Recent Posts

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71
Suggestions / JetSki Arena
« Last post by ben on March 13, 2024, 10:00:07 am »
Have a competition like arena, but on Jetskis.
It can take place near the drag'n'drop or Abandoned Waterway Facility.

Challenger will face pirates, mutants, sea serpents, and so on.
Challenger can get rewards like free drinks in drag'n'drop, jetski mounts or addons (turbo engine modification, mounted gun, etc..)
72
General / Underrail
« Last post by dominicelliott on March 13, 2024, 06:49:12 am »
I know I am late to the party but considering the shortage of isometric RPGs this deserves its own thread.

It took me some time to start playing this properly because of the difficulty but now I'm hooked.

The world is done right. I like the art style too.

>need rags to make molotovs
>barely anyone sells 1-2 rags
>need tailoring to turn fucking armor into rags
I'll admit I am a bit mad
73
Bugs / Re: Base Intelligence, Effective Intelligence and the High Technicalities Feat.
« Last post by ben on March 12, 2024, 08:53:40 pm »
The damage increase from intelligence in the high technicalities feat is hidden.
It is based on effective intelligence, and not base intelligence. So foods and drugs can also improve damage.
I have tested and confirmed this.

The value you see in combat status (for guns) should be derived from the formula:
Base Damage * (1 + 0.7 * Effective Guns Skill / 100)

And the other damage modifiers from feats are applied later.
74
Suggestions / Returning Terry Baker's Body to SGS
« Last post by WeiJayTan on March 12, 2024, 08:13:18 pm »
After discovering Terry Baker's Body, the player can also inform Vera of it's location and return him to SGS. Where it will later be found in the Morgue.
75
Builds / Re: Optimized LMG/Minigun Build? (Morphine Druggie PER-max Heavy)
« Last post by Elerai on March 12, 2024, 05:10:06 pm »
Edited my build to address the issues presented. While mobility can be an issue, the sheer damage output, particularly AOE from the Fusion Cannon means I rarely need to move too much; and if I can begin combat on my terms, I don't really need HP either, even a single turn (+1 from Stasis) is enough to win, especially if I swap to a stealth armor set and use TNT to group enemies up before engaging.

Mind you, I playtested with Cheat Engine in a lategame save; but better than not playtesting at all. This does give the build some overlap with the dedicated Fusion Cannon build, but it should be much smoother than that because early game it uses Assault Rifles instead of Sledgehammers (with Opportunist + Suppressive Fire), and better at single target damage. The Fusion Cannon build needs bullet trance to beat tough opponents, and is very dependent on enemies needing to be grouped up, this on is more versatile. It might even do more damage on the first Fusion Cannon shot because 16 PER vs HT+5 and 10 INT; and 1 PER is similar to HT+5 1 INT at 160 skill, damage-wise.

Ultimately, this is a different playstyle than a normal tincan LMG with high CON and all the survivality feats. This needs a bit more micro (with swapping to stealth armor and laying traps/tnt etc), but I feel it should be better than the default one. I feel like the best tank build is 18 CON 3 PER Shotgun build; using LMGs over Shotguns just forces you to invest into STR and PER instead of dumping it all on CON (+Conditioning, Last Stand, 7 WIL Stoicism etc).

Also, you move with PTC movement points.

Lastly, I did consider Ambush, but Ambush doesn't boost Fusion Cannon damage.
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I've tried taking a Hypercerebrix Pill while wielding an Energy Pistol and having the High Technicalities feat, but I noticed on the combat stats screen that the damage counter doesn't change. Is it a hidden change, or is it that the feat only works with BASE Intelligence, and does not work with any boosts?

An example I've seen where stat boosts will not work is the Jawbone Crossbow. 7 base strength is required to gain it's on hit effects, and boosts will not work for that.
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Bugs / Re: Report spelling/grammar errors
« Last post by PaposikG6 on March 12, 2024, 12:37:41 pm »
"::His head turns sideways, eyes open wide.::

The mind would smell it, you'd hear its heat, and if not, then the truth will not be revealed.



::Oculus should be right below the northern rock cliff that this man seems to be constantly turning towards. Though looking at his face, it seems that he's only looking at the structure's general direction, unaware of its actual existence.::"

unnecessary double enter here
78
Bugs / water treatment facility doberman dog
« Last post by PaposikG6 on March 12, 2024, 11:26:49 am »
There's one doberman dog that is incorrectly named just 'Dog' instead of 'Doberman'.
79
Bugs / Firecracker caps disappear from crowbars
« Last post by Tygrende on March 12, 2024, 11:23:50 am »
Steel crowbars equipped in both weapon slots. One has a firecracker cap applied to it, the other one does not. If you attack with the naked crowbar, the firecracker cap on the other one will just disappear as if used (it is not actually used though, there's no effect). Easy enough to replicate.

This does not happen if different crowbars are equipped. If there's a tungsten crowbar in one slot and a steel crowbar in the other, everything works as it should.

I suspect this is caused by all crowbars of the same type technically counting as the same item. Crowbars are rather unique in this since they also have no durability, so two copies of the same type are truly indistinguishable. I haven't tested yet, but high chance this will also apply to CACS. It's also possible this may be the case for other enhancements put on other semi-unique weapons you can have more than one of, like shivs, boxing gloves, etc. but these have durability so hard to say. Will check later.
80
Bugs / lost vault plasma turret and jumping
« Last post by PaposikG6 on March 12, 2024, 09:06:26 am »
You can jump north from this platform in combat but jumping west is not possible until the plasma turret is destroyed.
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