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Topics - noobrzor

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Bugs / Crawlers too difficult to detect
« on: January 01, 2020, 03:26:33 am »
Howdy

Now, I apologize if it is indeed not a bug, but it seems so broken that to me it has to be.

Easy difficulty
Level 15.
3 Perception.
No Paranoia feat.
Wearing Night-Vision goggles with 95.5% Detection bonus.
With Stuffed Bat buff (+15% detection).
Night-Vision active/flares underneath
Standing, thus Fully Focused buff active.
Unstealthed.

I do not detect regular Crawlers at all. No instant-detect, no nothing. If one spots me, then despite all these buffs I just wait for it to approach me with absolute impunity.
Sometimes I do detect them, but it's way too unreliable. Like <10% of encounters with them I win by detecting them first.

So far, best way for me not to have an aneurysm fighting them is just spamming molotovs everywhere and reloading like crazy, and once in a while miraculously dodge the initial sting or just have their AI go haywire and not use it on the first turn.

Please do not tell me this is intended mechanic, because my fun meter is reaching depths yet unreached.

Edit:
So it does indeed seem lucky hits with molotovs, flares, psi abilities, outlasting the crawler's alpha strike/s or managing to bump into them before/after are the intended ways of handling them. Doable but tiresome, eh.
I'm trying to remove the topic but for the life of me I don't know where is the "Remove Topic" link advertised.

2
Bugs / Easy difficulty mercantile infinite money loop
« on: December 30, 2019, 05:58:11 pm »
Howdy

Now, this is probably just a minor thing, possibly even as-intended, but...

1. Find a merchant that "always accepts bullets/bolts/batteries" or whatever.
2. With a high enough mercantile merchant sells the item close to "base price".
3. Because of Easy trade value multiplication of 150%, the item you sell back is worth more than what you just paid.
4. Repeat indefinitely to clean out a merchant's stock. E.g. Selling 1000 bolts for 1000 bolts and 100 charons, every trade.

Cheers!

3
Suggestions / Gas Grenades Disarming
« on: October 26, 2019, 03:52:27 pm »
Greetings

Stealthy takedowns and assassinations are difficult. Gas grenades provide a bit too cheesy method of accomplishing them.

1. Unstealthed, stand as far away from the enemy as you can without triggering combat.
2. Initiate combat.
3. Throw a gas grenade. It usually can be thrown far enough to target the enemy or, if there are multiple hostiles, several of them.
4. Restealth. Throwing the grenade itself is silent, and no direct damage outright means no instant detection.
5. Skip turns in combat. Because you can see the enemy, the combat will not automatically end. And because you are in combat, enemies cannot disarm the grenades.
6. Enemies stand in toxic/freezing fumes indefinitely.

There could be variations of this method. Like throwing the grenade around a corner without initiating combat, and interrupting the enemies' disarming by entering stealth right after throwing and walking up to see the enemies (but not let them detect you) and, again, just waiting as they stand in the fumes.

Just stumbled on this accidentally, saw the cheese, but so far haven't tested it more.

Offtopic: Quite similar with throwing caltrops on the path of patrolling enemies without them noticing. They just walk around till they die.

I suggest these things to be nerfed if they can, or not, because things are pretty hard enough as they are.

Cheers!

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