extra resistances.

4.
Riot Gear's unique feature are shields. Mounting a shield adds lots of encumbrance and weight, bringing that armor closer to heavy category than medium. Armor with shield has about 50% encumbrance - that's absolutely enough to make dodging anything serious totally impractical. You need to rely on DR/DT and metal armors are clearly better at this. The biggest offender seems to be no bonus vs ranged attacks from shield.



What can be done?
I already made a thread about Detachable Riot Shield.
It would surely help, but it's just fixing a glitch rather than buffing.

So, what really can be done?

1.
Either remove 15% DR variation or make it have better DR and/or DT.

2.
Boost DR/DT at least to the level of leather armors. Take DR from Pig Leather and DT from Rathound, perhaps? Or maybe average. This way Riot Gear would be better than Padded Leather Armors vs melee.

3.
We are getting some lovely environmental hazards in next update. That's sweet. And it just happens Riot Gear could use resistances vs those hazards.
Every self respecting rioters use Molotov Cocktails. If you want to start a riots better bring some Molotovs or nobody will treat you seriously. This is why it makes sense to give anti-riot forces some fire protection. Bio protection could be explained by gas mask that's part of riot helmet, but that's hardly an unique feature in Underrail (:

4.
Give bonus vs ranged to riot shields. That's perfectly logical. You can keep that shield in front of you all the time since it's either fully transparent or has a transparent window to allow vision. Chance to block could even be higher than chance to block melee but maybe there are balance reasons against it.

Sorted by importance would be: 2, 4, 3, 1.



TLDR:
Raise DR/DT, add fire (and bio) DR/DT, make shields useful vs ranged, remove armors with 15% mechanical DR.

473
Bugs / Re: 0.1.12.0 map glitches
« on: November 11, 2014, 09:14:58 am »
I can't loot those lockers ):


474
General / Beta
« on: November 11, 2014, 08:32:27 am »
Any ETA for beta?


I've seen people asking for release date, so question like this seems appropriate.

475
Bugs / Re: Mine bug
« on: November 11, 2014, 07:52:35 am »
So, you're trying to tell us you were ...


... mining Experience?


 8)

476
General / Re: An important message from Tchort
« on: October 31, 2014, 06:07:46 pm »
Creepy. :o

477
Development Log / Re: Dev Log #35: Portraits and Music
« on: October 28, 2014, 05:36:28 pm »
Will Faceless keep that default 'no face' placeholder? :)


Are there any plans to rework pickpocketing?

478
Suggestions / Re: Weapons DLC? AK type wepaon?
« on: October 14, 2014, 03:58:31 pm »
Underrail feels so far into the future and too many remainders from the past might ruin that feeling.
I don't think that's the case. Large portion of Oddities are references to the past.

479
Development Log / Re: Dev Log #34: With Fire and Brimstone
« on: September 30, 2014, 03:40:47 pm »
UI changes are really cool.

Can we also craft fire/gas mines?

480
General / Re: Afk for a couple of weeks
« on: September 18, 2014, 06:17:11 pm »
It's good to see you back and full of energy, guys.
What are your plans for the nearest future? UI improvements perhaps? (:

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