Jaesun
Fabulous Ex-Moderator
Yeah I'm fairly certain that the number 18 comes BEFORE 19.....
The etiquettes are unbalanced, but you should find at least one use for each.Can't get what's the purpose ''quickness'' check and ''shoot first'' at the elevator guard section. The alert is triggered anyway. And once again security etiquette or charisma is the only way to get through undetected. I can understand with CHA having exclusive benefits, but it seems that security etiquette is the only useful in this game gameplay wise. Should've read the walkthrough before creating char.=/
id: "Pi 3 Ruger Thunderbolt"
type: ItemType_Pistol
uirep {
icon: "icon_gun_rugerthunderbolt"
name: "Ruger Thunderbolt"
description: "Lone Star's favorite heavy pistol."
}
equipPrefabName: "AresPredatorPistol"
anim_type: AnimType_Pistol
coreAttribute: Attribute_Quickness
coreSkill: Skill_RangedCombat
coreSpecialization: Specialization_RC_Pistol
apCost: 1
prereqStrings: "Player.SKILL.Skill_RangedCombat >= 6"
maxAmmo: 12
baseHPDamage: 14
baseAPDamage: 0
rangeModTable: 8
rangeModTable: 8
rangeModTable: 8
rangeModTable: 6
rangeModTable: 4
rangeModTable: 2
rangeModTable: 0
rangeModTable: -2
rangeModTable: -4
rangeModTable: -6
rangeModTable: -8
rangeModTable: -10
rangeModTable: -12
rangeModTable: -14
rangeModTable: -16
rangeModTable: -18
rangeModTable: -20
rangeModTable: -22
rangeModTable: -24
noiseLevel: 9
noiseRounds: 1
ammoReloadAPCost: 1
abilityModes: "Single (Pistol)"
affectsEnemy: true
canTargetActor: true
store_cost: 500
sorting_group: "Pistols"
id: "Pi 3 Colt Manhunter"
type: ItemType_Pistol
uirep {
icon: "icon_gun_coltmanhunter"
name: "Colt Manhunter"
description: "A heavy pistol created to perform perfectly under the most extreme situations."
}
equipPrefabName: "AresPredatorPistol"
anim_type: AnimType_Pistol
coreAttribute: Attribute_Quickness
coreSkill: Skill_RangedCombat
coreSpecialization: Specialization_RC_Pistol
apCost: 1
prereqStrings: "Player.SKILL.Skill_RangedCombat >= 5"
maxAmmo: 16
baseHPDamage: 14
baseAPDamage: 0
rangeModTable: 8
rangeModTable: 8
rangeModTable: 8
rangeModTable: 6
rangeModTable: 4
rangeModTable: 2
rangeModTable: 0
rangeModTable: -2
rangeModTable: -4
rangeModTable: -6
rangeModTable: -8
rangeModTable: -10
rangeModTable: -12
rangeModTable: -14
rangeModTable: -16
rangeModTable: -18
rangeModTable: -20
rangeModTable: -22
rangeModTable: -24
noiseLevel: 9
noiseRounds: 1
ammoReloadAPCost: 1
abilityModes: "Single (Pistol)"
affectsEnemy: true
canTargetActor: true
store_cost: 425
sorting_group: "Pistols"
I don't know for certain but if I had to guess, it means you get to go first instead of them.Can't get what's the purpose ''quickness'' check and ''shoot first'' at the elevator guard section. The alert is triggered anyway.
Ehh, why did they pick such a shitty release date?
Considering that SRR's combat is generally not very challenging if the player plays defensively (even on Very Hard and/or with gimped characters), I'm okay with timed fights forcing the player on the offensive.That sounds like a terrible fight...
It was actually pretty good. It's a bossfight they actually thought through unlike most quicktime-event fights or the "just resurrect him again with more hp lol" fights you get usually.That sounds like a terrible fight...