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Messages - harperfan7

Pages: 1 ... 10 11 [12] 13 14 ... 76
166
Bugs / Re: Utility station 6 camera bug
« on: February 12, 2022, 06:20:09 am »
Also you can see people through some of the walls (on foot, not via camera). 

167
Bugs / Utility station 6 camera bug
« on: February 12, 2022, 04:53:52 am »
In that first room with the surveillance screens, there are four screens and they're all lit up, but the last two say "no power" like they should be dark

168
Bugs / premeditation giving away stealthed enemies
« on: February 12, 2022, 03:39:16 am »
Saw the location of a stealthed psychopath, from around a corner even, because they used premeditation and the little icon floated up. 

169
Bugs / upper underrail renegades
« on: February 12, 2022, 02:33:02 am »
Theres a "protectorate shock trooper" standing guard outside Holloways office.  He should probably be named "renegade" like the rest.

170
Bugs / Re: Possible waterway facility bug
« on: February 10, 2022, 10:11:31 am »
Alright.  The computer mentioned something about a fire; I figured that meant the one you can cause in the spider tunnels.

171
Bugs / Otto uses a net against the Jet Eater
« on: February 10, 2022, 10:10:19 am »
Surely he's not supposed to be that dumb.  Crazy maybe.

172
Bugs / Possible waterway facility bug
« on: February 10, 2022, 08:58:43 am »
In the third section, the doors blocking drilldozer in are shut even if you didnt flip the switch in the spider tunnels and cause the fire/explosion.  That doesn't seem intended.

173
Suggestions / Tranquilizer bolts
« on: February 09, 2022, 03:08:50 pm »
I'm gonna list some things:

-Midazolam cannot be farmed, only bought or found
-deals 1/4 normal xbow damage (is this on top of the 125%?)
-has an 12(!) turn CD
-takes up a utility slot
-some enemies are immune (crawlers for instance)
-obviously doesnt work on robots
-duration is lower against tougher/larger enemies

Garbage.  I advocate for getting rid of the CD entirely.  The only abuse I can think of is tranq'ing an enemy in a choke point so you can shoot the ones behind it, but in that case you can't use your best two bolts: fire and shock because they'll wake it up.

You could add a status similar to aphobia so you can't chain-tranq the same enemy over and over.

174
Suggestions / Re: Melee enemies with poisoned weapons
« on: February 09, 2022, 02:56:32 pm »
Ah, haven't seen that yet.  They don't during invasions.

175
Suggestions / Melee enemies with poisoned weapons
« on: February 09, 2022, 05:23:46 am »
I don't think I've seen any melee enemies with poisoned weapons.  Would be a nice addition to natives, lurkers, and maybe a few other types.

176
Suggestions / Native warship outside JSHQ
« on: February 08, 2022, 08:40:33 am »
Spawn a native warship (with ballistas, xbows, spaeters, whatever) on the map (F11) outside of the JSHQ dock if the warparty is present there when the player leaves.  You can leave via jet, and the natives know you have a jet if the watchtower spotted you.

Actually, native boat random encounters in the north sea would be neat.  Random groups of serpents, too.  Would keep players on their toes.

177
Bugs / Re: Superintendent Rubin won’t give Dock Key
« on: February 07, 2022, 02:42:34 pm »
I had this problem recently, but it turned out I just needed to talk to sneaky about it first, then rubin would have the right dialogue.

178
General / Re: List of viable uniques
« on: February 07, 2022, 06:13:32 am »
Honestly, probably most of them. 

179
Suggestions / Re: Allow using crowbar from toolbar
« on: February 07, 2022, 05:26:38 am »
Actually, with the blasting caps we have a real use for crowbars in combat. 

180
Suggestions / Re: Another agility jump idea
« on: February 07, 2022, 05:26:01 am »
Also, in the east zone of the abandoned waterway facility, with the mutants, on the west side there is a small gap where a bridge is broken.  Between the switch to turn on the crane and the cranes control panel.  That's a good place.

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