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Topics - harperfan7

Pages: 1 ... 7 8 [9] 10 11 ... 17
121
Bugs / Stabilization wing price bug?
« on: July 03, 2021, 05:35:11 am »
All the ones Ive seen (low quality) have a value of 10

122
Bugs / Mutant quest bug
« on: May 24, 2021, 03:02:39 am »
If Kharon makes an unarmed attack against me, the game freezes. 

123
Bugs / Bugged container in mutant quest
« on: May 24, 2021, 01:29:09 am »
There is an unmarked and unreacting container in the first mutant-exclusive area, down in the lower right corner to the left of a toxic barrel. 

124
Suggestions / Grenadier nerf
« on: May 20, 2021, 04:42:23 pm »
Lowers damage nade CDs by 1 and special nade CDs by 2. 

Frag CD .5 turns per point, up to 2 points
HE (same, assuming plasma = HE)
incendiary (same)

Flashbang/stingball 1 turn per point, 1 point
EMP (same)
whatever others (same)

125
Bugs / spoder hax
« on: April 21, 2021, 04:16:19 pm »
This spider is at lower elevation and is blocked by a couple walls but can still hit you from there.

126
Suggestions / Request to change the core city house music
« on: April 15, 2021, 12:07:57 am »
from the regular core city music to the base game main menu theme.

127
Bugs / 'nother traversable
« on: April 14, 2021, 10:29:52 pm »
https://i.imgur.com/cjRblUy.png

One map south of CC underpassages entrance.


128
Bugs / Precognition bug
« on: April 12, 2021, 01:08:58 pm »
It took me a while to figure out what was happening, but now I have it nailed down.  Precognition will go on cooldown if you don't have enough psi for it at the end of the turn.  That's how it's supposed to work.  How it actually works is it will drain however much psi it needs, THEN if you have less than it needs after that, it will go on cooldown. 

For example, let's say it costs 20 psi per turn.  You have 25 psi points left with precognition active.  You end your turn, it drains 20, you now have 5 left, and it goes on cooldown because you have less than 20 left AFTER it drained the 20.  So you would need at least 40 before ending your turn to keep it going.   

129
Bugs / Sea wyrm map bug
« on: April 10, 2021, 07:12:09 am »
Pic says it all

130
Bugs / Random protectorate ship bug
« on: April 06, 2021, 08:04:40 pm »
https://i.imgur.com/5ccnH76.png

You can land on this ship and kill the back plasma walker out of combat without hostility.  That one is considered an object I guess.

131
Bugs / Crabs in Black Sea bug
« on: April 04, 2021, 06:34:33 pm »
The past couple times I've played in the black sea, specifically the west storage depot, the crabs don't move around.  They sit in one spot until combat.

132
Bugs / Bomb belt ignores cooldowns
« on: March 14, 2021, 03:49:02 pm »
Is it intended that if you use the demolition belt's ability to set off all grenades that those grenades are still usable normally?

Like I activate the belt, then can throw any grenade individually?  Two flashbangs in one turn.

133
Suggestions / Pneumatic hammer hammers
« on: March 13, 2021, 06:13:18 pm »
Pneumatic hammers as a sledgehammer enhancement.  Costs x energy per swing, reduces AP cost of hammer attack by 4.  The logic here is that the hammer is activated when you hit your target, generating force in the opposite direction to bounce your sledge back into swing position. 

A 20 AP tungsten sledge (belt + non-tabi boots) would drop to 16 AP, for 3 attacks per turn
A 16 AP tichrome sledge (belt + tabis) would drop to 12 AP, for 4 attacks per turn

You aren't getting the extra electricity damage + AoE, but you get more swings per turn, possibly doing more damage with crits or damage-stacking (bone breaker, tfb, toxic gas, etc)

134
Bugs / lost vault bugs
« on: March 13, 2021, 09:01:13 am »
In the lost vault, there are three dexterity checks near the entrance.  The first can't be clicked, the second seemingly gives nothing, and the third gives me that electronic emitter that shouldn't exist.  The other four in the NW corner work fine.


also, when you move between those crates this happens


135
Bugs / bullet time bug
« on: March 09, 2021, 04:27:38 pm »
With bullet time and 3 spec points, it's chopping the AP cost by half.  With my dex and gunslinger, I can shoot Wyatt's revolver for 20 AP.  I activate bullet time, and it's 10 AP.  Should be 12 by my calculation.  I'm not positive, but I think it was the same last level with 2 spec points.  This ought to be checked.

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