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Messages - Sykar

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136
Has anyone here who plays a stealth character on Dominating being able to handle the new Death Stalkers? They are the bane of my existence even at level 14.

137
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 16, 2017, 04:41:53 am »
I was actually wrong about the Plasma turrets in Depot A. They can be shut down which enables you to get that last key card.

138
General / Re: How defense skills (Dodge and Evasion) work
« on: December 16, 2017, 04:39:36 am »
The issue isn't permadeath no-save-at-all. The problem is with your setup you are either running around with the shield on all the time (not my style) and/or with no stealth at all. I'm pretty sure you are getting instant kill quite a bit by grenade/sniper aimed shot/xbow shock bolt. Sure you can just quickload or load up an autosave and stealth approach alpha strike out of them but this feel very cheaty to me.

After thinking about it, yes this is a viable approach but definitely not my style.

Why is it "cheaty"? Did the game or Styg ever claim you are not allowed to die once? I cannot understand this obsession over "no death". It is a game. Fail some win some and enjoy the show. Leave this "no fail" to real life where it happens plenty. Let us have some fun in a game.

139
General / Re: How defense skills (Dodge and Evasion) work
« on: December 15, 2017, 07:29:06 am »
NO armor gonna help against psi enemies. And no amount of evasion/dodge either. That is why psi is so OP. Though by the time you can craft armor like this psi beetles aren't gonna be that dangerous for you.

This is untrue. Metathermics can be resisted by anything since it deals primarily fire, cold and physical damage. TK deals physical and electrical damage only.
Only Thought Control has two damage abilities, three against other psionics, damage which bypasses armor.
That is beside the point though, since their true danger lies in the fact that they can CC you to heaven kingdom come.

And the big psi beetle will be dangerous all the way up to 25.

140
General / Re: How defense skills (Dodge and Evasion) work
« on: December 15, 2017, 06:22:56 am »
No matter how it works : Once you got thyself a god-like armor, it's just a ton a wasted skillpoints

Ok I'll bite. What do you consider a god-like armor?

Well, for me something from super steel that has around 95% mech and energy resist is pretty damn close.

Good luck with that against the new PSI beetle and the old ones got some upgrades too which you won't like with no mobility.

141
General / Re: How defense skills (Dodge and Evasion) work
« on: December 15, 2017, 05:14:37 am »
No matter how it works : Once you got thyself a god-like armor, it's just a ton a wasted skillpoints

Not everyone runs around with metal armor.

142
General / Re: Meet Lenox pierce presenting the evidence
« on: December 14, 2017, 04:54:33 pm »
Strange I solved the quest as usual and had no problems whatsoever.

143
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: December 14, 2017, 08:15:31 am »
Thanks, guys, it's always good to hear from people who are as enthusiastic about the game as we are.

For making energy shields more interacting, they could be dropped as barriers that you can circumnavigate around to shoot, something that you drop on ground and use as cover/barrier against others. They could be squares or triangle or dome shaped or just a big line that slowly deteriorate when it is being shot until it is gone. Using it, could eat a chunk of your energy making another barrier pop, they would also be pass through by anything that walks over them.
The AI would need some tinkering around, but i'm sure it shouldn't be hard to tell them to hide behind the shields after shooting at the player or between picking the priority of shooting the energy shield down or go around for the player.

I'm not looking to do such a radical change, they will still remain attached to the player.

Instead of dropping it you could make the shield directional. Let's say that the most basic ones can only protect from hits which come from the way you are facing but cannot protect from the sides or from behind. Later shields might give you more all around protection but at the expense of higher energy consumption and/or reduced absorption. You could even make it so that you can adjust the shield's coverage depending on the situation.

Illustration:
C= character looking to the right
X= protected
O= not protected

Basic, 100% absorb, normal energy usage:

OOX
OCX
OOX

Flank, 75% absorb, 25% higher energy usage:

OXX
OCX
OXX

Full coverage, 50% absorb, 50% higher energy usage:

XXX
XCX
XXX

144
Bugs / Re: [1.0.3.13] Newton does not survive being saved
« on: December 14, 2017, 07:54:24 am »
Got it. Fixed for the next update. :) Poor Newton.
Thanks for the patches.  I actually felt so badly for Newton that I went ahead and restarted my Dominating attempt with the same build, just so I could save him.  Feeling badly for an NPC.  What a silly thing to do. ^_^

I had a save right before I could tell Newton that the warehouse is bug free.  ;)

145
Bugs / Re: 1.0.3.16 broke sniper rifle blueprint
« on: December 14, 2017, 07:53:25 am »
The weight is in grams of course! 3500 grams -> 3.5 kgs!

Mystery solved!  ;D

146
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 07:56:27 pm »
Ok this is not even fun anymore nor is it really hard when you are at the last step of the Foundry "The Beast" quest line. The waves are seemingly endless, the companions are terribly equiped (two grenades, no armor piercing bullets?)

This rests entirely upon how many bear traps can you squeeze into this fight. Sorry Styg but this has nothing to do with difficulty, it is flat out stupid and requires little to no tactics  just spam bear traps before the fight leaving just one tiny corridor. What is worse there is no alternative. Spam bear traps or get overrun.

Please limit the waves to like 3-4 having 6+ with double the amount of enemies and 50% more HP is just silly.

147
Bugs / Re: Crash to desktop attacking Eddy and Scrappers with Eels and SGS
« on: December 13, 2017, 09:58:54 am »
I got two crashes today when finalizing the quest to attack the Scrappers with the Eels and with the support with SGS. When choosing the dialogue to go with either Roman and the SGS to attack Eddy directly or go with Silas and attack the front, whenever I chose to attack Eddy with Roman and the SGS I got a crash almost immediately after the fade to black screen when it tries to build up the level. I can see my buddies attacking for a brief moment and I see one corpse going down, I think it is the gate guard but then immediately I crash to desktop.

Can you provide the save just before the attack?

I am sorry but they are overwritten at this point.

148
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 09:54:23 am »
Actually I completely forgot that you can power down the turrets with 60 hacking at the console on the map which you access from the Eel's wormhole. I had 58 only because I thought 55 was enough but I was wrong.

Doing that allows you to snatch the card, you just have to take care of the sentry bots.

The next big hurdle are the borrowers in the Camp Hathor mine but I think I will skip it for a while. It is packed to the brim with borrowers and some of the new burrower warriors.

149
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 06:01:39 am »
So how exactly are you supposed to get the key card for the inner gate of Depot A which is behind the two now plasma turrets? You cannot out range them. They have huge amounts of HP. They can one shot you. There is no console which can disable them.

Did you screw stealthers over on purpose?

150
General / Re: How defense skills (Dodge and Evasion) work
« on: December 12, 2017, 10:24:43 pm »
Thanks, that was enlightening.

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