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 - MirddinEmris

Pages: 1 ... 3 4 [5] 6 7 ... 18
61
Suggestions / Re: Precognition should increase Detection
« on: September 20, 2018, 04:21:30 pm »
Dammit. I'm getting old.

62
General / Re: Steam Score Woes
« on: September 19, 2018, 05:11:20 pm »
Quote
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

So, casuals are crying out again? Well, this looks like a job for nolifer grognard! To the rescue!

Also, not only you can leave a review, but you also can rate other's reviews so that most useful and objective are at the top.

63
Suggestions / Re: Precognition should increase Detection
« on: September 19, 2018, 05:07:20 pm »
Funny, nobody asked if the guy actually WAS in stealth)

The thing about stealth is that if one of the opponents hides than he has a very large advantage over the one that doesn't and will probably be able to get a first strike. So your detection matters only if you both in stealth.

64
General / Re: Post your experiences with the new Dominating difficulty!
« on: September 12, 2018, 04:41:21 pm »
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.

Basically a regular sniper build with Gunslinger feat (and probably Paranoia). Wield pistol in your active weapon slot to gain initiative boost.

65
Suggestions / Re: Dominating difficulty is impossible for melee.
« on: September 11, 2018, 01:37:50 am »
@harperfan7

It seems you are using Balor's hammer and only it. A man after my own heart)

Kudos.

66
General / Re: Expedition alpha testing
« on: September 07, 2018, 05:34:12 pm »
God, i'd love to. Count me in.

67
General / Re: Finally! Finished!
« on: September 02, 2018, 12:51:57 pm »
Quote
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.

You learn this by experience. It's part of the fun.

Quote
Main goal of Thorists was to elevate humankind on higher level.

It's a declared goal, not a real one, at least not in a way you think.

Quote
Would gladly share its own genome with Tchort. And finally could live in abnadoned shack like Loe

No, you wouldn't live in a shack after this. Did you see tchrotlings? That what you would become. And everybody else too, should Tchort succeed. The fate of Detritus should've been a hint.

P.S. Spell check is your friend, use it.

68
General / Re: Chance to miss cap / Evasion / Dodge
« on: September 01, 2018, 08:09:23 pm »
Quote
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.

Not sure what you mean by "simpler". My guess is that melee has less factors affecting accuracy. True, but also not exactly. One of the biggest factors of the raged accuracy, light, i easily circumvented by NVG or even some molotovs/flares. So, as a result, ranged user has less demand for accuracy overall, meaning less demand for primary attribute (Perception).

For example, while i usually don't go lower than 15-16 on Str/Dex for melee builds, i can easily go as low as 10 Per for most of the ranged builds. It's much more noticeable with burst weapons than with single fire ones, though.

Quote
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.

Kinda both. But i was talking about player characters primarily. And yes, melee build ARE generally weaker than ranged. And yes, one of the reasons being accuracy mechanic. Not THE reason, mind you, just one of the little things that in combination makes the real difference.

Also, while melee is weaker than ranged, ironically weakest weapon in the game at the moment is regular pistols.

69
General / Re: Chance to miss cap / Evasion / Dodge
« on: September 01, 2018, 06:10:59 pm »
This is actually one of the several subtle ways game makes melee worse than ranged.

First of all, dodge can reduce you chances to hit by a larger amount compared to evasion. Second, there are plenty of ranged weapon components (like scope and laser sight) and modifiers (like Luger's bonus to precision) that melee doesn't posess. Of course there is a third one, not so subtle, Burst mechanic, which doesn't really need any explanation.

70
Suggestions / Re: Dominating difficulty is impossible for melee.
« on: September 01, 2018, 11:34:37 am »
I finished Dominating with heavy sledg character. So, definitely not impossible. And considering that unarmed is stronger than sledgehammer, it's definitely possible for them. Not so sure about knives though.

Quote
Firearms are just too strong and make even dominating pretty easy

Try pistols then (ordinary, not chemical or energy). They are currently weakest weapon in the game if we don't count pure throwing.

71
General / Re: Finally! Finished!
« on: August 31, 2018, 11:37:58 pm »
Quote
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.

I believe you can obtain all the ingridients for those drugs in DC. You just need to fish and kill stuff.

Quote
Few steps into DC and I meet Six and he told me that I have to kill Tchort and that Faceless are humankind friends

He never said that Faceless are humankind friends, only that your way back lies through killing Tchort. Also, since this is exactly what he wants you to do, he may not be exactly straight with you.

Quote
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.

Yeah, a lot of you decisions on intrecation with faceless and tchortists will influence the result of the mind scan. If you have been more or less friendly with Faceless throughout the game (freed one in the core city, peacefully interacted with group outside Foundry, persuaded one in the Buzzer's shop, etc) they will be more inclined to help you. Also if you interacted with Tchortists in DC first and took the quests from them then your mind scan will definitely turn Faceless hostile (as it should).

Quote
IMO At current state, part of the game involving Deep Caverns and beyond ruins overall positive game experience.

To each their own. It's definitely  different from previous gameplay and subverts many expectations that you've built. Also it increases difficulty up one notch. So yeah, you are not alone in feeling that DC "ruined" the game, but i would disagree here, though i would say that some things definitely could've been handled better.

Quote
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.

You may want to post them in the Suggestion thread so the devs will see them.


72
Suggestions / Re: drum magazine
« on: August 25, 2018, 07:47:29 am »
Quote
There's only a handful of players in the world good enough for that. :)

It's more about "patient" than good, tbh.

Though i would like to see throwing only build (no grenades and traps obviously) finishing DOMINATING. Maybe @TheAverageGortsby will show us how to do it. Hell, i would even pay for that)

73
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 17, 2018, 08:32:12 pm »
Quote
Let us know how you like the new areas and I hope you guys are as excited for the closed alpha as we are.

Absolutely thrilled. Are there predetermined list of people you want to give access to alpha, or some sort of application is in order? If it is later, count me in.

74
Suggestions / Re: Make detection a skill
« on: August 15, 2018, 05:53:47 pm »
Generally i'm against nerfs. And removing checks from Perception to skills is a nerf, since it's much easier to make room for a skill than for generous amount of attribute points.

Besides, making something available to almost any char makes that something much less rare or precious, meaning your experience will vary less between different character builds. And finding secrets will be less enjoyable. That is usually a bad thing, from my perspective.

Instead i believe that other attributes should be buffed in that regard. More checks of Agility to get in some places, more checks for Strength to move something out of the way or break it, more Int checks to figure how to get in somewhere or something like that. Some of those should be accessible  through that attribute check only. That would make the game more unique in each run and still give you fun of finding secrets.

75
That would make sense for most of the items. I mean like a possibility to craft item "to the best of your ability" even if quality of the components is highers. It somewhat makes sense, i mean using high quality components to the best of them requires skill, but crafting average items out of them does not (or not much at least).


Also, we really need button "Craft MAX".

Pages: 1 ... 3 4 [5] 6 7 ... 18