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Messages - Mindless

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61
General / Re: Random sniper rifle comparison data
« on: April 08, 2015, 08:43:20 am »
Is reaper really the clear winner?
Overall - Yes.
Looks like corsair 12.7 does more average damage and spearhead can be fired twice on adrenaline.
Of course it does more damage! It is 12.7 caliber  ::)
You can shoot twice with reloader with 7.62. Don't count adrenaline.

62
General / Re: Random sniper rifle comparison data
« on: April 08, 2015, 07:51:02 am »
You can shoot 7.62mm sniper rifles twice with adrenaline, the Dragunov even without drugs. Also saves AP for other tasks and can still 1-shot most targets quite reliably with snipe or crits.
Yep, i understand but prefer this way. With new reloader you can hit twice with 7.62(30-6=24).
P.S. Adrenaline...

63
General / Re: Random sniper rifle comparison data
« on: April 08, 2015, 07:13:32 am »
150% because I calculated the critical damage bonuses assuming an anatomically-aware scope, which add +50% critical damage bonus. like I said it's a random comparison and not at all meant to be absolute.
Ah, right. =_=
No 7.62mm Spearhead?)

P.S. Reaper is clear winner oO

64
General / Re: Random sniper rifle comparison data
« on: April 08, 2015, 07:01:20 am »
Em... Why crit Dmg is 150%? Only Reaper have 125% damage bonus. Or something was changed?

My favorite is 12.7 Harbinger(better "damage range", sometimes i really hate this .44 hamerer cuz of it crazy range), i really don't see a point of owning smaller caliber rifle(you can not shoot twice).
One shot = 1 kill. For weaker enemies you can always have your's favorite pistol...

65
General / Re: Where is easy money, where is any money?
« on: April 07, 2015, 11:59:18 am »
When I did the quest I got experience, not a money.
You get money from every(almost) starting quest you do oO

67
Site Feedback & Suggestions / Time Zone change (?)
« on: April 07, 2015, 06:50:19 am »
Is it possible to change forum time zone?

I can't seem to find how to change the time zone on the forum. I looked in the profile options... nothing about it there.

68
But that is far from the only way to get to that point, so it's not terribly on-rails. For example, it's possible to skip the entire Institute!
Yeah, i have "skipped" entire Tchort's Institute!
To the hell with these fanatics %)

P.S. Interesting what will you After the Elevator Fight  :o

69
General / Re: Let's talk about new PSI System!
« on: April 06, 2015, 11:14:48 am »
I belive Mindless merely means that pure psi builds now are very weak.
No, just telling that the psikers are not overpowered as hell. It's a matter of taste =)
Personally, I wouldn't play a psiker now if I would even play the game. 100 max psi and 50 points per stun is rather abusive.
I thought this way at first but in the practice it's not so bad.

70
General / Re: Let's talk about new PSI System!
« on: April 06, 2015, 10:47:30 am »
Irrelevant. The topic was psi as secondary skills.
Some people takes Locus of Control even in this case. Right?
1) 1200 damage with 5 AP cost. Nothing else comes anywhere close in terms of damage/AP.
1. This is not regular one. You mentioned that your build is not around crit(chance + damage) than it is very rare situation, right? And with this example you get your abilities on cd.
But that's just how psionics are. With premeditation and tranquility they have ridiculously high anything per AP compared to other weapons. But it isn't a problem - as long as psikers can realistically be expected to take damage in combat encounters (so tranquility won't be too OP) and their burst damage isn't too high.
Maybe but with Tanquility you can't get Psychosis(always pick this one)... And this mean now you have 2 interesting paths:

1. No crit build with lower AP(Tanquility) and Psi costs(with Psionic Mufflers) with better overrall survivability. In this case you even can skip electronics skill.
2. High crit build(Psychosis, Proximal Neuroscopic Filter, Stable Neural Amplifier and Survival Instincts) with higher Psi costs and lower overrall survivability(cuz your HP < 30% very often).
I didn't mean either of those comments to imply any need for changes; they were just observations.
Mb some things will be implemented in the future)
There are too many players who mentioned that psikers are too strong.
I know it's possible to 2-shot dreads (and execute crits can go up to 3.5k easily), but that's not the point. Unless Styg wants to nerf amplified energy weapons.
Why would he do this? =(
Critical Power is high level feat and designed(not solely but) for critical builds.
Amplified energy weapons are not being sold -> you need to invest in electronics heavily.

71
General / Re: Critical Power?
« on: April 06, 2015, 09:35:25 am »
Holy crap, I never knew amplified energy weapons went so high. :o

Snipe starts to feel really lame when Executes crit for nearly 4k...
Plasma pistol is lame, try this with Amplified Electroshock Pistol. You can easily kill ~3 enemies with crit.  ;)

72
General / Re: Let's talk about new PSI System!
« on: April 06, 2015, 06:55:36 am »
Do it in narrow passage, where even if you're drop it on feet, AOE will hit the bot.
Okay this is some sort of "solution". I was partly wrong here but with this you can only stun one bot(with guarantee hit i mean), you need to have no electronics(this can/will hit you as well).
Which means this is not the same situation where you have good throwing skill.
With all you can find further - enough for all psi-beetles\bots, if you don't sling lightnings at every cave poppers, and use Quinton's crossbow at rathounds.
That's it! You need to use another weapon(with 0 skill, right?) to start with, you can't comfortably play from the beginning =P
And you can of course say that it will only last "a hour" or "I will punch these angry rathounds by my magnificent fists"...
What a load of BSness. What - you kill rathound with 800 crit, and what?
CC+nuke+stunlock=PSI.
OR you can kill heavy armored guy with this crit! or... Drednought but in 2 hits =(
And if you have 0 psi you are deadman!
And this discussion will never ends cuz you think that psionic user is superior to any other build(well you have said only about pistolet's build) in any situation.
I really can't see a battle where my gun's build will be suffer much more than psi-user. oO
- Unlike all other weapons, they don't need any Will (or even skill) to increase their precision.
- Other weapons need higher than average base ability behind them for adequate precision.
- Resolve/fortitude is tested against your effective skill level, but they scale from level and attributes. Also NPCs don't have a natural bonus to them unlike to dodge and evasion. This could mean psionic CC is fairly unlike to be resisted even if you have 3 will, but I sure hope that's not the case. :o
Sad but True =(
But you still need high will for the best psi feats and Psi-users have their drawbacks too.
- Skill synergies are enough to max them for your level and even save some points - at frigging minimum Will!
????
I gotta mention this. I remember critting for over 1200 once in the previous version with my non-crit test psi build. And for what AP cost? 5. ::) (Tranquility, T-proxy, premed, T-punch, both crits)
Well this is cool indeed but! You used T-proxy and Premeditation(not just T-punch) + you get 2 crits with no crit build(!) and what is the chance of this?
And i was telling about common situation. I can destroy any enemy in 2 hits max(except bladeling - immune to crits)... And how many hits you need to destroy Drednought for ex by psi-user?

73
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 12:52:45 pm »
Hotfix 0.1.14.2 released:
  • Player's damage resistances capped at 95%. Some re-balancing will be done in the final version to prevent certain armors from being too OP, but for now this will at least
Noooooooooooo!  :'(
Bye-bye "Heavy Metal" armor build?

P.S. More advantages for light-armored guys! =P

74
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 08:36:30 am »
A couple of things - EMP grenades can be dropped at your feet without harm as long as you're not wearing a powered-up shield.
YEAH, i can agree with this, but come close to robots not always can be the best idea. I talk about some hard-one(like Dreadnoughts or Plasma-turrels, or even pack of plasma walkers that can one hit you!)because one or two poor robots can be killed by T-Punch + Electrokinesis.
On the broader point though about the ramifications of the changes to psi, specifically regen vs. having to use psi boosters:

I can understand why this was done, but it has thrown the concept of economising out of the window for psi builds.  I played the earlier alpha versions quite a bit, and ran quite a few psi builds back then.  The psi booster requirements were actually pretty much equivalent to ammo requirements for guns users and/or the cost of grenades for throwers.  Consider that each 7.62mm bullet costs something like 28cr (iirc) and these costs quickly add up.  In the past, throwing out a cryokinesis bolt was roughly in the same ballpark costwise as shooting .44 ammo iirc.  This made sense from a balance perspective, because you got similar levels of damage per money unit.
Mmmmm I cannot agree with all the points - damage from .44 bullet is higher than from cryokinesis. But overall it's true.
I just tried out a fresh psi build and the difference cost wise is night and day - you can throw around whatever stuff you like, rarely have to use psi boosters, and can easily sell all the ammo you collect because its no use to you.
Yes that's it! I used about ~15 busters for all my game in the new run.
Perhaps in the long term though this makes no real difference - you end up swimming in cash after a point anyway.  However, whereas in the early game a guns user has to balance the ammo he uses with cost in mind, the psi user is now completely free of this type of thinking.  I think maybe its a step too far in the other direction really.
Well, Styg said that the new psi-system will be balanced and i think that the current regen of psi will be nerfed a bit.

75
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 07:52:59 am »
Looks like some kind of braine fever. ::)
How sweet! And where is my
good sir.
??? =(
You don't need Throwing for this, just as I doesn't need it. Catch bot while wall behind him, be close.
Sorry, but i must decline your generous offer. (With ~15% hit chance with granade you either miss, or drop it into your feet OR with some luck and save-load you can eventually hit the target.)
I never have "hard times", all psi-busters you'll need you can find or buy with start money.
And how many psi-busters will you buy with your "start money" ?
Hard start - it's a Feline Wizard in DCSS, that's HARD START.
We talk about THIS game and it char builds. What build will have more hard times then pure psi-caster?
Game consist not only from "start", it is also "middle" and "finish". Pistol+Granade sucks compared to Psi.
I mentioned about "start" because obviosly it is the harder part of the game(and of the Psi-casters life) oO
Pistol+Grenades can be superior to the psi-caster build in many situations.
I'll admit that psi has superior CC, but I've been getting crits in excess of 800 damage with my pistol build in this update.
And this is more than you can hit by any psi-force. And 800 - is not the highest one with the new crit power feat...
So what? I aggroed all Junkyard and survived, that's psiker's strenght.
On what level?! On 6th level? oO

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