Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Mindless

Pages: 1 ... 4 5 [6] 7 8
76
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 03, 2015, 07:06:42 am »
So... seems like supersteel might be a bit too hardcore, finally got a 150 quality and a 130 quality after 7 tries ;)
Whoos is it kickass when you reinforce it with tichrome.
Nice one!   8)
Yeah... I might have to implement some diminishing returns there. Being completely immune to mechanical damage sounds a bit too op. :)
That's never was the hard task with tung steel oO
Even Energy+Mech(with full set of metal boots, helmet and body armor) was possible with right combination of different "steel's" of high quality(110+)
But crossbows? They really have become the weakest weapon class over time. Last time they got love was back in 0.1.5.0.
Crossbow now is generally dump weapon with some weak feats.
All, yes, all bolts are crap. Sad but true =(
JHP and W2C rounds also got buffed, from +25% dmg to +40% and from -50% resistance to -65%.
I think W2C must be nerfed again) They are too cool %)

77
Suggestions / Re: Suggested newbie builds
« on: April 02, 2015, 10:09:00 am »
Primary stats don't affect damage, but they effectively do because skills affect primary damage.
Not true =P
Think about some Melee weapons!

78
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 08:56:48 am »
Yeah adrenaline gives 70 ap, so you can get 17 shock fists in at 4 per round.  Given you can then run around a corner and not take any damage because of fancy footwork, doesn't that feel fair?  As far as stunlocking people with 1 ap fists, I bet hilf can tell you what that's like ;)
We can't count adrenaline as usual case, only "Self buffs".)
1 ap is horrible i agree with this but even with 1ap you will stunlock 1(cost)*50(ap)*0.15(probab)=7.5(ok 8 people). This is cool indeed! but... you can throw flshbang for this effect(mb lesser not 8 but 6) and only for 15 ap. So stun is not the main case here =P
If You can attack for 1 AP You don't care about stunlocking at all :D
That's the spirit!
Dex 15, lightning punches, tabi boots previously gave an ap cost of 3 for unarmed (10 - 4 - 2 - 1) which now would be bumped up to the min of 4.  Dex 11 I think is the minimum for 3ap reduction on fists, which along with the other factors would hit the minimum 4ap cost.
Dex 15 can be achieved either by lvl 20 or lvl 16 + temp +1 Dex. For fists weapon 3 - min and i can't see the way you can get even lower ap costs... So 3 - is good MIN.

79
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 07:51:27 am »
Haha guys, you're so easy to troll. It's just an April Fools joke!
Styg is not joking here  >:(
Setting minimal AP cost to 4 is making it 4 times as bad and even Sid Meier/Obsidian balances things by 'just' doubling and halfing them.
_3_ will be ok)
Wait is this pre or post lightning punches? I.e. 4 ap or 2?
I think it's a hard limit of any ap cost)
Well it's 17 attack at 4 ap, so.. doesn't sound too far off anyways.  Stunlocking 8 people with cheap shots is kinda silly.
17? oO 17x4=68? Sutnlocking 8 people? with 15% chance to incapacitate?
It's easier to throw a flashbang into the crowd =P

80
General / Re: Let's talk about new PSI System!
« on: April 02, 2015, 06:38:13 am »
You're kiddin me, good sir. Robots? The one grenades I picked up except flashbang was EMP.
NO, I'm not kidding here! Grenades?! +Throwing skill?! should I spend more points on any useless things!? Mb melee and guns? We have already spent 3 pack of skill points for psi-disciplines.
You even don't need to buy grenades - you can find so many of them as you needed (and I think it's bad by design, player should feel shortage in equipment and weapon he can find, so he would be forced to buy and spent his bloody sharons).
Old MK4-5(mb some MK4 from the endgame faction shops) grenades are not being sold and no new 0.1.14 grenades.
Hard start? What, first hour? After that he is like steamroller.
Yes it is called the hard start. And not only first hour, You in deep need of a good CONSTANT source of psi-busters. Maybe for mid-game this is not a problem but for early-game without investing in pickpocket and mercantile(obvious) it will be hard times.
And yes, with simple "Pistoletto+Grenades" build you will have more free skill points, easiest start and no economical problem, and late game for me near the same.   
I still think psi-disciplines should be more specialized, less universal.
More specialized?! It's a completly analog of "Magic RPG system" and the point of magic is to have opportunities to do "magic".
You can go into one discipline, craft psionic headband with only 1 discipline mod and get more bonuses from it.

81
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 02, 2015, 06:17:37 am »
  • Minimal attack action point cost set to 4 (up from 1)
Cough, cough... This is... rough. :-\
Yep, bye-bye super-dex unarmed builds =)

82
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 06:59:14 am »
Edit: but anyways.. I think we might have drifted off topic a wee bit :D
That's right. Eternal Battle of epeli vs Elhazzared xD
Completely agree. I love psikers, and want to have a fun from playing with that build.
No challenge?---> no fun.
Psyker must be nerfed to hell. )
They had enough challanges from the start =P (Hard time against robots, many skill points to place in - we talk about pure psi-builds, hard start, etc.)
It's the common rule of the Good RPG "Mages" - hard start, easy endgame. And now i became even easier to play with(for me).
Psikers have no armor and no dodge/evasion.
That's wrong. I have very good survivability with my Psionic Vest(only snipers and crits generally penetrates armor).
Really?  There is a pretty sharp decline in grenade damage when facing level level 20s (15s and lower get blown to bits, though).  I swear I'm lucky to get 200 damage or so when throwing a mark V on anything if they aren't stunned.
Is it bad? To damage pack of enemies for 200 damage? Even for 150? for 15 ap?
So all of my psikers were 9 str 9 con or 6 agility 10 con.
I think this is more a melee+psi build, that's not a pure psi-build(Psi-abilities as secondary like stuns, slows, etc.).
str 3
dex 4
agi 6
con 3
per 3
will 15
int 8
Terrible stat allocation, in my opinion =_=
effective skill levels:
hacking & lockpicking 100
mechanics ~120
electronics ~150
chemistry 20
biology 70
tailoring ~120
psi skills ~250
persuasion ~150
That's pretty ok) My skill-set is slightly different but...

83
General / Re: Let's talk about new PSI System!
« on: March 31, 2015, 11:03:30 am »
Grenades are not enough powerful? O__O
Are you f... serious?! Frag Grenades own everything for just 15 ap(!!!) that doesn't have good mechanical resistance.
And if you get "Three-Pointer" Feat all your enemies will be doomed =P

84
Bugs / Re: 0.1.14 bugs
« on: March 31, 2015, 10:52:41 am »
6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)
6. Are you using an old save (created before 0.1.13.0 version)?
No it was completely new game 0.1.14.0 version, but i picked for the first time "Free Drones" side. Talked to some chars -> Becket -> Trenton & Bate dialog -> they gave me "Visit Junkyard hideout" mission(broken one) -> Bate "Rescue captives" quest(this one is ok!).

P.S. Will a Laser sight work for me in the current game after the new patch?

85
Bugs / Re: 0.1.14 bugs
« on: March 31, 2015, 06:41:49 am »
1. Thick Skull feat does not work properly(no effect against T-Punch)
2. When Dissasembling some items you get 1 quality materials (reinforced rathound leather gloves -> tung steel 1 quality)
3. Termodynamic Destabilization bugged? No effect after death("boom" sound! but no damage to nearby enemies)
4. Laser sight(LS) for pistols does not work properly in the new version(No +% precision mod in the description and no + to hit bonus)
5. In some places there are no visual effect of toxic barrels(in "under-passages" for example)(bug or not?)
6. Free Drones quest "Visit Junkyard hideout" seems to be bugged. No journal entry and door in Junkyard is closed. (but Trenton gave me this assignment)

86
General / Re: Let's talk about new PSI System!
« on: March 30, 2015, 01:46:03 pm »
All of a sudden, decreased psi cost became a desirable stat instead of something that might save you a psi hypo or two in the long run... :P
I can't agree with this =P (except some of hard long battles, which I can probably count on my fingers).
You can get those 50s down to 33 or even less fairly easily with muffled headband and psi beetle armor. Then there's also the new neurology feat.
Beetle armor is mandatory for good "pure psi-build"(cuz it have no good alternatives); muffle(i prefer crit damage+chance) and neurology(many other more interesting feats to take) is not.
Keep in mind that the point of the new system was to curb the excessive CC spam that made competent psionics completely untouchable. So far the new system feels reasonable to me, but I agree that the costs could probably use tweaks. Pyrokinesis wasn't one of the problematic skills (its not a guaranteed CC) and Metathermics in general is the weakest psi discipline. I'm not sure what's going on with Punch either, since it's more of a heavy nuke than CC. Electrokinesis is better for stunning anyways and it provides aoe damage while at it. Punch is just a nice opener with premeditation.
With the right feats and good capacity of psi-busters you will not feel difference.
Neural Overload - 5, Cryokinesis - 10, Electrokinesis - 15.
I suppose that's the logic here :P Psychokinesis actually got the strongest spammable ability.
???
Which one would you say is the weakest?
Thought Control in my build is most useless one, i prefer Psychokinesis+Metathermics combo =P I'm really not a fan of long scheme like "bla-bla-bla i will stun one enemy, than debaff him, than DoT and THAN i will kill him". My plan is easy "I see enemy? i kill enemy!".
mb i will post my favorite psi-build later :)
I think it may be best to completely forego metathermics on a pure will character.  Anyone have the same feeling?
True, in my opinion you can more easily forego Thought Control =P
Regarding T-Punch, I personally have tested the new psi early game using a Psychokinetic-Melee build and I feel that the costs are about right. When specced right, T-Punch acts as a powerful nuke as well as CC so I think that cost is justified.
In the Psi-Melee hybrid build you can even put T-Punch for 100 psi-points cost. For hybrid and pure builds must be some kind of difference in price.(cuz they all have the same 100 points psi-bar)


I played a bit with my universal Psi-Build and have some suggestions for Psi-balance:

A) Psi Costs Overhaul (Primary):
Cost fore psi-spells:
Neural Overload 5 -> 8(10)
Cryokinesis 10 -> 12(15)
Force Field 20 -> 25
Telekinetic Punch 50 -> 40 (mb 50 with Force User, he-he).
Cryostasis 50 -> 40
Pyrokinetic Stream 25+10 -> 40+10
Electrokinesis 15 -> 30(35) but no further cooldown cuz it's primary anti-robot spell.

Can't say anything about Thermodynamic Destabilization(cuz it's bugged) and Telekinetic Proxy(cuz it's weird) and Thought Control mental powers.

B) Psi Pool Overhaul (Primary):
- 100 psi is basic value on start;
- +10(5) psi for each level;
- +10 psi for each point in Will above 5;
- -10 psi for each point in Will below 5;

Why mighty Ezra must have the same psi-pool as some weak willed(3 will) newbie(1st level) who just started his way?

C) Psi Regen Overhaul (Secondary):
- 10(or 5) basic regen for every characters;
- +1(or 0.5) psi regen for each point in Will above 5;
- +1(or 0.5) psi regen for each point in Will below 5;
OR
- Make it percent based value like 5%(for example) of yours psi-pool but only up to 75%(for example). At Super-super Max(500 pool - 25 lvl and 20 will) it will be 25/turn.

Current regen is a bit much for now for the start, i think.

D) Some feats rework (Secondary):
- Make Shroomhead feat to be like "the collector's feat". For every picked mindshroom you'll get +2 max psi and some psi-rerestoration effect.
- Make the Neurology feat is % based or improve it effect.

E) Some more high lvl psi-powers mb? There is even no bio, energy, acid damage type abilities and small amount of electro(neural is not exacly eletric), mechanical(only T-Punch and Cryostasis is 1/3 mechanical) damage type powers.

87
Suggestions / Re: Request Supersteel Quality
« on: March 30, 2015, 07:43:34 am »
Foundry merchant ranged from 55-100 steel, so the 60ish wasn't unexpected.
From Leniel(? name) you can easily buy 110+ steel/Tungsten/Tichrome and you don't need 3k and waiting for every one.

88
Suggestions / Re: Request Supersteel Quality
« on: March 30, 2015, 06:38:49 am »
Totally agree with you. 3k charons for this sh**t?! 3k is not small sum for chars who are not investing points in mercantile or/and pickpocket.
Ordered 3 plates for 9k... Not receiving yet(it was late night have no time for wait) but if this is true than there is no point in this.

I understand Styg's plan/style - every material must be unique in the some way and worthless but some "rare one" will not hurt.

89
General / Re: Assault rifle build kinda crazy?
« on: March 29, 2015, 05:58:43 pm »
Concentrated builds are always strong, specialization in one area gives you superiority in this area. What else did you expect?
+1 To this)

And Assault Rifle build is not most powerful in this game =P

90
General / Re: Let's talk about new PSI System!
« on: March 27, 2015, 10:50:54 pm »
Regarding T-Punch, I personally have tested the new psi early game using a Psychokinetic-Melee build and I feel that the costs are about right. When specced right, T-Punch acts as a powerful nuke as well as CC so I think that cost is justified.
Neural - 5, Cryostasis - 10, Punch - 50.
What is the logic here?! yes, T-Punch slightly more powerfull than other nukes but! Witout feat it is just med damage with stun and it has short range. and 3t colldown. It can't be so expensive!
Inbalanced cost it any way. 30 - max for this one. Pyrokinesis is far more deserves 50 cost than Punch.

All of a sudden, decreased psi cost became a desirable stat instead of something that might save you a psi hypo or two in the long run... :P
You can get those 50s down to 33 or even less fairly easily with muffled headband and psi beetle armor. Then there's also the new neurology feat.
I will better up my headband with crit+crit damage. +15% crit from Psyshosis and +30% from the new feat (at 30% life) and you can go hunting b*tches.
Psi-Beatle is ok but all costs you a precious skill points.
and Metathermics in general is the weakest psi discipline.
Ahem, not the weakest one

Pages: 1 ... 4 5 [6] 7 8