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Messages - Greep

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16
Suggestions / Difficulty modifications
« on: December 24, 2015, 01:04:55 am »
So, most of the recent nerfs and all have been based on epeli/me/felix and other people abusing the crap out of certain builds.  However, the game is now hitting people who have played for the first time and they're finding not a single build working well for them on the steam forums!  Because only the most extremely optimized builds work now.

Changing difficulty is not helping them, because difficulty actually isn't very helpful:  It doesn't matter if you can use health hypos every other turn if your shooting accuracy is 10%.  So I suggest doing a full do-over of the difficulty system as people are finding the game unplayable.

Step 1) Rename difficulties so that people actually play on the easiest difficulty without getting their egos bruised ;)  I tell people to just play on easy and they just don't do it lol.  So basically,

easy -> normal
normal -> hard
hard -> very hard.

Just change that string on the menu and default the cursor to easiest diff ;D  Jedi mind trick.

Step 2) Rebalance difficulties to allow builds to be more flexible:  so

Normal (used to be called easy):  20% buff to accuracy of all types, +3 DT and 10 DR all around, double psi maximum and regen, 4 Bonus attribute points. +2 starting feats, +10 skill points/level (30 at start) + all existing health/hypo bonuses

Hard (the current normal):  10% Buff to accuracy, 5 DR all around, +50% psi  regen, 2 bonus attribute points, +1 starting feat, + 5 skill points/level (15 at start) + all existing health/hypo bonuses

Very hard: Same as current hard.

17
Discussions / Re: Any games similar to Underrail I could check out?
« on: April 26, 2015, 06:27:43 pm »

Exept there are magic, not tech.


Heh, psi is basically magic, and specialty pistols are pretty much wands.

18
Discussions / Re: Valve now allow modders to charge for their games
« on: April 25, 2015, 03:14:52 pm »
I see it as mostly bad, simply because only a small portion of players will ever use mods (unless it is a game that considerably improves with them like KSP), and this cuts that down even further.  Not to mention if money gets involved and people seriously try to make a living off modding (lol), modders will take less risks, and that was kind of he point of mods: to try cool stuff.

19
Suggestions / Re: Strenght Ability
« on: April 25, 2015, 02:56:53 pm »


Armor penalty exists for a reason, to stop heavy armor being the best armor. What you're suggesting would essentially elevate metal armor to the status of THE armor of str melee builds. There's already enough tools to reduce armor penalty, other ways of gaining mobility and heavy melee builds have plenty of room to pick up skills for CC. If you choose to ignore all of them, well, that's just you doing it wrong.

Arguably, metal armor already is the best option for str melee builds (tbh, it was even before super steel and armor sloping existed) - why would we want to remove the choice of other amors by making metal armor even better? Infused leathers with their unique bonuses and high quality finally brought leather armors back to the table of options, let's not undo this development.

Honestly I would argue this is not a bad thing.  Sledgehammer is weak, dex is always going to be superior for any other melee build, and no other build can afford strength above 8, at least not for a paltry -5% AP.  Not to mention if it is a flat -5 rather than a -5 multiplicative, this probably helps light armor builds as well!

20
Bugs / Re: 0 damage taken, still losing HP
« on: April 25, 2015, 05:01:00 am »
It's probably more due to rounding, but intriguing nonetheless.

I think I actually took more than one damage with immunity before, so I'm not sure it's just rounding.

21
Suggestions / Re: Strenght Ability
« on: April 25, 2015, 04:57:32 am »
This would, however, also mean that you get less bonus out of Heavy Weight.

Well it depends if the reduction is done before the maximum cap or after.  Any metal armor triply reinforced with metal is obscene armor penalty and alone probably goes over 130.

22
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 24, 2015, 04:31:04 am »
That's a pretty good idea, as realistically only a sledgehammer build could take advantage of it.

23
General / Re: Heavy Melee Build unplayabel with Heavy Armor?
« on: April 23, 2015, 04:20:53 am »
Heavy melee is most certainly not unplayable, however it is inferior to heavy assault in all cases since the last update. 

As far as the build, get 6 agility for sprint, enough intelligence for the best gear (you need 5 for some feats, it's debatable whether hammer should go 7 tho), rest str and con imo.  For playing, it's pretty easy: just move behind a wall to force enemies to come to you, then wham them in the face.  Sprint so you don't lose ap in the process.  Hit and run is probably a good choice too, been a while since I've played the build so I don't know if it works in heavy armor or melee tho.

I think sledgehammer should be weak on purpose because... I mean come on, in an era with lasers and guns you're choosing to bash things with a hammer.  Sledgehammer was deliberately very weak in fallout games as well, at least 3 times harder than an energy weapon character.

24
Suggestions / Re: Hard mode
« on: April 19, 2015, 05:30:39 pm »
Why stop there?  Beast -> temple of tchort :D

Also, edited reply to add a bit more to make the suggestion more practical.

25
Well, I think carnifax does cheat in the sense that he has unattainable attributes at level 20 I think (godly dex/agility/con).  But I doubt he has 13 feats either :D

26
Suggestions / Infinite Arena
« on: April 19, 2015, 05:18:34 pm »
After becoming invictus, why not have the arena keep giving you battles but with more and/or harder opponents?  Probably randomly generated and from a seed list created at game start so you can't scum your way to fighting only sets of opponents your character is good at.

27
Suggestions / Re: Hard mode
« on: April 19, 2015, 04:55:56 pm »
Here is how I'd imagine hard mode (not meant to be super hard, just adds an edge for players who've beaten the game):

-Merchants never refill buy requests or charons, once you fill it they're done buying.  Alternatively 45->300 minutes.
-Minimum chance to hit: 10->20%, maximum resist of any type: 95->80%
-Cannot zone transition during combat (Unfortunately would require exceptions to work, so *shrug*).  Alternatively, opponents who have ever spotted you upon leaving gain full awareness, 100 initiative bonus and boosted to full health on next encounter.
-10% resists all around added to enemies (before maximum however)
-10 dodge,evasion,fortitude,resolve added to every enemy
-Adrenaline/morphine last 3->2 turns
-Base player MP reduced by 30%
-Player AoE circles (grenades, LoC, etc) one less hex radius
-No more than X number of traps placeable in a room at one time.


Looks like a lot but isn't much for people who don't play severely abuse stuff ;)

28
Keep in mind carnifax uses ONLY mechanical damage. I.e. you may want to don some tungsten steel armor if you can get mech resist close to 95% anyways.  1 attack per round taking almost no damage is better than 2 attacks taking a lot.  You should find tungsten steel gear enough through questing and most of the time I can get ~5 in helm, ~10 in boots ~70 in armor, for 85% total.  Additionally, lifting belt or doctor's belt help a lot.

Second, yeah carni isn't going anywhere, you can just wait till level 25 :D

29
General / Re: Let's talk about new PSI System!
« on: April 14, 2015, 03:17:01 am »
Hum, this is a tough topic.

I'm fairly sure Cryostasis is already resisted by Fortitude rather than Resolve, it's a physical effect rather than mental effect. Either way, that makes no significant difference on its effectiveness. The question is how easy it is to resist.

Giving Premeditation a Will requirement is an excellent idea, it might just be an oversight that it doesn't.

I'm pretty sure stasis cannot be resisted.  I've never seen it happen, and I max at 35 metathermics a lot.  I didn't really mean to specify fortitude so much as that it should resist at all.

30
General / Re: Let's talk about new PSI System!
« on: April 11, 2015, 03:40:07 pm »
As for 3 will being effective, I think this could be changed by having either

cryostasis be resisted by fortitude or

premeditation having a low will requirement (it's strange that it doesn't actually). 

Will affecting psi points won't do much unless 3 will puts you below 50 psi, and even then, there's neurology.  It's a step in the right direction sure, I'm just saying it's not going to stop 3 will being the most effective secondary will for any attribute intense builds.

Incidentally, as far as psi regeneration, I've thought about it and if one really wants to make psi boosters useful I think regeneratino would have to be something like:

Psi regen = max (0,(Will - 9 )*4)

So you only start with any regen at all if you're a full on psiker, and it's pitiful, requiring psi boosters in the beginning.  This is fine for psi secondaries, or focused psionics with some other tools like grenadier, as a psi booster and default psi makes for well over 150 psi points even with some nerfed max psi.  "pure" psionics would have to go full bore into Will, which I think is fair considering how wtf awesome psi is; and even going full will would require boosters, and full psi gear would be a godsens (beetle/head/neurology)

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