Recent Posts

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11
Bugs / Re: Report spelling/grammar errors
« Last post by Crowley on October 21, 2017, 09:51:50 PM »
I think I noticed a spelling error at the Gauntlet in the loudspeaker message you get at the exit from the burrower level. I think it was something like "not to the next level" where it was probably meant to be "on to the next level". Sorry to be so vague. The message went away before I could make notes or take a screenshot, and I didn't think to reload the autosave. And I don't have the patience to go through the Gauntlet multiple times until the random number generator falls into my favour.
12
Bugs / Pickpocketing Luben leads to black screen
« Last post by Crowley on October 21, 2017, 09:46:13 PM »
During the Coretech mission to recover the ICPD if I try pickpocketing Luben while sneaking and he notices me while the pickpocketing window is open, after going through the dialogue to get him to leave peacefully, the screen stays black after it fades out. The controls still seem to function, it's just that nothing is showing except for the mouse pointer and tooltips.

It might be a good idea to check whether this happens in other instances where dialogue is triggered automatically upon an NPC spotting the player character and followed instantly by a fade to black.
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Development Log / Re: Dev Log #55: Global Map
« Last post by Hazard on October 21, 2017, 06:10:03 PM »
That's a really neat addition, even though I think the lack of an in-game map had a certain weird charm to it.
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General / Re: Eviscerate mechanics
« Last post by epeli on October 21, 2017, 01:50:08 PM »
50% bonus damage for each bleeding wound. So if Eviscerate removes 1 bleeding wound, it deals 150% damage. 2 wounds, 200% damage. 3 wounds, 250%. And so forth.
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General / Eviscerate mechanics
« Last post by Yonaiker on October 21, 2017, 01:37:00 PM »
I'm having trouble understanding this particular ability as I'm planning a cutthroat character with a serrated knife, as far I can tell the more bleed stacks it causes more damage but what is the formula to calculate the damage done? do the damage of individual bleeds is taken into account?
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General / Re: feedback about my last build
« Last post by lewis_cb on October 21, 2017, 01:16:51 PM »
edit: don't feel like doubleposting, so here.
-Will I be able to CC enemies with Psi abilities in DC, so that I can neglect their evasion and have a chance at shooting at them?
-Does Special Tactics cooldown start AFTER you fire the 1st bolt (so that by incapacitating everyone you can use it again after 30s), or does it take 30s AFTER you close combat?
- Sure, why not? It's not that different from rest of the game, but there's a lot of enemy variation - some have rather high mechanical resistance (bad particularly for crossbows), some are immune to crits, and your character will be generally less effective in combat under certain effects. Also, depending on your choices you might have to fight enemies that can temporarily inhibit psi, so knowing how to craft psi reinvigorators might be useful.
- Special Tactics cooldown starts as soon as you activate the ability, so it's even better than you expected.
That is good news. Enemy variety sounds like fun. Against high-resistance enemies I could resort to W2C bullets and use bolts/Psi as CC, and getting inhibited shouldn't be catastrophic. Things being inmune to crits is not fun tho...
That makes Special Tactics INSANELY good (in the right circumstances)! I am looking forward to trying it out. Ahhh, I don't want to wait!

Thanks a lot! I'll keep this post updated once I start.
17
General / Re: feedback about my last build
« Last post by epeli on October 20, 2017, 07:14:01 PM »
The Wiki used to say any wound would apply it (even tho in the feat requirements you can guess it). My bad!

Nah, that's my bad. I wrote that bit back when cold weapons were the only ways to apply bleeding wounds (and I've never tested if vile weaponry acually works with shrapnel bullets - it shouldn't per the feat description, but you never know) and I only remembered to change it after seeing Hazard's remark about it in this thread.

edit: don't feel like doubleposting, so here.
-Will I be able to CC enemies with Psi abilities in DC, so that I can neglect their evasion and have a chance at shooting at them?
-Does Special Tactics cooldown start AFTER you fire the 1st bolt (so that by incapacitating everyone you can use it again after 30s), or does it take 30s AFTER you close combat?
- Sure, why not? It's not that different from rest of the game, but there's a lot of enemy variation - some have rather high mechanical resistance (bad particularly for crossbows), some are immune to crits, and your character will be generally less effective in combat under certain effects. Also, depending on your choices you might have to fight enemies that can temporarily inhibit psi, so knowing how to craft psi reinvigorators might be useful.
- Special Tactics cooldown starts as soon as you activate the ability, so it's even better than you expected.
18
General / Re: feedback about my last build
« Last post by lewis_cb on October 20, 2017, 06:55:55 PM »
The second build is perhaps even worse.  That tiny bit of Stealth isn't going to help at all, especially knocked down by your armor penalty, so pull those points back.  If you had a specific reason to put 19 points into Traps, then go ahead, but otherwise pull them back as well; you can use Bear Traps at 0 and nothing you can use at sub-30 effective is going to be much more helpful than bear traps.  Even with +2 INT Junkyard Surprise and the house crafting bonus, your Mechanics and Tailoring are too low to be useful to you in lategame, and thus they're not really worth that much investment; either get to 50 effective skill to make endless improved repair kits (which will essentially fix your personal money woes forever) or else go about 30 more real points into each so you can make truly quality endgame gear.

Just looking at the pros and cons you wrote for each build.
You might want to wait before rolling QBit2, incendiary bullets and psychostatic electricity don't work properly in the current live version. (The bullets don't ignite at all and psychostatic electricity only increases to-get-crit with weapons, not psi.) Will be fixed in the next patch. Soontm.

Your builds seem to have a lot going on for them. Assault rifles, crossbows and throwing with full psi complement... Will you ever find enough APs, carry weight, utility slots, weapon slots and opportunities to use all that stuff? Also you seem to have mixed up Zephyr and Cyclon. 25-AP-Scoped-AA? You can't put two scopes on any weapon.

[...]
Still, Gortsby's point is valid in this case; using completely unrelated weapon skills (per/will based) and having both at 10 is a little low. But it shouldn't be too bad, looks like your playstyle is more focused on defense and mitigating damage rather than spiking the enemy down as fast as possible.

For a somewhat relevant example, if lewis_cb is planning on using crossbows for crowd control with special bolts (instead of leveraging psi cc to help crossbow precision) with 10 per, that would probably necessitate the of use standard scopes to keep hit chances at comfortable levels. Especially against particularly evasive enemies and/or without night vision.

Hi again,
Thank you all for the responses. I'll like to add that my idea was to have a build with many approaches to each combat, even if sub-optimal (sure the AR tin build wrecks havoc but it gets repetitive)...so long it can beat the game!

I've decided I'll try the 2nd build (if ever). The general plan was to have stealth gear to glance at the situation from afar, possibly deploying some Crawler bear traps (my trap skill with EelSandwich+Jackknife is 40!), then change to armored gear and likely choose one of 2 weapon pairs:
-Against ranged enemies, use Pneumatic-AA Zephyr special bolts (21AP) supported by Rapid-Smart Hornet 7mm bursts (27AP)
-Against swarms, melees or armored rivals, pick Rapid-AA Chimera 8mm bursts (33AP) with Pneumatic-AA Cyclon special bolts (17AP)

Seekers NVG (+15% crit) are a must since it improves both (Psi can still be relevant for utility, specially for evasive enemies). Luckily with Stim (+15%), Ambush (+20%, hence 40 stealth) and Psiostatic Electricity (+25%) it can get competitive damage.
Regarding crafting skills, I read in Steam forums in Destroyor's FAQ (great work btw) that I would normally need ~120 effective skill, but I'll consider giving up the Crawler traps...ouch. Also, it would be nice to swap into throwing, so that I can throw a flashbang at 4 tiles away with +-2 tiles precision (typically how much throwing you guys use?)

All in all, the focus was to keep as many enemies CC'ed as possible by having many offensive actions and having all do some CC (damn you incendiary bullets...)

I still found 2 key questions in my mind that could impact all the previous thought process:
-Will I be able to CC enemies with Psi abilities in DC, so that I can neglect their evasion and have a chance at shooting at them?
-Does Special Tactics cooldown start AFTER you fire the 1st bolt (so that by incapacitating everyone you can use it again after 30s), or does it take 30s AFTER you close combat?


Vile Weaponry shouldn't work with guns as they're not cold weapons.
Oh no, I got it wrong! You're right, I just tested it, this made the 1st build much less appealing. The Wiki used to say any wound would apply it (even tho in the feat requirements you can guess it). My bad!

My gut feeling is that spreading yourself so thin would make your offensive ability significantly weaker than other builds in the late game, and that the free attacks wouldn't make up for the lack of specialisation, but I'm interested in the idea of a build focused on free attacks, regardless. If you try it, let us know how it goes.
I'll do :) I'm very curious too to see how far it can get, but I'll have to wait until those 2 bugs are fixed.
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Development Log / Re: Dev Log #55: Global Map
« Last post by UnLimiTeD on October 20, 2017, 09:30:49 AM »
Man, I'm late to the party. And a party it is. Nice one!
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Development Log / Re: Dev Log #55: Global Map
« Last post by Dusty_Monk on October 20, 2017, 08:35:41 AM »
It would be nice if there was an indicator for discovered but unexplored exits. For example, a short orange line extending southwards from crossroads and perhaps a short red line extending east to represent a currently inaccessible (blocked) exit. This would remove the need for the player to add comments listing unexplored exits.
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