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Messages - RailNomad

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31
This might purely be an issue of lighting.  Rarely are you on equal grounds/better in the dark tunnels and corridors, thus you can easily find the lamp behind you some ways is providing just enough illumination that the enemy sees you moments before vice versa.
it's not about lightning. Also, a lot more often, the game calculates incorrectly the amount of mp+ap needed to move and shoot so that you move and realize that you cannot shoot after all.

32
This happens from time to time: the enemy is able to shoot you but you're not without moving. I don't know how to reproduce it exactly, but it has happened many times. Usually this is not a big issue, but if you get trapped so that enemy can shoot you but you can't shoot back without moving a square it's annoying.

33
General / Re: Playing an assault rifle combatant
« on: May 21, 2015, 06:37:01 pm »
Oh. I thought you get penalties for everything below 5. I have to get some junkyard suprise and see if I can make it happen. It's promised to have 100% mechanical resistance by the way :-)

34
General / Re: Playing an assault rifle combatant
« on: May 21, 2015, 12:42:04 pm »
One further point to the Intelligence vs Perception debate: I finally got my hands on a top quality sturdy vest (135) and four super steel plates (145, 117, 93, 79). Skill level required to craft a metal armor from these is Mechanics 138, Tailoring 108. I'm currently at level 22, so I could put one extra point to Int (raising it to 4) when I reach level 24 and thus be able to put this armor together. However, if I stand at Int 3 and use junkyard suprise to rise it to 5, the theoretical maximum for this skill at level 25 is 135, which means the armor is beyond my reach.

I've also noticed that now as I have effective Guns skill at 222, my to-hit percentages are still pretty low. I don't know the formula and I don't know the level where increasing Guns skil doesn't help anymore, but I'd say that the bonus-to-hit from Guns skill is not such a strong argument here, as you in any case will have a high Guns skill.

35
Suggestions / Re: Carry weight & inventory management
« on: May 20, 2015, 06:06:26 pm »
Maybe the packrat feat could be improved so that it gives unlimited carrying capacity. The explanation could be for example that you always find people to carry your stuff. That would make the feat relevant. Currently no one will pick it.

36
Suggestions / Re: A Super Steel Addict's minor quibble.
« on: May 20, 2015, 06:04:15 pm »
How is the time needed to wait calculated? It's not real-world time as in if you save and come back a few hours later the plates are not ready. But what if you leave the game running?

I'd prefer to have the plates immediately or at least the delay should be somehow transparent, so that you know what has to happen before the plates are ready.

37
Suggestions / Re: Carry weight & inventory management
« on: May 20, 2015, 10:23:13 am »
Yes but then what is the point of exploring? Why would I explore if there is no loot to be gained? I mean sure the loot is there but I cannot carry it all and een what I can carry I can't sell. On the same note, what is the point of doing side missions? Even the main quest alone is going to give me more than I can carry and more than I can sell amount what I can carry and that alone is more money than I will probably need anyway.

Selling loot is not really a chore, what tends to make it a chore is the limited amount of items you can carry breaking your immersion by making you stop what you are doing and going to sell, if instead you had a limitless carry capacity you cold finish the mission, sell the junk, keep what you want and move on to more exploring and side quests.

The problem isn't limited to the carry system and merchants limits but the economy as a whole. The previous system had economy problems already where everyone agreed there was too much money and now the problem is even worse. More to the point with this carry and selling system there is actually no way to fix the economy of the game.
I don't have enough money to melt it all to super steel as I would like. :D Plus exploring and scavenging gives the possibility of finding better quality components for better armor and weapons.

38
Suggestions / Re: Carry weight & inventory management
« on: May 20, 2015, 08:58:33 am »
I actually like the system. There are a few things that could be tweaked, but the basic decision not to let people empty the caves of all stuff and turn them into money pleases me. It's a chore in most RPGs games and seen so many times, You're well off doing the quests and occasionally selling extra stuff.

A little tweak would be ability to sort your inventory by item value and weight so that you could quickly see and drop heaviest items and keep the most valuable.

Maybe we could see the toughest enemies carry a little more coins so that you don't need to drag their stuff around to cash your kills but you could profit straight from assassinating them. This should apply at least to these boss-like characters Balor and Ratking but why not generic tough guys too. It makes sense that if you're tough enough to survive under the rails for years you will accumulate some capital on the way.

Once you have enough money to get by you don't need to worry about maximizing your incomes.

39
Suggestions / Transparent Cave walls
« on: May 18, 2015, 10:44:43 pm »
This is probably the biggest annoyance in the ui currently, unability to see thing in caves. Transparency works with buildings, please add it to caverns too.

40
Suggestions / Re: A Super Steel Addict's minor quibble.
« on: May 18, 2015, 08:24:05 pm »
Is it really neccessary to travel all the way to Gloria to give Charons to create super steel, leave,  and the return after a period to recieve them?
It would be more convenient to not have to traverse three whole maps four times just to get that done by just having to deal with Leone on Foundry's doorstep. She is the metal merchant and a player who wants steel shaping is going to visit her eventually. Just let the steel be delivered to her for pick up, even better if the charons could also be delivered through her. It would also be less of a hassle to know whether the steel has been produced already from her without having to make the trip up north. I know Bernard is lonely and all ,but I'm tired of seeing his mug. Plus he already has Gloria.
Agreed. Savescumming can be avoided (if wanted) using pregenerated random numbers. Overall Foundry needs a little redesign. Currently it's walk walk walk and significant people are a bit of a trouble to locate.

Good questlines and good feeling, just needs to be a bit more compact.

41
Suggestions / Foundry Quest lines: reduce walking
« on: May 18, 2015, 06:10:48 pm »
Minor rant about Foundry: this location is huge and as you need to travel a lot between SGS and Foundry you need to spend a lot of time just walking, which is simply boring. Founding the Mayor is a bit difficult and Notes log doesn't give you exact details on what you need to bring to SGS. In my opinion the quest line should go something like this:
-Put Mayor's office into the first part of the city.
-When first chatted, you should be given a hint about the recent deaths which keep them busy and is the reason why they don't have the time to deal with you
-After presenting the murder evidence they should give the quest to investigate the creature. Here you should be clearly stated to capture one alive and gather a blade from a bladeling and take them to SGS
-At SGS Quinton and Ezra should study the creatures and give the PSI tool right away.

42
Yes! Got chimera frame from Oskar. Had to do a bit save-scumming though. Now I wonder where do I get the cash for three super steel plates....

43
Suggestions / Re: Suggestions
« on: May 18, 2015, 12:58:59 pm »
The foundry's mayor is too hidden.
Seconded. Tried to Google him and ended up here :D Still searching.

44
Another topic :)

I'm at level 16, currently exploring Foundry, been through Core City already. I still can't find Chimera Frames or super steel plates to get better weapons and armors. I've been fighting with a Huszar rifle since GMS compound and I feel this weapon doesn't pack enough punch anymore. So when do these materials become available and where?

45
General / Core City Factions
« on: May 17, 2015, 09:31:13 pm »
Is it so that you cannot change your loyalty from one faction to another in Core city? I picked up a quest in Coretech before even knowing that there are other options and now I'm frustrated as I cannot deal with Praetorians who would have a better vendor for my character.

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