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Suggestions / Re: Precognition should increase Detection
« on: September 20, 2018, 04:21:30 pm »
Dammit. I'm getting old.
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people with... um, questionable gaming abilities and we took a hit to our "recent" score. This usually happens after big sales which attract... um, a more diverse crowd
Molotovs are nearly a necessity now. Especially for rathounds, but in a lot of other scenarios too.I haven't used a single molotov so far, I'm inside Depot A right now. Basic frag grenades are still enough to insta-kill normal rathounds regardless of how numerous they are and take a good chunk of alpha's HP.
Playing a sniper/pistol build, no quick tinkering, no trap abuse (I do use them occasionally, but no more than I would on Hard), no cheat engine, etc. The only thing I kind of "abuse" are doors. For example, I saved Newton by letting a single psi beetle wander inside a room, close the door, kill him, repeat until all are dead. In most cases it's easy enough to sneak past groups I'm not able to tackle yet, at least so far.
Oddity drops seem perfectly fine. I would say they are even better considering how many enemies there are, I never maxed beetle brains so early.
I know it's been a while, but can you post this build? I'm interested in playing a sniper/pistol in Dominating.
I was my first run and I didnt knew where to go and which skills should I take. I was hoping for more flexibility giving this suggestion.
Main goal of Thorists was to elevate humankind on higher level.
Would gladly share its own genome with Tchort. And finally could live in abnadoned shack like Loe
Hmm, true. But dodge has to play a bigger role because melee combat is simpler than ranged, even if melee weapons had plethora of additive precision modifiers like ranged weapons.
By melee being worse, did you mean that melee builds are weaker than ranged, or melee mobs are easier than ranged? I agree on the latter because there are so many ways to keep melee enemies off you. But even if melee builds are weaker than ranged, it's not because of hit chances.
Firearms are just too strong and make even dominating pretty easy
Despite having 130 Bilology I was unable to use self made poison or those end game drugs because of no way to obtain specific reagents - so in the end it was a skill trap.
Few steps into DC and I meet Six and he told me that I have to kill Tchort and that Faceless are humankind friends
If not Six than maybe Faceless will say something usefull...At their camp they did mind scan on my char and then decided to kill me. No information. Had to wipe the out.
IMO At current state, part of the game involving Deep Caverns and beyond ruins overall positive game experience.
Few general suggestions:
- Vigorius belt giving +% HP instead of flat amount,
- Option to transfer stuff from special containers from town to town via NPC or other option,
- New item: Gravity belt - power charged belt, when active it gives flat amount of carry capacity,
- New Poionsing recipies for Throwing knives, Caltrops, Beartraps. Now to create poisoned items player needs mechanic - even more if better quality material. The problem is that damage from those items is skill related, not material. New recipies would involve already created clean items and a little bit of Biology player could poison them using extracted venom,
- Way to loot pilles of corpses lying on the same spot,
- Vendor selling fishes and reagents made from them,
- New level up system which doesnt force player to spend all skill points, stats and feats on level up but, like in Fallout, gives option to spend them on demand,
- Some way to counter Psionics and debuffs. Psi have Locust of Control. My char supposted to have some magic drug from Biology but couldnt find reagents to make it. Same for Supersoldier drug and Regeneration mixture,
- Would like to see a little better quest and more options to solve them. More skill and stat checks and more consequences from player's decisions.
There's only a handful of players in the world good enough for that.
Let us know how you like the new areas and I hope you guys are as excited for the closed alpha as we are.