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Messages - A_Clever_Monocle

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91
Suggestions / New Feat: Chemical Warfare
« on: July 25, 2019, 07:03:35 pm »
This feat affects improves the dispersal rate of gas grenades making it so that they only need 2 turns or 3 seconds out of combat to disperse the payload and the gas lasts 2 turns longer, and reduces their cooldowns by one


specializations
-improved  speed of dispersal in combat by (0.5 per point) (2 ranks)
-reduce cooldown (0.5 per point) (2 ranks)
-more persistent gas (1 turn per point) 3 ranks

92
Suggestions / Re: Boomerangs! (also a spear throw suggestion)
« on: July 22, 2019, 04:49:20 am »
I wasn't aware that the returning boomerangs were for flushing out prey though I always thought they were invented later

93
Suggestions / Re: Boomerangs! (also a spear throw suggestion)
« on: July 22, 2019, 04:47:46 am »
I'm aware boomerangs were originally tools for hunting by the aboriginals but later became toys, the non-returning boomerangs are also a lot heavier than the toys but artistic license is a wonderful thing that lets you circumvent normal conventions, besides under-rail, has laser weapons so boomerangs that can do both isn't a stretch not to mention the fact that people who know of that distinction are probably the minority.

94
Suggestions / Boomerangs! (also a spear throw suggestion)
« on: July 22, 2019, 02:06:46 am »
some new thrown items might also be a good idea: how about a boomerang make it a craftable utility that is affected by all the same perks as knifes boomerangs can be thrown with a cooldown of one turn (they need to return to the player) and are crafted as a permanent weapon with their own set of stats

boomerangs are a light weapon and are thus affected by dexterity ap cost reduction

boomerangs suffer accuracy penalties at close range

boomerangs can target enemies around corners
 
boomerangs would be affected by benefit from all throwing knife feats (except for pinning) split spare allows the boomerang to hit an additional enemy   

boomerangs have the option of being crafted with an energy core and another component such as an electroshock generator or a lens 
-the motion tracking lens increases hit chance
-seeker lens increases critical hit chance
-The smart lens allows the boomerang to ignore a set amount of mechanical dr/dt
-the adaptive lens provides a flat ap reduction
-electroshock generator is the same as on knives

Unique boomerang: The Wingshtick "hey that's my shtick" unique boomerang that targets all enemies in an area


If it doesn't already it might be a good idea to make the spear throw feat be affected by the weapon and certain feats ie. dexterity reduces cost fatal throw works on spears spear throw damage is modified by BOTH throwing and melee

95
Suggestions / Suggestion Stealth and Smoke rework
« on: July 04, 2019, 01:25:24 am »
In under rail stealth becomes largely irrelevant in a fair portion of the mid to late game fights you find yourself getting into, unless you are able to CC eveyone in the area and eliminate them your options for restealthing or fleeing can be very limited so I thought I would suggest some items to add to your escape options

Smoke Bombs and pellets
coal was something recently added to the game, make smoke grenades with coal, starter mixtures, and thin grenade cases and only requires 15-25 chemistry Smoke bombs last 10 turns and cover a 10 x 10 area One batch produces 3 just like any other gas grenades they have the same cool down as flash bangs

smoke pellets are like smoke bombs but affect a smaller area 4x4 or 5x5 these have a shorter cool down as opposed to smoke bombs and are produced using capsules coal and starter mixture with a chemistry requirement of at least 35 


both smoke bombs and smoke pellets are affected by the throwing stat
Standing in smoke adds a suffocation and an obstructed vision debuff as well as a buff called obscured when these debuffs reach 1 stack the enemy will be unable to see what is going on around them but can still hear, obscured is a buff that will make the enemy's considerably harder to hit  at 5 stacks enemy will take a set amount of mechanical damage until they leave the smoke cloud, and will attempt to leave (thus offering more options for nonleathal runs)
 
anything standing in smoke is considered to be in complete darkness including the player
Smoke does not unstealth enemies that are stealthed when it is thrown near them



feats  1 new feat plus changes
Fire Fighter (New feat): Player is unaffected by the effects of smoke and enemies can no longer be obscured
Opportunist: Enemies in smoke are considered as slowed for this feat
Spec Ops: now effects smoke bombs and pellets
Interloper: now has an active ability in which smoke pellets can be used to re stealth on a cool down
Ambush: Smoke pellets and bombs can be reliably used to create a darkness zone for the player and prevent detection
Grenadier: has the same effect on smoke grenades as flash bang grenades  but does not effect pellets
Cutthroat: will not break stealth if done from smoke so long as target will die
Snipe: Crossbows will not break stealth from smoke if target dies instantly, when used on sniper rifles stealth will be broken regardless



96
Suggestions / Re: Suggestion!(RC Cars)
« on: July 04, 2019, 12:36:02 am »
not to mention the possibility of reusing assets from the power plant quest (maybe ad some utility to the broken bot and now useless remote

quest line would go something like this

-do battery quest
-talk to mechanics and engineering guy
-mechanics/electronics/intelect check to bring up the issue of the robot
-get a quest to go to arena in core city
-arena quest line for drone to unlock special Blueprints and a unique feat that lets you use the robot in combat
 

97
Suggestions / Unique weapons suggestion thread
« on: July 04, 2019, 12:31:26 am »
Post your own Ideas for unique weapons down below Here are a few of my own.

Flashlight: laser rifle (also a reference to the infamous laz gun from the war hammer franchise) affected by both energy pistol and AR perks (Flavor text "Soup warmer used by an unknown military power")
The Shining: unique machete (icon is a bloody hatchet)(flavor text says "here's Johnny")
Siphoner/crocadile knife: machete or dagger (referece to crocadile dundee) (Flavor text : "now this is a knife")


98
Suggestions / Strengthen Unique weapons
« on: July 03, 2019, 10:54:59 pm »
It just seems like a bit of a waste that the unique items are very rarely powerful enough to be considered for anything past the mid game, I would really like to see the possibility of strengthening those unique or old world weapons be it through crafting, a feat or a special NPC

99
General / Re: Expedition beta testing
« on: July 02, 2019, 04:17:55 am »
Definitely interested, also will there be any channels of communication aside from the forum

100
Suggestions / Re: Need achievement and achievement name suggestions
« on: May 08, 2019, 09:02:20 pm »
Kill 50 enemies with shock damage: Lightning rod
Drink the mad scientist's poison beverage: quality control
Broadcast the effects of Hercules: Side effects may include
kill 50 enemies with bleed damage: tis but a flesh wound
Kill 50 enemies while under the effects of a drug: overdose
kill 1,000 enemies while under the effects of a drug: blackout
retrieve balors cybernetic eye: Eye spy
Kill an aphobic enemy with fire: Toasty
fix the faceless tunneler by yourself: handyman
kill 50 enemies with explosives: demolitionist
craft an MKV grenade: mad bomber
Get jon's special: The gourmet


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