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Topics - bushwhacker2k

Pages: [1] 2 3 ... 7
1
Bugs / Electrokinetic Imprint - Stun Duration
« on: May 14, 2023, 06:59:11 am »
Electrokinetic Imprint's description claims to stun for 2 turns, but only stuns for 1.

2
Suggestions / Night Vision toggle hotkey
« on: May 06, 2023, 08:31:47 pm »
It would be nice if this were defaultly available in the Quick Invoker in the same way Burst is.

Especially because you seem to be unable to drag it to your hotbar during combat (which is odd).

3
Bugs / Cameras give Close Quarters Precision Penalties
« on: May 02, 2023, 07:59:43 pm »
I happened to be standing next to a Camera when aiming at something, and noticed my accuracy seemed very strangely low. I switched from my Sniper Rifle to an SMG and my accuracy shot up.

Seems like Cameras cause the Close Quarters Precision penalty to be in effect? I don't think I'd feel very threatened by a Camera though.

4
Bugs / Laser Sights don't Stack
« on: April 23, 2023, 06:18:28 am »
I confirmed that Rapid Reloaders, Extended Magazines and Silencers stack. As a similar Component of non-variable Quality, Laser Sights should probably stack too. (This could very well apply to other Components as well, this is just the one I've confirmed for now.)

5
Bugs / Shield Capacitor
« on: April 22, 2023, 11:53:24 pm »
Despite being a Component with variable Quality and Electronics requirement, this has the exact same effect no matter the Quality: lowering the Dissipation Rate of an Energy Shield from 5% to 1.5%.

6
Bugs / HE Mines don't cause fear to Rathounds
« on: January 09, 2021, 06:11:08 pm »
1: Fire makes Rathounds become afraid.
2: HE Mines deal Heat damage, thus fire.

I used an HE Mine on Rathounds, they took damage but didn't become afraid.

7
Bugs / Psionic Mentor - Cryostasis or Pyrokinesis Stream?
« on: January 09, 2021, 04:32:38 am »
In this location,



from this box,



I found a Psionic Mentor where the description seems to conflict with the title (not actually sure which it teaches).




8
Bugs / Explosive Barrel - Troll Placement
« on: January 04, 2021, 11:51:24 am »
So I was in Lower Underrail, not far from Warehouse Block Beta...



... and I noticed an Explosive Barrel next to enemies, perfect for taking them down right away...



... so I threw a fireball with Pyrokinesis...



Wait, the Explosive Barrel did nothing? So the shelf and locker completely shielded them from the explosion? That's ludicrous! D:

I'm guessing it's not intentional for that Explosive Barrel to be completely useless despite being 1 tile away from both of them.

(Also getting major deja vu regarding this bug, but I went back through my old posts and didn't see it.)

EDIT: It occurs to me that just attacking the barrel by itself would demonstrate this better. Shame that didn't occur to me at the time, ah well.

9
Suggestions / Balanced Handles
« on: July 13, 2014, 02:50:10 am »
Balanced handles for knives and sledgehammers, to add a slight accuracy bonus like the guns have.

10
Bugs / Inconsistent Camera Line-of-Sight
« on: July 13, 2014, 12:03:22 am »
So cameras only detect you when they're pointed in your general direction and you're close enough, right?

But if you use anything with a red cursor (thus implying something criminal or something that people nearby wouldn't want you to do) the camera either immediately breaks your stealth or starts combat with you- regardless of facing or even if there's anyone watching you do something.

[I'd realized this one ages ago, but it only just now occurred to me to submit this obvious bug]

11
Bugs / Visual Layer Disorder - Junkyard - Mutie's Footlocker
« on: July 11, 2014, 08:52:32 pm »


Only reason you can see most of the footlocker is because my cursor is hovering over it. From this position it clips to being beneath the table.

12
Bugs / Weightless Acid Blob Pistols?
« on: July 10, 2014, 04:05:27 pm »

13
General / Pneumatic Hammer - Resist Chance?
« on: July 09, 2014, 05:32:21 pm »
I believe the higher grade Pneumatic Hammers increase the damage boost and the energy cost...

So, if you wanted a Pneumatic Hammer purely for the incapacitating effect, would it be better to get a really low-tier one so it doesn't use much energy? Or do higher grade PH's have a higher chance of successfully incapacitating?

14
Bugs / Incorrect Visual Layer Priority
« on: July 09, 2014, 05:29:50 pm »
I had no idea what to call this one, I can't remember the proper terms for it, but here it is:


15
Bugs / Hijacked Train
« on: July 09, 2014, 03:45:03 pm »
I played this area once before and I find myself wondering: From a design perspective what was supposed to happen here?

-

Step-by-Step:

1 - Eliminating the bandits isn't a problem

2 - A cutscene happens (nothing is inherently wrong with cutscenes, but...), in which my character stands stock still making no attempt at stealth or tactical positioning and watches another bandit (bandits are already completely hostile at this point so I would be doing something instead of standing still) slooooowly walk up and set up a huge bomb (which one would imagine would take a few seconds, a few seconds with which I could react)

3 - Cutscene ends and my character, instead of doing anything at
 A - The end of combat
 B - When I spot the next bandit
 C - When the bandit starts walking
 D - When the bandit starts fiddling around with a bomb
just decides to have a little chat after giving the bandit ample time to do whatever she pleases.

4 - Finally I actually fight the bandit as I logically would have after stealthing after downing her friends

5 - Now comes a tedious process of trial and error in which the PC inevitably dies repeatedly unless they just give up and let the cargo get destroyed (this process is actually much longer than the rest, but I don't want to give away exactly how to solve it [despite the fact that I feel like the whole process is just ridiculous]).

-

Okay. This qualifies as a bug because it falls under a category called 'Design Flaws'. This qualifies for that category because this process makes no sense in the flow of the rest of the gameplay.

I'm also just confused what the developer intention was here? Is this a little freebie for people who actually put points in Persuasion/Intimidate (which, I have to admit, I pretty much never do)?

-

I strongly feel that several parts of this segment should be revised.

I can't make demands here but I'd really like to know what the intention behind the many instant-death options in disarming the bomb were. Are we expected to just reload repeatedly? I wouldn't have a problem with instant-death things, but this isn't a game where that's a frequent occurrence.

Setting up a bomb is OK, but don't have a pointless segment where my stealthy character stands out in the open and freely allows a bandit to set up a bomb. If you must have the bomb segment, have the bomb set up ahead of time and just have the bandit trigger the countdown after walking out of cover (though this brings up another point, you have to make it realistically feasible that she was set up in such a way that she could somehow elude my perception regardless of circumstance- if you had her come out of the sealed vault doors (since I can't access those) it would actually work).

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