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Messages - Hammer Wizard

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16
Bugs / Re: Minor bug: NPCs not using their designated weapons
« on: September 16, 2021, 06:27:04 am »
Another one

17
Builds / Re: Hammer wizard but with metathermics
« on: September 16, 2021, 06:12:19 am »
>Quick Pockets
>Paranoia
>Trigger Happy
>Grenadier
This is less of a hammer wizard and more of a generalist.
Next thing you're going to say is recommending TM

My recommendation is going 7 Will, Stoicism is great and is too good to pass, as well making your casting actually good.
Stop relying on grenades and traps, leave throwing at 10 maximum and traps at 0, boosting detection on a shaded metal helmet 3 PER build is dumb, you're not supposed to not detect anything, you're supposed to either tank it or play outside the box, like using exo aura to ward off crawlers.
3 AGI is an experiencie, you dont need to move when you're very tanky and you have mad damage from ranged sources: thats why tin can AR is so good.
Also not having Thick Skull will hurt, and unless you play to run TiChrome/SS, armor sloping on Tungsten will be virtually useless.

Mind you, I dont think MT is a good psi school, as matter of fact it's pretty bloody good, I simply dont agree with QoL choices, which makes the build less of a hammer wizard and more of your average generalist.

18
Bugs / Minor bug: NPCs not using their designated weapons
« on: September 15, 2021, 11:50:18 pm »
Very rare and odd but and I dont know what exacly causes it, but I have seen a few NPCs not using their designated weapons.
Oddly enough this bug only with tin cans, using hammers instead of their AR, I have yet to see any crossbow user or sniper use their knife or something.

19
Bugs / Minor bug: Alert activating NPC faulty pathing
« on: September 15, 2021, 11:38:16 pm »
So since I dont have a stealth, I initiated combat manually and tried to close the distance to the ironhead hammerfriend, he used his MP and AP to try to get close to the Switch (pointer indicates where he got so far) to active the alarm as usual, however when he ran out of MP and AP, he activated Sprint and actually he run towards me, and not the switch.
Now that I mention it, I find how he activated sprint when he ran out of AP, whereas he should have used it at the start of his turn.

20
Suggestions / Re: New Veteran feat suggestion
« on: September 09, 2021, 04:38:09 am »
I do agree in your feat trees idea, more feat customization to tinker with builds would be nice.
I sincerely hope Styg and devs deep plunge into heavy customization of builds, giving replay value is something that will keep the game alive for very long.

And no, Last Stand should not suffer because TM shenanigans making it OP.
I hate it.
Stop using TM.

21
Suggestions / New Veteran feat suggestion
« on: September 07, 2021, 04:24:29 pm »
'Vigor Resurgence'
Increases Last Stand duration by 1 turn, gives Adrenaline Rush and Pain Suppression buffs for as long Last Stand is active

Requires Last Stand and 10 base CON, level 26 or higher

22
Bugs / Junkyard mutie turns into a backpack when killed
« on: September 07, 2021, 04:21:12 pm »
Title, his body quickly faded into a backpack the same moment I killed him, so it happened in combat

23
Bugs / Minor Light bug
« on: September 07, 2021, 04:19:32 pm »
Turning off the power at the early game random dungeon (the one with either mole crickets or rathounds) dont actually turn off the lights, merely it turns off the light bulbs and the electric lock but the light in itself remains unchanged

24
Bugs / Re: Bioinvestigative Belt requires base skill not effective skill
« on: September 04, 2021, 01:01:11 pm »
Most of items and feats that require a certain skill to equipt/use are based off base skill, not effective skill.

25
Bugs / Re: Stun animation sometimes not playing out
« on: September 03, 2021, 04:05:36 pm »
The lunatic problem is probably because you have the old save from when the bug existed, so it's stuck like that.

As for dogs, is this problem only occurring when they are sitting?
Actually, yes, I think most of stun sprite bugs were on situations in which I got the jump on the dog and stunned them while they were sitting down

26
Suggestions / Re: Assorted suggestions for the final update
« on: August 25, 2021, 04:27:16 pm »
Make special bullet types to be crafted regardless of caliber, so you will have freedom to craft whatever war crimes bullets you want for whatever caliber you want
To counter this, make crafting these special bullets harder

27
Suggestions / Re: Ideas for new TM spells
« on: August 25, 2021, 03:18:10 pm »
Having a slow down on a huge area similar to Starcraft's 2 Stasis wards would be neat, could be a very high TM skill

28
This game has a system of colour coded NPCs that barely uses:

Red for enemy
Yellow for 'hostile'
Grey for neutral
Blue for allied
Green for 'friend'
Yellow'ish brown for inactive turrets

However only red, grey and blue are often used in this game, and some of them are poor implemented, for example:
You'd think that yellow NPC's are easily turn into enemies by movement or dialog checks, however in Epione lab as a Protectorade the soldiers in there are yellow and there's nothing you can do to turn them aggressive towards you besides outright attack them, the yellow colour is pointless, it should be neutral grey at the very least.
Another example, groups of common thugs/bandits in Core City, most of them are grey, however if you get close they turn aggressive and attack you (their quotes warning you is on point tho), they shouldnt be grey, they should be yellow.
Also another example is upon entering University for the first time, when you're about to be interviewed, you can see a Rassaphore and a Recombinant forming a line that implicitly tells the player to not go further and instead go to the questioning, these two tchortists should be yellow since walking past them will make them hostile (mind you that I never actually did it, but it's painfully obvious it would turn out like that since the game makes it obvious)
Well put colours are for example the Scavengers in upper underrail, or the Lunatics under Oculus, in which venturing into forbidden zone for the former and picking the wrong choice of dialog for the latter can turn them hostile.
At the same time, what are the differences between green and blue? Both of them will turn red if you attack them, and I'm fairly sure they both turn red on you if a grenade lands near them or if they step into your traps, yes, I get the reference of the green dog at the SGS dock, 'Man's best friend', and befriended rathounds while wearing Rathound Regalia (you're part of the pack), however siding with Coretech and going into the Coretech lab with the identification turns the robots green, the robots are not your 'friends', they merely simply dont vaporize you on sight, they should be grey.

I encourage a proper usage of code for Infusion and if possible fixing the colour coding in the base game so it can be more consistent and intiutive for the player.

29
Exoskeleton armor has a lot of weaknesses, but Balors can be used without it. You are better off going leather for mobility, metal armor for survivability, or Rathound Regailia for the strength bonus.

I see... Is a hammer build with stealth and no metal. Armor viable or not?  I kinda want to play agile hammered which I will named hammerina. Since a lot of feat for sledgehammer usually want armor penalty for maximum power...

Yes. One of my main builds is basically that.

30
Suggestions / Telekinetic chain casting range is too short
« on: August 04, 2021, 12:18:24 pm »
Getting close to an enemy just to cast psi chain is dangerours, and using premed for it is not worth it.
I suggest increasing it's psi casting range from 6 to 8, the same range as Electrokinesis.

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