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Messages - Benjibibi

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1
Suggestions / Re: Raising maximum hit chance to 98%
« on: June 20, 2018, 08:36:24 pm »
Is there a way to change this limit to test the game with this change ?

Harpefan7, I didn't dedicate my life to martial arts... And you're asking me to hit very quickly, as in the rapid shot feat or burst attack, which lowers your hit chance, it makes sense when you're trying to hit faster than you normally can. Again I don't know if you read my post, I'm not talking about live ennemy that has high dodge ! I'm talking about an unconscious rathound stuck in a bear trap ! It shouldn't be a 19 out of 20 chance to hit ! 100% is maybe too much, but 98 or 99% max would not be unrealistic !

I agree with epeli, being unable to miss a taser hit even without melee training for example doesn't unbalance the game, even thought it's a lot more unrealistic.

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Suggestions / Raising maximum hit chance to 98%
« on: June 04, 2018, 01:52:18 pm »
Hi,

I'm trying dominating difficulty with some new build, a low AP melee build actually and the hit chance cap is a lot more annoying with this build than any others for me.
With 4Ap attack, you throw 12 attack a round with the regular 50AP. Meaning that even against a target stunned, ensnared in a bear trap with zero dodge, I still have that 1/20 chance of missing every hit...
With some math for this case, you find that you have 54% chance of landing your 12 hits, 34% chance to miss one hit and 12% chance to miss 2 or more hits.
And since the combo feat require 3 consecutive hits, even on the easiest target, you have ~15% chance to miss your combo, since one miss reset the counter.

That's why I would advise a small change, raising the hit chance cap to 98%, which would not change the balance of the game, because most difficult enemies usually don't allow for 95% hit chance, but at least you won't feel like your character is clumsy against rathound when you built him/her to be a martial arts beast.
I think that PART of the reason that psi build is so fun is that you never miss with your abilities.

Maybe this new cap would require the target to be incapacitated/stunned/immobilized to be reached, or introduce a feat I don't know. Tell me what you think.

3
Bugs / Re: [1.0.3.20] classic mode - no xp for killing
« on: February 19, 2018, 10:41:16 pm »
Sorry, i missed your answer.
I reloaded my save, and could not reproduce the bug. :/ (i got xp every time, killing him with different means)

I think the problem with gas grenade and molotov lingering flames is more important and reproductible. It's like the game doesn't know this gas "belong" to you, so out of aggro range, enemies just die standing in the gas, and you get no xp for it. not link to my level.


PS: Can't wait for the DLC, i'm playing other solo RPG in the meantime and it makes me realize how good the balancing of your game is compare to many other, so many viable build even on DOMINATING, but still challenging experience, really great job ! :)

4
Bugs / [1.0.3.20] effective skill in level up menu
« on: January 20, 2018, 09:56:44 am »
Hi,

Sometimes in the level up menu, you add points and see your effective skill going up, and at one point the effective skill stop going up, here for traps:
https://youtu.be/K-83vXMSAHw
I'm not wearing trapper belt or the jackknife for information. For 47 to 54 real point invested it displays 95 effective skill. Is it a bug ?

Have a nice weekend !

5
Bugs / [1.0.3.20] classic mode - no xp for killing
« on: January 18, 2018, 08:26:29 pm »
Hi,

In classic mode Pulverizer gave me no xp.

When something dies from the flame on the ground from you cocktail molotov, you don't get xp for it. (but you get xp if direct damage kills or burning status effect kills)

Same for the gas of gas grenade, this one is a bigger problem because if you throw it out of aggro distance or sight, they just stand in the gas and die.

6
Suggestions / Re: Firing off a shot
« on: January 12, 2018, 08:50:13 am »
Cooked shot can do that and it's another reason why it's a great addition !  :)

But i totally agree that in such an "ambush-focused" game, you don't have more luring possibility.

firing a gun in the air is cool, what about a device, like tnt charge, you plant it and it only a loud noise at the end of the timer (we can use regular tnt charge for that but then, price, weigth and availability needs tweaking)

Another variation of this idea would be to add an optional slot on the tnt charge blueprint, making it do a loud noise 5 sec before exploding, attracting enemy and then exploding in their faces.

7
Suggestions / Re: Chemical suggestions
« on: January 12, 2018, 08:48:39 am »
"Stronger DOTs do not replace weaker ones."

It would make sense that it would, bleeding wounds stack, poisons stack, burning maybe should not stack but at least, it should always consider the strongest burning effect applied.

8
Suggestions / Re: Cryo Grenades
« on: January 12, 2018, 08:18:21 am »
Yeah they are useless, you need to throw them ahead of time (it's ok, it' gas grenade) but you also need to know where your enemy will end his turn, because they only do something if someone start/finish his turn in it.

I think it would be better to apply the chill effect by just passing through it and the hypothermia effect only for standing in it at the end of your turn.
Then it could be use as a mass slow and "packer" of enemy, working nicely with cooked shot in a chemical focused build.

Also damage is ridiculous. Maybe like the burrower caltrops that deal less damage than regular burrower poison, you could introduce a weaker version of the chill debuff, like 5 movement points instead of 10. That way it would be like a caltrop but with a lingering effect on the enemy and the added possibility of constitution debuff.

9
Bugs / [1.0.3.20] Weird AI behavior - sound detection
« on: January 11, 2018, 10:25:18 am »
Hi,

I have noticed a weird AI behavior, related to sound detection.
my save:
https://volumen.univ-ubs.fr/r876anxi3
video of the bug: (in the video, they don't come to me, they go to the sound, i was just in the way)
https://youtu.be/YX19BrWGTs8

I'm in stealth, nowhere near being detected. I already fired some sniper shots at isolated targets. Now there is a group of enemy, if I shoot the barrel, they don't come and see, but if after that I start combat phase and move (close enough so I can see the empty detection eye above their head), they start going toward the origin of the sound. Out of combat they do nothing, just starting and ending immediately the combat and they don't do anything either.

Have a good day.

10
Bugs / [1.0.3.20] Double attack (out of combat - neutral target)
« on: January 09, 2018, 10:56:16 pm »
Hi,

When you're out of combat, using a special attack on a "neutral" target (rocks, deactivated turret... probably every target that won't trigger combat mode if attacked) will automatically add another unwanted regular attack right after if the target is still here.
Tested with sniper rifle ("snipe" on deactivated turret) and with assault rifle ("burst" on rocks)

11
Bugs / [1.0.3.20] Possible bug - De-activated turrets are immune to crit
« on: January 09, 2018, 01:07:26 pm »
Hi,

Everything is in the title, i'm not sure if it's intended but if it is I don't understand the logic. Turrets are immune to crit when you deactivate them with a security console for example.

Have a good day

12
Bugs / Re: [1.0.3.19] hunchback turn invible when stunned or incapacitated
« on: December 26, 2017, 01:49:36 pm »
Oh sorry, didn't see the update

13
Bugs / [1.0.3.19] hunchback turn invible when stunned or incapacitated
« on: December 26, 2017, 01:33:34 pm »
Hi,

Bug : Hunchback mutant turn invisible when they hold something (barrel or rock) and the player stun them. They become visible again after the status is over.
https://youtu.be/9drLz5hfPnA

I guess they are no animation for being stunned or incapacitated and still hold something over its head.


Related suggestion: Hunchback mutant should drop their rock (and take damage) or explosive barrel (and make it explode) when their are stunned or incapacitated. It make more sense and doesn't require a new animation.


You're making a great game, can't wait for the DLC!

14
Suggestions / Re: Chemical suggestions
« on: December 19, 2017, 08:35:28 pm »
Pyro pistol is all or nothing - if enemy is immune to burn he also sports good fire resistance so pyrogun does nothing. Many human enemies wear fireproof armors.

Definitely, but in a game that is mostly about ambushing (IMO) and with the visual cue of fireproof armor, you can choose your weapon accordingly. Most critters aren't fireproof and in my first "dominating" run, i'm a lot more killed by groups of titan azuridae or death stalker than by humans (might be because i'm not used to figthing them) The boulder throwing mutant got me a few time too (they are immune to the fear of burning)

- PSIker wants WIL while chem pistols want PER and especially DEX. Fortunately both builds want some INT but attribute requirements are still pretty harsh. Not to mention AGI and CON.
You're probably right, spreading too much won't work (at least in dominating) :(
I said cooked shot in particular because I expect to use mostly it, with low perception, hitting a target with a direct shot is unlikely, but cooked shot seems to behave like a grenade throw, enemies are always hit in the area, so it's an easy Aoe CC (root or fear)and dmg buff more than a source of direct damage.
Now that I think about it, does cooked shot depend on your throwing skill for the accuracy of the shot or your Gun skill ?

- Fire and ice don't mix well.
It's a shame, in my opinion robotic enemies and metal armor should be more susceptible to extreme thermal gradient, cold makes metal more brittle (lower mechanical threshold/resistance) and extreme heat cause thermal dilation or overheating (a science-lore friendly debuff is less obvious in this case, let's say it lower action points a bit)

15
Suggestions / Re: Chemical suggestions
« on: December 19, 2017, 05:39:31 pm »
I particularly agree with your fourth point, I would argue that it's almost a bug since the DOT and the damage buff are said to be applied for 2 turns, and you don't benefit it during the second turn. (just changing the order of application of the status effect would do the trick)

Pyro gun without burning effect is not very good, but with it the synergy with the new belt is almost too good IMO

base damage : 100 et proc burning
without belt:
100 damage + burning effect for 300% more over 2 turns =400 dmg

with the 2 stack of belt debuff:
150 damage + burning effect for 300% more over 2 turns = 712.5 total dmg without refreshing the debuff, 825dmg if you refresh the debuff
Because the base damage of the burning effect is calculated form the damage the ennemy actually suffer (with the buff) and when it is applied at the end of the char turn, the buff is applied on top of that buffed value (1.5*1.5=2.25)
And if you add just 5 stacks of contaminated debuff then it's up to 1750 total dmg just from the same 100 base dmg. A 4x multiplier become a 17x multiplier with two 0,5x dmg buff.

also work with acid gun but not as good since DOT is less frequent and less damaging.

I definitely need to try a chemical pistol (cooked shot)/thermo psi build, this game is so cool with all those synergy and viable build ! quick question : For Cryogenic Induction, do you think the freezing status from cryo gun should count as "caught in your cryostasis" ?

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