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Messages - Tamior

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136
Suggestions / Re: Suggestions of random encounters and status effects
« on: April 03, 2019, 08:49:50 am »
I'm really not sure how random encounters during fast travel would interact with stealth/combat avoidance.
What exactly happens if the player just hides / tries to run away?

137
Featuring tonight:
Cuttlesnail of doom: https://www.twitch.tv/videos/404176559
&
Foundry Beast on Dominating using nothing but psionic (no traps or grenades, etc): https://www.twitch.tv/videos/404187093

138
General / Re: Gas the drones...what are my options?
« on: March 30, 2019, 04:51:45 pm »
You can go ahead and kill the drones BEFORE you actually activate the canisters.
The fight will, obviously, be pretty difficult, but at least there would be no mutating gas.

139
More streaming tonight, mid-game stuff at lvl 14+, still 0 reloads.

140
General / Re: Once I go to Deep Caverns (possible spoilers)......
« on: March 27, 2019, 11:44:24 am »
By your wording, you mean I can go back after I deal with DC? Or is there like an option to continue wandering around after the end of the game?
Yes, there is.
However, going into DC unprepared might be a less-than-stellar idea in and of itself (depending on your build, really).

141
As much as I'd love an AI solution, I don't think it's possible to code, because it would basically require for the AI to have actual situational awareness and long-term memory/planning.


As for force field, it's just too good.
With "force user" even the most basic use of force field effectively gives you 4 turns of complete safety to rest/heal/recharge/refresh cooldowns/wait out negatives/etc/etc + you get to start a turn with full AP/MP even if you used FF as the last action on the turn you created it.
Also, if you want to "direct enemies on a certain path", you can still do it via creation of damaging tiles (acid/fire).

142
At least on DOMINATING.

The problem: by using a combination of root/stun/incapacitate/freeze on an enemy in the doorway, player can effectively prevent ANY number of enemies from being able to attack in ANY way because they can't get pass the immobilized target in the doorway. However, since there are no readied actions or overwatch mechanic, the player is still perfectly able to attack the enemies (by going into line of sight at the start of the turn and hiding behind cover at the end of the turn). This effectively makes player invulnerable.

Why this is really bad: with proper rotation of immobilization effects (most easily achieved by psion or trapper, but practically any build can pull it off to some degree), there is no limit to how long you can keep the doorway choked, or how many enemies you can control this way. Having a single target permanently immobilized is already somewhat of an issue, but the REAL problem is that it effectively makes it so that immobilizing ONE enemy is the same as immobilizing ALL of them. This makes combat hilariously easy and risk-free even of dominating.

Potential solutions:
1) Give all mobs an ability to push immobilized targets, give mobs capable of advanced item manipulation (those that can open doors) an ability to switch places with immobilized targets. Something like 20 AP action to push/switch places with a target of smaller size (human pushing a dog, etc), 50 AP with a with a target of the same size (human pushing human) and impossible with target that is much larger/heavier (human vs industrial bot). Maybe only enable this on higher difficulties (looking at you, dominating).
2) Improve mobs AI to the point where they don't fall for that (seems extremely unlikely to be actually possible to code, but theoretically it would work).
3) Remove choke-points from most maps or make enemies capable of taking down walls (another unlikely solution because this would require a great amount go map re-design).

P.S. While we are at it, force field also needs to be looked at for similar reasons, see: https://steamcommunity.com/app/250520/discussions/0/1744480967004247900/






143
General / Re: I lost a bet, how do I skip the game?
« on: March 20, 2019, 11:05:22 pm »
Well, junkyard depot A takes 5 minutes to complete, and it's considered to be one of the hardest parts of the game.
How much longer can a complete walk-throw possibly take?  :D

144
Just for extra fun, tried doing depot A by just going straight to the circuit board.
With a bit of luck, it takes 5 minutes 23 seconds to do that:

https://www.twitch.tv/videos/398609044

So, yea, Depot A literally takes 5 minutes to complete (from entering it to the moment you walk away with the control board).

145
Depot A in 16 minutes on dominating with no combat.
https://www.twitch.tv/videos/398088441

Totally doable in about 5 minutes if you just beeline for it.
You need lockpicking 50, hacking 60 and some good stealth.


146
General / Re: Expedition release date.
« on: March 18, 2019, 12:24:45 pm »
It's been quarter of a year since the last devblog... Any news by any chance?

147
The time has come for another round! (of crossbow trapper)

148
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 14, 2019, 11:45:57 am »
What difficulty are you playing at?
Hard, oddity.
I've tried similar build on dominating, and those misses on initial 95% shot really bite.
But, honestly, it's more a question of very obvious discrepancy between psionics (that are auto-hit) and all projectile weapons (that always retain 5% miss chance).
Feels like playing as a psion is simply an easy mode, period.


149
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 13, 2019, 03:48:21 pm »
Right now I play a Sniper. The hit % of Snipe is usually in the 80-95% range. It is cool. I aim to hit, but always have a backup plan for misses. No reloads.
What difficulty are you playing at?

150
Continuing the stealth non-psion trapper/crossbowman run tonight. Zero reloads so far, and hopefully frame drops will not be an issue  this time.

Update: I wasn't ready, heh. Got a few dozen reloads just trying to figure out how to handle beetles without abusing the door. Also, I'm surprised how LOW the damage output on the crossbow is.  Getting a better crossbow seems really, really crucial early on.

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