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Messages - player1

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301
Suggestions / So, who is using energy weapons?
« on: January 02, 2016, 08:40:40 am »
I'm looking into possible reasons to use energy weapons, but I can't seem to find any.

If I need high armor piercing attack, I would use sniper.

And if in close range, it seems that burst of bullets is still superior to 2 laser or 1 plasma attack.

What am I missing?

302
General / Re: Frag Grenades overpowered?
« on: January 02, 2016, 02:49:10 am »
You must have some really weak shields if they get drained by a single frag.

It's a stock shield that absorbs 300 damage. Almost all gone with single frag.

303
General / Re: Frag Grenades overpowered?
« on: January 01, 2016, 08:58:26 pm »
I believe they're completely absorbed by a high frequency energy shield.

Yep, but in the process they completely drain the energy shield, since amount on damage is still huge.

304
General / Frag Grenades overpowered?
« on: January 01, 2016, 08:13:20 pm »
Is it just me, or are Frag Grenades overpowered when used against player?

First, there is direct heat damage. That is OK.
Then if grenade hits the player almost directly, he will get hit by 5-7 fragment hits, each worth as much as single bullet from the decent gun, increasing total damage to ridicules proportions.

Maybe I'm missing something?


Note that there is no issues when attacking enemies, since when targeting multiple enemies those fragments will be split on multiple targets. On the other hand, player is always on his own, so he will be hit with full force of all shrapnels.

305
Suggestions / Re: Trading system improvements
« on: January 01, 2016, 07:55:02 pm »
^I kinda like the personal shopper idea.

With up to date catalog of all merchant stores (that are available to the player). Then player makes the shop list, and after some time items will be delivered.

And everything that player wants to sell can be put in "on sale" box. Then, based on the game trading systems items will get sold slowly over time to merchants that have cash and desire those items.

Of course, the shopper would need to be payed daily wages, of course.

306
General / Re: SMG charcater builds
« on: January 01, 2016, 03:11:23 pm »
3 bursts with 8.6mm SMG at Dex 16 bonus is hardly relevant since that is pretty much end of the game.

Regarding Full Auto, it is definitively worth it, at least for the "All rounder" build, since it gives flexibility to mix with other styles, with assault rifles or snipers. And 40% more bullets in the burst makes two burst attack be almost as effective as 3 bursts attack.

On the other hand, if STR is scarified to get advantages of DEX10 build, extra power of 8.6mm SMGs is gained with the cost of losing 30% (1-5/7) of burst power.

307
Suggestions / Re: Altering the level cap (Warning: Text wall)
« on: January 01, 2016, 11:37:20 am »
Something like that is already in the game through oddity system.
Some enemies drop oddity items that can only be used limited number of times to get xp.

308
General / SMG charcater builds
« on: January 01, 2016, 10:24:43 am »
Some ideas how to build characters in order to use two SMG burst attacks during player turn.

1) All rounder

STR 7 (for Full Auto feat to get 7 bullets from the burst)
DEX 7 (needed to get 36AP burst for H&K SMG)
AGL 6 (needed for Spec Ops to reduce burst cost to 24AP for H&K)

There is enough points level to build rest of the character any way you like.
For example it can be mixed with Sniper build with PER 10 and Sniper feat delayed to 10th level (or taken earlier instead of Spec Ops).

On cons side, 8.6mm SMGs would require 28AP to burst fire, thus not possible to use them twice in the round.

2) Min-maxed

STR 7 (for Full Auto feat to get 7 bullets from the burst)
DEX 10 (needed to get 36AP burst for 8.6mm SMG)
AGL 6 (needed for Spec Ops to reduce burst cost to 24AP for 8.6mm SMG)

This build is less flexible, but gives the most SMG burst power.

309
General / Re: Do some merchant buy any of the following...
« on: December 31, 2015, 11:25:20 pm »
The best trading items are those with best weight cost ratio and that are sellable.

310
General / Re: Do some merchant buy any of the following...
« on: December 31, 2015, 06:40:44 pm »
Dirty rags?
Cardboard container?

311
General / Re: Do some merchant buy any of the following...
« on: December 31, 2015, 04:20:36 pm »
Great. That means I can just discard them, or put in barrel, since I do not do the crafiting.

I assume same is true for the various scap types. Correct?

Also, if anyone knows any other type of the item that can not be sold, please post here, so we can compile the list.


312
General / Re: Which level for Depot A
« on: December 31, 2015, 03:37:37 pm »
Its not the question of level, but do you have armor with acid resistance.  8)

313
General / Re: Do some merchant buy any of the following...
« on: December 31, 2015, 03:30:01 pm »
Anyone?

314
General / Do some merchant buy any of the following...
« on: December 31, 2015, 07:33:33 am »
Do some merchant buy any of the following:
Bottles
Bolt trigger
Throwing knife (any kind)
Nets
Dog crates

315
Development Log / Re: Dev Log #45: Game Released
« on: December 29, 2015, 06:41:30 am »
I'll just say this:

Čestitatmo!!!

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