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Bugs / Re: Tha main character's name as Gladiator — bug
« Last post by Deep Driller on November 30, 2024, 09:07:51 am »
Based on your description it is most likely that for some reason the game did not record correctly the fact that you restealthed during combat (for example you failed to actually get out of sight from the enemy).

It would work that way if I hadn't had the chance to end combat mode during the fight. But I did.

After that I dawdled under that camera on the wall, while Pulverizer was recharging his shield and waited for me to appear. Actually I also don't know why he didn't run around the arena trying to find me. Thast would be logical.

I waited for the cooldown on Aimed Shot to pass and shot him from the stealth. Similar to what I did with other char. Only it worked last time and I got Apparition, but this time Phantom was... replaced.
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Suggestions / Re: Combat Skills Balance (needs to be achieved)
« Last post by Deep Driller on November 30, 2024, 04:42:31 am »
This game follows the old-school design principles of the classic Fallouts and imm-sims: it lays down its tools before you and trusts you to make your choice and to make it work.

Yeah, some tools are much better or situationally better than the others, so choose wisely.

It's different from Fallout 1/2/mods. Yes, I've beat them all as well.

In them, you could obtain top-tier armour and a few perks and cull enemies on sight with top tier weapons that were in every category. Miniguns, Launchers, Plasma Rifles, Power Fists, Supersledges, et cetera. It never mattered against who you're going, because Power Armour keeps you alive (for the most battles) and you can use as much Stimpaks per turn as you want.

Here you have to follow a certain pattern. No matter how good of a sharpshooter or a fist fighter you are — if you find an overwhelming group of enemies that can corner you easily or step into Crawler's lair — you have to have a good amount of combat drugs on you or trap the whole area.

It relies on battle tactics and you can't be a big-ass tank with even a Mind Cracker going against horde of Lunatics with your back open. They'll simply vaporize you from afar, while you'll be constantly stunned, dazed, frozen and under mental subversion.

Granted, armour with high resistance and 10+ Constitution and Will can save you from that and you can prevail through sheer HP pool, but then you can forget about having first turn, about good stealth, about dodge and evasion, about any DEX, AGI, PER, and INT check — because you're gonna invest all your points into STR, CON, and WILL.

Even then, a good critical from a couple of snipers will still get you killed. Or even Acid Hunters/a CAU unit.

Stealth characters have much easier living, but when they can't rely on their stealth, well, they are forced to hide and also use a shitton of combat drugs.

Those games are not the same. A couple of things they do have in common, but fight systems are barely alike, aside from turn-based mode.

And this is why having OP weapons that can obliterate everything without any effort from the player AND having builds that can shine only against certain enemies and only after you're leveled up and geared up fully — is the opposite of the balance.
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Discussions / Re: ''From where do you hail?''
« Last post by Arclight on November 29, 2024, 11:12:26 pm »
From Russia, city Murmansk =)

That is kewl! I've seen SAT pics of the place - is it nice IRL?
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Suggestions / Re: Combat Skills Balance (needs to be achieved)
« Last post by 12 on November 29, 2024, 09:50:10 pm »
I know what you mean, I just don't see it as a problem. This game follows the old-school design principles of the classic Fallouts and imm-sims: it lays down its tools before you and trusts you to make your choice and to make it work. Yeah, some tools are much better or situationally better than the others, so choose wisely. If you made a poor choice, restart and try again with the newly found knowledge and you'll do better. It's part of the fun. And once you've finished the game, you can go back and try something else. You may even try something outrageously suboptimal just to challenge yourself. This is how people've sunk thousands of hours into it.
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Builds / Re: Optimal non-psi hammer build
« Last post by Eidein on November 29, 2024, 07:49:14 pm »
I don't see how you can do any build without investing in lockpicking and pickpocketing

Very easily.
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Builds / Re: Optimal non-psi hammer build
« Last post by Antalos on November 29, 2024, 07:01:37 pm »
I don't see how you can do any build without investing in lockpicking and pickpocketing to steal insignia from NPCs. However, the build looks interesting because it's easy to do an OP build and dominate, and dominating through tanking is much more enjoyable ^^
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Builds / Re: Optimal non-psi hammer build
« Last post by harperfan7 on November 29, 2024, 02:58:50 pm »
Hey harperfan7.

Will this build work with machettes if i replace pummel and super slam with flurry and onslaught?

And heavyweight.  Yes, it'd work but not as well. 
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Bugs / Re: Tha main character's name as Gladiator — bug
« Last post by PaposikG6 on November 29, 2024, 02:58:00 pm »
Based on your description it is most likely that for some reason the game did not record correctly the fact that you restealthed during combat (for example you failed to actually get out of sight from the enemy).
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Builds / Re: Optimal non-psi hammer build
« Last post by Eldakar on November 29, 2024, 11:05:00 am »
Hey harperfan7.

Will this build work with machettes if i replace pummel and super slam with flurry and onslaught?
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Bugs / Tha main character's name as Gladiator — bug
« Last post by Deep Driller on November 29, 2024, 03:26:11 am »
Sandman instead of Phantom. Although when battling Pulverizer I did restealth after using the flash on the opponent. The other time it did work and I got Apparition.

Last time I checked with wiki re-stealthing during combat did have higher priority than incapacitating 5 opponents. Maybe it was changed in one of the patches?
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