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Topics - UnLimiTeD

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1
Builds / Crafting Calculator spreadsheet
« on: October 22, 2020, 03:47:08 pm »
I've created an excel spreadsheet to help with planning character equipment.
Currently, it can calculate stats for body armour, footwear, metal helmets and balaclavas, and list most of their stats (excluding statics like the tabi melee discount, and leather attribute bonuses).
I might, at some point, add other headwear and unique items for comparison.

To my knowledge, it requires at least Excel 2013 or compatible.
Some stat progressions, notably bison leather and steel armour, are still inaccurate. Do tell if you find other mistakes.  :)

How to use:
Unfold the equipment section you want to calculate. See the attached example.png for an example view at the headgear section.
Select a type of equipment in the box marked by the pink 1 in the example.
Now, the boxes at 2 will have drop-down menus from which you can pick the materials you want to use.
Lastly, at number 3, you can select the quality of the selected components.
Now, the resulting stats of the equipment should be displayed near 4, within the teal box.
Do not edit the white background cells, I just forgot to change their colour.  :D

New version added: 23/10/2020

Mega link for not-logged-in viewers:
https://mega.nz/file/FZhA3CZL#-zG7yuTGRi0uE_TkcMCI4vb1D0PJgHYyhZXklCG1z8k

2
General / Rust Maker
« on: September 17, 2020, 07:05:31 pm »
Has anyone actually used the Rust Maker unique item?
From a first glance at it, it seems to just exist to draw attention to the existence of that particular acid, if someone has miraculously missed it until then, yet I can't think of any use-case for it; Same with he rusting acid for chem pistols. On the player, degrading items are annoying, on npcs, I don't think it makes a big difference on anything short of a boss character, and might degrade loot?

3
General / Should I leave the experimental branch?
« on: December 11, 2017, 04:38:11 pm »
So, I'm afraid I'm a bit out of it. Read the patchnotes, so does that mean the stable version is now ahead of the experimental branch and there's no point in remining on .3.3 right now?

4
General / Special Attacks with special Ammo
« on: February 11, 2017, 05:37:36 pm »
Does special Ammo work with special attacks? Or crits?
I mean, actually be affected by it. Say, Opportunist with Shock rounds.

5
Suggestions / New weapon/Ammo combinations in Expansion?
« on: February 11, 2017, 05:12:46 pm »
Looking through the available weapons / ammo type today, there's a notable lack of any non-sniper 12.7mm weapons, no .44 smg, etc. etc.
I would assume adding new frames would be a hassle, but maybe this or next expansion could contain an extra unique or two?

6
General / Wtf is with those bots?
« on: May 26, 2015, 09:04:08 pm »
Seriously, we get roughly two a day.
Is there anything we can do about it?
I dunno, moderating the first post of a player or something?
... Or how about the second.  8)

7
Suggestions / Skills for slow'n Heavy
« on: May 13, 2015, 04:26:53 pm »
I think heavy armour characters have too little Incentive to spend skillpoints, especially on defense.
I think that should change (barring diminishing income of skillpoints, which I'd infinitely prefer, but it's not going to happen).

So, long story short, suggestions:

Skill:
Pry Open (Someone please find a better name)
Allows you to open Containers and low security doors by force.
Stat: Strength
Flow:
Code: [Select]
Skill based on Strength.
Doors can be opened with a skill requirement of electronics/lockpicks *1.5, capped at 100 and excluding quest specific areas.
In controlled zones, this counts as an attack.
Unless specifically coded otherwise, all chests and containers can be opened with a skill requirement of electronics/lockpicks *1.2.
Upon success, items in the container will be checked.
If the item has quality, the remaining quality is reduced by a random %.
If the Item has quantity, it will be reduced by one.
Synergy:
10% Mechanics

Feat:
Efficient Movement
Reduces the effect of Armour Penalty on movement by 10% and +1% for every 10 points in Evasion/Dodge and 15 points in Melee.

The thought is basically that a movement skill would be stupid, but heavy armour characters don't need to spend skills on defense, while lightly armoured characters generally have a strong incentive to do so.
Creating a feat that allows dodge and evasion to at least grant some bonus to heavy armour will at least give those characters the option to spend those points, though they don't have to.
I first thought about just reducing the armour penalty, capped at 15% (to stack with Nimble), but that would have killed Heavy Weight.

Obviously, a heavy assault rifle build can ignore either and still has enough skill points for crafting, hacking, and lockpicking.

8
Suggestions / Feat compatibility for throwing knives
« on: April 20, 2015, 02:25:42 pm »
Would it be possibly to classify throwing knives as weapons, or maybe give a feat that does so?
It'd allow to use them as a sort of primary weapon in the late game.

Also, I'd suggest a feat that lowers enemy damage thresholds by a percentage when using throwing weapons and crossbows(that's more for the crossbows).

9
Suggestions / Hard mode
« on: April 19, 2015, 11:39:09 am »
So, now that I've been playing for a while again, swimming in money, beating every combat against 5 or less enemies, and carrying around so many health hypos they start to weight me down, I was wondering if maybe a hard mode is in order to complement the easy and normal modes?

What I'd like to see in general:
10% less pay from merchants
A chance of 10% that a stacks quantity on a beaten enemy is reduced by 50%, rounded down.
A reduction on skillpoints on higher levels, say -5 after level 10 and -10 after level 20 (per level), but some 5 or 10 bonus points at char gen.
Some SGS traders need some more money.

That would rebalance the economy well for my taste.
I don't expect that to happen, however.
As such, I suggest a hard mode with the first two points doubled in %, and a slight reduction in hypo efficiency so you use slightly more of them.

10
General / Teleproxy
« on: April 19, 2015, 10:43:05 am »
So, it says it "mimics your Single Target PSI abilities".
That, so far, seems to be Telekinetic Punch. Period. Wouldn't it make sense to rewrite the description as such?

11
General / Experience with new feats?
« on: April 10, 2015, 12:18:38 am »
So, what are everyone's experiences with the new feats so far?

Is clothier worth the feat slot when going metal armours?
Is non-Psi heavy Melee feasible?
Can Metal Armours be used by evasion characters with sloping now? And with ballistics help non-vest armour types, or is the resistance too high for threshold to matter?
Any deliberate lowlife builds?

And, on a slightly related tangent, is conditioning even still worth it when reaching 90% resistances with armour? Should I pick Juggernaut instead? (Just kidding, I do that anyways.

12
Bugs / Mobs attacking each other on player arrival
« on: July 13, 2014, 12:18:39 am »
Picture attached.
As soon as I opened the door to a room in the 'base' below Depot A, a Dog charged one of the Muties, and was subsequently beaten to a bloody pulp (Or shot, I was busy otherwise).
If that's intended, maybe the dog should start before I come watching, but I'd take the guess that it isn't.

13
Bugs / Unload
« on: July 12, 2014, 12:45:33 am »
You can't unload the MP5.
Clearly a Luxury Problem, but I thought I'd mention it.  8)

14
Bugs / Z-Layer in GMS compound
« on: July 11, 2014, 09:00:43 pm »
Didn't find this one reported elsewhere;
The raiders on the lower GMS level clipped through the opened door after I opened it and lured them out with some aimed shots.
Or maybe not the actual door, but the place where the door meets the wall.
Should have taken a screenshot.

15
Suggestions / Possibilities for requirements/limits?
« on: July 11, 2014, 05:14:12 pm »
This isn't really a suggestion, it's asking for knowledge on the inner workings of the game to better make suggestions.

These Questions being, in detail:

Is it possible for a feat to have stat OR-Requirements, as in, require stat X or stat Y? I've seen skills, so I guess yes, but you never know.
Is it possible to have a special skill work X times per round before a cooldown starts, without the awkward workaround of giving the character the same ability twice?

Edit: Can a Feat have a requirement like "2 Attributes on 9 or higher"? No matter which?

Examples:

I recently shelved a character that was based around the concept of excessive suppressive fire, but two bursts aren't possible. So I figured, a feat
"Controlled Bursts" that reduced the number of Bullets by one but granted +1 bursts a round would be neat, possibly with a precision bonus. I wouldn't suggest it, though, because I have no idea if it's even feasible. Obviously, "Controlled Burst" could be a new ability requiring Spec Ops, and thus it wouldn't be a problem, but for Science!

As another option for the thread "More options for the Intelligent Combatant?" I figured it'd be nice to have a special melee attack that ignored half the damage resistance of an opponent, and that could be fluffed either as an Intelligence skill (Deducting a weakpoint) or a Will skill (Psychokinetics).

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