Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Sanger

Pages: 1 ... 9 10 [11] 12 13
151
General / Re: Ghostface / southern fishing tour (possible spoilers)
« on: February 12, 2016, 02:55:16 pm »
Anyone able to confirm that? I have tried fishing in the CC sewers.

152
Suggestions / Re: Reloading Ammo
« on: February 12, 2016, 10:28:14 am »
You can use a kinetic bullet puller for that, but the game doesn't incorporate tool use in any way. Most of the things you can craft in the game would realistically demand highly specialized tools. I can't imagine why you'd need Disassemble specifically for making regular ammunition when you don't need it for making weird ammunition; for turning regular bullets into gunpowder/metal/etc, sure.

153
General / Ghostface / southern fishing tour (possible spoilers)
« on: February 12, 2016, 10:17:48 am »
So, as far as I can tell, the ghostface can only be found in Deep Caverns, right at the end of the game. This confuses the hell out of me - you get the quest right at the beginning of the game, you can't complete it literally until the post-game, and the reward is something that couldn't possibly be of any real use to you at that point (well, no reward is particularly useful in the post-game, the only thing left to do is explore for more content)... is the whole quest a developer joke, maybe?

154
General / Re: Can I find these components in Deep Caverns?
« on: February 12, 2016, 10:13:35 am »
2) Do not know. there are some creatures that look like borers, but I do not know if they count

If you're talking about latchers, I've only ever seen insectoid salivaria drop from them.

155
Bugs / Plasma sentries/kamikaze bots south of Rail Crossing (spoilers)
« on: February 12, 2016, 10:06:21 am »
They appear to hang around forever if you disable them and then complete the quest with the Faceless peacefully. The Faceless should probably pack them up and take them along when they leave.

On a related note, can I destroy the permanently disabled robots without suffering negative consequences with the Faceless later? Their crackling sound is irritating.

156
And I would call both electrokinesis and neural overload mental attacks, because they both are made with your "mind powers".

By mental attack I meant attack on the mind. Neural overload says it all on the tin - bilocation not so much, but perhaps the methodology of that power is intentionally obfuscated (by which I mean perhaps it's intentionally deceptive to the player as to what it's actually doing to you, like an illusion).

I have played the game only after it was released and never played early access

Same.

157
General / Re: Weird RNG
« on: February 09, 2016, 10:05:52 am »
95% is not a guarantee, it's a probability and that's it.

Yes, but the probability of missing three 95% shots in a row is extremely low, as is the probability of rolling 1 on a combat initiative three times in a row.

I know that selective perception is a possibility, but I also know that pseudorandom number generators can be deliberately or nondeliberately manipulated into returning similar results repeatedly - say for example if they restart their seeding every time the game is loaded. I'm curious about whether something like this might be occurring.

158
Except that you can mitigate damage from a mental attack dealing electrical damage using armor and shield - because that's what electrokinesis is.

Electrokinesis is literally chucking a lightning bolt at someone. It's not a mental attack. Neural overload is directly overloading their neurones. Bilocation I can see as being confusing if you aren't aware that the doppleganger is an apparition attacking your brain.

159
General / Weird RNG
« on: February 09, 2016, 05:05:19 am »
Am I imagining it or is the RNG in this game unusually weighted? It seems like I miss 95% shots/throws an awful lot. Without any detailed output for most of the game's rolls I can't tell whether or not it's confirmation bias caused by the fact that missing important shots in the middle of a fight often results in death, but I would swear black and blue that there's something funky going on. I see a lot of the same rolls in combat inits, too.

160
General / Re: Is Black Arrow in the game?
« on: February 09, 2016, 05:01:47 am »
I don't think the goal of finding an obscure unique weapon really justifies a replay all on its own. But in any case wikis are usually sources of raw info for people who want it, those who prefer to find out on their own don't have to read them.

161
OP asked why label it as electrical rather than bio, mechanical or cold - I said probably because short of adding an entirely new damage type specifically for those two abilities, electrical fits the way they're meant to operate best. I don't really have an opinion either way on whether it should have its own damage type, but I never expected to be able to mitigate damage from a mental attack using armour myself.

162
I assume it's because psionics attack the nervous system, which is electrical.

163
General / Re: Is Black Arrow in the game?
« on: February 08, 2016, 05:09:01 pm »
epeli, if you found it in order to put it on the wiki, why not put its location on the wiki?  :-\

164
Most DC horror stories come from late December/early January. Styg released a battery of changes to DC (including many of those touched on in this thread's OP) between versions 1.0.0.6 and 1.0.0.8 which I think have made the whole area much less tedious.

165
Builds / Re: Build: Synergistic Glass Cannon of All Trades
« on: February 07, 2016, 10:17:20 am »
This is pretty cool. 16+2+1 Dex seems waaay overkill, but overkill is fun.

I just finished a playthrough with a non-crafter pistoleer and really wanted to use chemical pistols somehow. Found none but acid blob though (assuming the others are obtainable only by crafting), and none of those were much of a match for my laser pistol. Tempted to try a scientist dabbler or something. Is Mad Chemist essential for producing worthwhile chemical pistols? Any point in using them without it? Well, obviously XAL doesn't benefit from it and you make that sound pretty good.

Pages: 1 ... 9 10 [11] 12 13