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Topics - MirddinEmris

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1
Suggestions / F1 help screen improvement.
« on: September 13, 2019, 04:49:49 pm »
Should include new elements, like game speed control.

2
Suggestions / Mechanical pistols improvement
« on: September 13, 2019, 04:11:13 pm »
Now it's not a secret that mechanical pstols right now suck. Here are my though on what can remedy the situation somehow.

1) If we compare SMG vs Pistols shot byt shot we will find that same caliber SMG has much lower AP cost and only slightly lower damage, so even if you don't use burst fire, you can seriously outdamage pistols with smg just by simply attacking the target. If we use burst fire, we leave pistol in the dust. Just by swapping AP cost of similar caliber smg and pistols we go a long way of making them viable weapon. We also nerf SMG a bit, but they will be pretty strong even so (though may use some slight damage increase to offset the nerf). Since the pistols will have a lot less AP cost, Steadfast Aim can be returned to 1% for 1 AP after 10.

2) Pistols seem to be made with the critical shots in mind, so slightly buffing their critical chance (say by 5%) and critical damage (by 25%) across the board we can solidify their role. Right now even if you manage to get you critical chance high, you main source of damage bonus is Sharpshooter feat and 25% from hammerer, making their crits very unimpressive even with Critical Power.

3) Hammerer probably shouldn't have such big range. It would be fine to nerf the upper damage along with rising lower. Right now it feels like playing roulette. Being more reliable would be good.

4) Introducing some crafting components would be a nice idea, since right now a pistols don't have good one outside of smart module and perhaps rapid realoder (which is double edged sword, since it alse reduces bonus from Steadfast Aim).

5) New feats that would introduce new styles of using pistols. For example:

  - Full Akimbo. If oyu have two firearms pistols equipped, shooting one will reduce the AP cost of the next attack from second pistol by 5.

  - Adjustment Fire. Each next shot against same target with same pistol while in focus will increase the accuracy by x% and damage by y% (not sure about the numbers on that one)

6) Reduced AP cost for equiping them. Stacks with Quick Pockets.

Not all of those ideas have to be implemented, it's just a collection of suggestions on how to improve what is currently the weakest weapon in the game.

3
Suggestions / More secrets
« on: August 23, 2019, 01:10:57 pm »
Please add more secret areas and passages into vanilla and expansion game. Right now, there are too few of them and that makes feats like Snooping not really attractive. If there would be more secrets and persception checks boosted by that feat, it owuld be more useful and exploration in general would be a lot more interesting. A lot of additional high checks (12+) would be nice too, to be mostly for characters with good Perception scores and giving more benefits (like being able to sneak around some tough battles and so)

4
Suggestions / Change to Yell
« on: August 20, 2019, 06:19:24 pm »
Yell should also reduce enemy Intimidate skill. I think it's only logical that if you scare the enemy first (or other way around) that also should reduce their ability to scare you.

5
Bugs / Unprovoked hostilities in the Core City east dock.
« on: August 17, 2019, 04:36:47 pm »
Not entirely unprovoked since i stole the jetski, but i think there is a bug.

1) Stole a Skimmer jetski from Ray, camera did not turned red, no one noticed.

2) Parked it at SGS dock, returned to core city, go to east dock. No one is hostile, camera does not react on me, even click on some people to proc dialogue. No hostilities.

3) Much later i join the expedition, talk with Briggs, get to the camp.

4) Rift back to Core City form lighthouse, go to east dock.

From now on i have like 20-30 seconds of no hostilities on the east dock, even being able to talk to Ray and buy something from him, but after that everyone turn hostile there. Eve if Ray doesn't see me, if i just stay at the entrance everyone still get hostile after certain time.

I guess it's a bug, but not sure. Perhaps there is some hidden mechanic i missed.

6
Bugs / Weird interraction between Heaviweight and Critical Power
« on: May 04, 2019, 05:32:30 pm »
After some testing i noticed strange behaviour - if i take Critical Power before taking Heavyweight (say CT at level 16 and Hw at level 18), bonus from CT does not apply to critical damage bonus from Hw, but if i take it later (for example Hw at level 18 and CT at level 20) then it works properly.

I think that application of bonus from Critical Power shouldn't depend on what level i took it.

7
Suggestions / Balance XP progression
« on: February 15, 2017, 03:37:46 am »
Right now classic mode is too imbalanced in my opinion, you can reach level cap long before final area and in my opinion it's a big downside because it breaks sense of progression for many people. Ans yes technically you can reach level 24 at least with oddities, but that means exploring every inch of the map and making every quest there is. It requires effort and knowledge. While with classic reaching level cap doesn't require all that much effort, you don't even need to grind respawning mobs or explore all that much.

Maybe less XP for killing and more from quests and oddities?

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