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Topics - harperfan7

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331
Bugs / This has bugged me for a long time
« on: December 17, 2019, 01:42:42 pm »
You need to be able to drag nightvision goggles to a quickslot during combat.

332
Bugs / Donnie's inventory
« on: December 14, 2019, 03:05:47 pm »
I have 0 mercantile.  After doing some missions for the pirates, he was selling his special inventory (I assumed it was a reward).  The thing is, he's selling a ton of stuff, it's like there are three special inventories worth of stuff if I had to guess.  I'm talking like 15 stacks of nets, equal number of caltrops, five of each gun type, three stacks of three fishing rods each, etc. 

333
Bugs / Dirty Kick seems to be bugged
« on: December 14, 2019, 06:15:24 am »
I'm doing some tests to see how high I can get my dirty kick damage.  The range on the quickslot says 432-741.  I have a high crit chance with regular attacks (50%), im getting opportunist, and I have monster slayer.  I'm attacking a stunned rathound.  It always says "opportunist" with each kick, and sometimes it says "critical hit", yet I never do more than 741. 

334
Bugs / Unintentional behavior during pirate quest?
« on: December 12, 2019, 05:03:02 pm »
During the pirate quest to attack the protectorate freighter, if you persuade the captain to let you do it alone, Razor is still on the map near the south edge.  If he hears anything, he comes to investigate, then participates in the battle.

335
Bugs / Can't find any more Aegis Patrols for Grimm
« on: December 05, 2019, 05:41:23 am »
I'm not 100% sure this is a bug, but I sided with the pirates after the prof got kidnapped, and my first mission is to wipe out the aegis patrols.  I killed I think five soldiers on patrollers in order to get one for Razor, and now I've killed three more.  I have since circled the 12 maps around aegis camp three full times and haven't seen a single patroller.  I tried waiting on one map (where I killed the first soldiers) for a full 20 minutes real time; nothing.  I try to talk to Grim and there's no dialogue options about this quest or any others.  I also have a quest journal entry for exploring ruins, if that matters. 

336
Bugs / Minor dialogue bug with the professor in the prison
« on: December 05, 2019, 04:51:44 am »
If you sided with the pirates and try to talk to the professor, he only says "Unlock my cell, quicky!" as if you're there to rescue him. 

337
Suggestions / New Oculus item is OP
« on: December 02, 2019, 09:27:10 pm »
I think they need some kind of nerf.

One suggestion was scarcity; you are given 5 when you are accepted into Oculus and that's all you ever get.
My idea was to have them function as they are, except:

-only works on targets within a certain radius like a grenade (but perhaps larger, like 5 or 6 tiles wide), centered on the player
-applies a debuff to your stealth score of -X or -X% for Y rounds

This would keep it from working on every enemy on the map guaranteed, in fact you can't even be around a corner.  You need a good stealth score to keep from being instantly detected, and even if you have great stealth it might be challenging to get away. 

338
Bugs / Possible bug with coretech warehouse agents
« on: November 30, 2019, 10:34:05 am »
During the coretech warehouse assault, the coretech agents are wearing stealthy tacvests rather than the new coretech armor.  Not sure if that's a bug or not but I figured I'd report it.

339
Bugs / Protectorate hostility
« on: November 16, 2019, 02:04:55 am »
Protectorate marines on patrol are not hostile even if the rest of protectorate is. 
edit:  while in a protectorate cruiser
edit 2:  the outposts on the waterways weren't hostile either, even on foot (until you get too close, but they should be red from the start, I think)

340
Bugs / Psycho-temporal contraction and armor penalty
« on: September 17, 2019, 11:27:04 pm »
The move-point bonus ignores armor penalty like sprint on the turn that you cast it, but on following turns it doesn't. 

341
Bugs / Acid Hunters potential missing dialogue?
« on: September 06, 2019, 01:58:27 pm »
If I talk to Gorge and learn that the Acid Hunters kidnapped the Bakers at the Rail Crossing station, but did not go into the caves to find the hunter's camp and the male Baker's corpse, when I talk to the Acid Hunters as part of the Oligarch quest, there is no dialogue option about the Bakers.  Is this intentional?  It seems like you should be able to ask them.

342
Suggestions / spider caves and oddities
« on: September 02, 2019, 08:02:45 pm »
There are two unique oddities in the basalt caves to the east, where you have to go if you can't pass the agility check to get into the nexus. 

And yet hopper island aka "spider hell" doesn't have anything; no oddities, no special treasure, nada.  Why not move one over there?

343
Bugs / Ballista-savage detection bug
« on: August 31, 2019, 05:00:17 pm »
I'm in H11; came in from the west.  The westernmost ballista guy, when I sneak right up next to him, he never detects me.  His eye gauge gets full orange, then half orange, then full orange, then half orange, and just repeats like this.

edit:  another one in c12.  They might all be like this; I haven't checked.

344
Suggestions / Efficient shields/converters
« on: August 29, 2019, 01:46:54 am »
So, I think we can all agree that efficient shields are probably too good.

That massive pool of shielding makes you virtually immune to bullets for a while (except sniper crits), which makes tacvests less of a good choice.  Also energy pistols, electricity, fire.  So I had an idea:

What if efficient shields didn't have increased capacity, but instead regenerated energy lost to damage?  Like x% of damage lost at y% per round?
So you get shot 3 times this round, for 40, 50, and 30 damage (120 total).  You have a strong efficient shield that regenerates 80% of damage lost at 20% of that damage per round, so your shield will regenerate 96 of that damage lost at 19 points per round.  Additional damage gets factored in to the total.

High energy efficiency converters exist for energy pistols as well, so we keep them, but they replace shield capacitors for the conservative enhancement (I would make other shields drain 5% of their total each round to make this a better choice).  Instead, we let electromagnetic field stabilizers be the "efficient" enhancement component.
I only suggest this changing of components because it makes more sense according to their descriptions, to me anyway.







345
Suggestions / Chitin armor?
« on: August 29, 2019, 01:03:37 am »
It would be neat if you could put chitin plates in boots/helmets/metal armor in place of metal plates.  I don't really think there's a niche for it, I admit. 

Maybe tint metal armor blue for psi carapace, reddish for giant/colossal crabs, purple for psi crabs, brown for burrowers. 

Also, I'm a little surprised that crawlers dont drop any chitin/leather.  A deathstalker armor would be really neat.

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