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Messages - harperfan7

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376
General / Re: Non-crafted weapons
« on: April 23, 2021, 06:25:18 pm »
All weapons are usable as they are, they just aren't optimized.  Luckily for us, you don't need to be optimized to beat this game.

377
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.

378
Suggestions / Re: Buff Cave Hopper Graveyard leather drops
« on: April 18, 2021, 06:36:24 pm »
Personally, I think Booth selling hopper that high is wrong.  Graveyard should have the best.  Maybe Booth could sell up to like q50 or so.  70 is plenty high as a cap, either way. 

379
General / Re: SGS tatoo
« on: April 18, 2021, 06:34:30 pm »
Not really, +2 to all skills is very mild.  I suspect the beast, balor, and shadowlith will be the most used. 

380
General / Re: SGS tatoo
« on: April 18, 2021, 03:42:22 am »
Why would it be nerfed?

381
General / Re: Faceless Mask Fragment Oddity (Question)
« on: April 18, 2021, 03:42:03 am »
To the east of caerus residential, theres a map with a bunch of rathounds but also a bunch of faceless gaunts.  You can use TNT to lure the gaunts within sight range of the rats and they will fight each other.  Make sure it happens in real-time mode because otherwise the gaunts are too effective.  They both respawn so you can do this as often as you need to.

382
General / Re: Faceless Mask Fragment Oddity (Question)
« on: April 17, 2021, 04:34:13 am »
Theres a way to get all of them without hostility if you want me to spoil it.

383
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.

384
Bugs / Re: Report spelling/grammar errors
« on: April 14, 2021, 10:36:45 pm »
I guess I will

385
Bugs / 'nother traversable
« on: April 14, 2021, 10:29:52 pm »
https://i.imgur.com/cjRblUy.png

One map south of CC underpassages entrance.


386
Suggestions / Re: Assorted genius ideas
« on: April 13, 2021, 02:20:26 pm »
Add the icon for Ambush feat similiar to what enemies have when they illuminated enough, only icon on PC show if he is standing in the dark enough place - sometimes it's not clear is it not enough illumination for targets, or too much light for PC.

If your portrait background is totally dark, you can ambush.

387
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.   

388
Bugs / Sea wyrm map bug
« on: April 10, 2021, 07:12:09 am »
Pic says it all

389
Bugs / Re: Report spelling/grammar errors
« on: April 10, 2021, 06:00:16 am »
it's east of port ceto

390
Swords dont really synergize with thot patrol.  Pseudo spatial projection is great.   If you want to use psi with swords I suggest TM most, PK next, MT third.  Tm is just fantastic.  More ap, more mp, stasis, sooner cooldowns.  PK gives you a three nice stuns and forcefield; premeditated electrokinesis is the best starter for flurry in the game..  MT gives you cryostasis which pairs very well with decapitate and is pretty useful in general.  MT's main weakness is robots which you can handle just fine with swords. 

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