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Messages - Blackmill138

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16
Thanks. I guess I won't need to invest any further in intimidation. Though I was hoping that intimidation boosting items would make the chance more likely. I think with thought control the effective skill makes abilities like frighten and mental breakdown harder to resist.

17
I'm curious, some enemies resist the fear affect from brutality, will their chance to resist be lower if I have higher intimidation?

18
General / Re: Joint security headquarters - expedition question
« on: August 08, 2019, 05:15:57 am »
Here's what you can do.

1. You need to get to the Western storage garages at the top of the entrance area. You will have to pass a camera but this should be doable with low stealth.

2. You will be in a room with a gate. Find the computer to open the gate. Two strongmen will appear (or maybe you need to make them appear with the computer) and they will kill the spiders that emerge. Remain stealthed and far away.

3. The next room is large enough that, with some patience, you should be able to reach the west control room (top of the room, up the stairs) while avoiding the strongmen. Open the storage garages. If you want, you can use the surveillance to watch for one of strongmen to walk into a garage, and the close the door on it. One of the garages has 2 TnT and a few EMP grenades. You need the 2 TnT and at least one EMP grenade.

4. Return to the entrance area while stealthed. You will immediately be in line of sight of the camera. Take a step back into the red exit area to get out of line of sight. You can still place the TnT under the camera from here. It will explode, killing the camera, but not hurting you much. This will also attract all of the automatons to your area. So, hurry, and return to the storage garages.

5. From the storage garages, head north (right), and you will find an exit that leads to an otherwise inaccessible office in entrance area. The enemies should be a screen-and-a-half away but remain stealthed. Throw an EMP grenade in the office and as close to the enemies as possible. They will hear and converge to the office.

6. Hurry. Run back to the storage garages and then the entrance area. The camera is dead and the enemies are converging to the office. Some enemies may have stayed behind, so if your stealth is low, you may need some luck. You will see a wall that can broken near the room where you put your weapons in storage. Use your last TnT to blow up the wall, rush into the room it exposes, and slam the door before the enemies arrive.

7. You did it. This room has your gear. Now you just need to fight off a dozen or so angry robots.

19
General / Re: Fold-M 7
« on: August 08, 2019, 04:49:48 am »
I think you can give these to Seeger. He will decrypt the contents. Just lore stuff I think.

20
General / Re: Locust hives.
« on: August 08, 2019, 04:46:19 am »
So, you can survive, and just want to save time? Maybe speed up combat. Also, in the late game two assault rifle bursts will kill a hive, and only spawn 4-5 locusts. The cleanup is quick.

21
Suggestions / Better Ambush Indicator (Please)
« on: August 08, 2019, 04:35:52 am »
Ambush is one of my favorite feats in the game. It's conditionally (on being active) one of the strongest and adds another variable to consider when positioning your character and managing your action points. So, it would be nice if there was a better indicator of which tiles are illuminated and which are in darkness, since taking a shot to see can be really bad if you don't get the ambush. Many times it is obvious what's dark and what's light but there's a few relatively frequent situations where it's less obvious:

- When you or the enemy is on a tile that is visually obscured by a door or wall. This can happen quite a bit. Especially if you are behind cover and out of LoS then wish to run around the corner and take a few shots.

- Enemies at the edge of a light source. Will you get an ambush bonus or should you attempt the aimed shot? Maybe this comes with experience but I'm almost done with my first DLC playthrough and don't always guess right.

- When you have night vision activated. Say, you have a spread out group of enemies, some in shadows and some in light. You want night vision active to deal with the enemies in poor lighting but now it's hard to tell which tiles are dark to proc ambush.

Very minor DLC spoiler below...

- There's a few DLC enemies that can be naturally illuminated but don't visually appear as illuminated as usually required to proc ambush. Namely, locusts, strongmen, and handmaiden.

Please, grant an ability or hotkey that highlights the tiles which are considered dark, and another that highlights those that are illuminated. Congrats on the DLC release!

22
Is it even confirmed that J.Dyson is "the" Dude? Are you basing it on the capitalization of the word "dude" in the one log?

In addition to what TΛPETRVE said, Dyson and Dude are both drunkards and have a similar manner of speech. It's not just that they share a nickname -- they have the same personality and habits too.

23
If you allocated power to Caereus Residential, and read the laptop entries, you would know that Dude, aka John Dyson, was actually an important Biocorp scientist working in the Deep Caverns. After returning to the surface, the first thing I did was visit Rail Crossing and speak to Dude, but there was no additional dialogue options. I really don't get it. You find this wacky guy called Dude in Rail Crossing, you then learn he's actually a genius in the field of Psionics and was working in the DC during Biocorp's final days, he's also managed to halt his aging process, and you can't say a thing? I think you should at least be able to ask:

How did he escape the fallout of Biocorp's collapse?
How has he lived so long? (Already implied, but could use more detail)
Are any other Biocorp engineers alive?
What we he researching? (Again, implied, but could be given some more detail)
What can he say about the Monoliths?
Can he teach you anything?

24
Bugs / Exothermic Aura Unaffected by Skill
« on: January 12, 2016, 10:32:08 pm »
Exothermic Aura does 7-29 plus 6-15% of max health in damage, regardless of skill, which I assume is a bug since every other psi ability scales.

Just tested. It is not a display bug and the damage is in fact unaffected.

25
Suggestions / Re: Feat Suggestion for Energy Weapons
« on: January 02, 2016, 08:03:13 pm »
Not bad, but did you saw end-game damage from plasma with all proper feats?
Looks loke with your feat you can melt dreadnout in one hit. )

No, I've only just returned the drill parts on my energy weapons character. So far burst SMGs and rapid fire Hammerer's have been the heavy-hitters. That said, I think this feat could be implemented fairly. Aimed Shot can easily quadruple the damage of a plasma pistol with no downside. The numbers could be adjusted so that this feat would function like a higher-risk, higher-reward aimed shot. It will do more damage if it critically hits but it will do less damage if it doesn't and you know have to recharge it next turn. It just needs to be made so that the chance to critically hit isn't too reliable.

26
Suggestions / Feat Suggestion for Energy Weapons
« on: January 02, 2016, 06:03:06 am »
Figured I'd share a feat I thought of some time ago. I think it would fit the game.

Overcharge (Guns ? / Electronics ?): Fire your energy weapon, consuming all its charge, and gaining X% bonus damage and Y% bonus critical hit chance per point of charge above the standard cost to fire the weapon.

Overcharge (Alternative): Fire your energy weapon, consuming all its charge, and dealing damage in a 3x3 AoE.

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