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Incline Colony Ship Combat Beta Thread

Tigranes

Arcane
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Jan 8, 2009
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Ammo and money are typical-RPG-level-aplenty after ~mid-demo.
 

Shadenuat

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click green machine near doctor

small desigh flaw: if you name every enemy same ("bounty hunter") you actually can't understand who goes when on ini bar.

I finished the suffer run, I mean the rifle run. since I had to use side arm I only reached 6 in skill in elevator. it was the most saveload run because 80 hit 70 crit you miss 3 times. with crit perk you can kill weak enemies like their own snipers. burst rifles I didn't like either.

the only bright spot is the lazor rifle which is only 6 ap for standard shot, has higher range than regular one, and 2 rounded final elevator man and 1-2 shots most enemies and cares fuck about their armor.

in the end I had most fun with shotguns and melee. I might make another melee axe build but for now I played enough demo I think, can't look at billy and his bro-crate anymore.

ps is there no way to make Marauder SMG overwatch with burst? it only reacts with single shots.
 
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Shadenuat

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as final touch placed axe in the skull of elevator man.

I took crit perk for roleplaying but it's not really needed or is any good, because natural boosts from weapons/aim/gladiator already give good crit chance, and you want to stack dogis and get over perks. also, most enemies you want to crit are capped at 5%, so it's only really fun against trash. however, since melee and stacking dogis is so ungodly powerful, 6 str and stimulator was enough to go on endgame rampage.

the idea to make knives reaction based sounds good but in reality dedicated melee already has 70+ of it.
crit is nice but you can just hit them harder.

so it's maces > axes > daggers.

I think I got or almost got to blade skill 8 and that's with int 4.

sadly game doesn't allow you to hit with 2 axes at the same time. what a wasted opportunity.
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Are there plans to make enemy models more distinct in terms of weapons? Maybe I'm missing some subtle things, but I find it's really hard to tell what weapon type the enemy is using (melee I can tell, ranged is hard). I'm really missing the visual clarity from AoD/DR where you could very easily tell what weapon type, armor type the enemy was using as well as metal type of each (and whether they were a dodger or shielder).

There's indicators for armor which are helpful, but I will admit I find it somewhat unclear how armor works. Does every armor slot protect against all attacks, or do helmets protect against aimed:head?
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Are there plans to make enemy models more distinct in terms of weapons? Maybe I'm missing some subtle things, but I find it's really hard to tell what weapon type the enemy is using (melee I can tell, ranged is hard). I'm really missing the visual clarity from AoD/DR where you could very easily tell what weapon type, armor type the enemy was using as well as metal type of each (and whether they were a dodger or shielder).

Huh that's interesting, I haven't had such an issue. I've found it very obvious what weapon each enemy has in every instance so far except when the first Energy Weapon guy changes to the Pepperbox pistol and I was like wtf is that a shotgun? (and tbh, it kind of is)
 

Fenix

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What type of attack used for reaction attack? Regular?

Also, I stuck on 5th fght with public defenders.
Melee guy simply one-turn what left of me after energy shot to the face, and second one with greanade nullify every defence I have.
Can't eliminate melee or granadier guy on first turn, even tried funning first time lol.

Looks like bying Bull_dog gun was a mistake as I could buy Colt before that fight?
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
I'm getting a bug that's really annoying in my newest save, stuff is just disappearing from my inventory screen when I unequip it, it makes it really difficult to switch items because it just disappears when I drag or select unequip. Can make a video if needed or send in my save
 

Shadenuat

Arcane
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I don't understand what is on enemies 90 of 50 of time. it's dark. im old. give me sprites from fallout. or show enemy paper doll on clicking them like in jrpgs or some other tactical games. or show all the numbers ie "weapon: x, gas protection, blind protection, night vision: x/y/z". or add Awareness perk.
 

Trash Player

Scholar
Joined
Jun 13, 2015
Messages
438
It is hit-and-miss for me. Melees are obvious, assault weapons looks distinct, pistoleers have a unique posture. Not so much rifles and shotguns. Once in cover, however, everyone is just the ghost behind the crate.
 

Shadenuat

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Looks like bying Bull_dog gun was a mistake as I could buy Colt before that fight?
Bulldog is ok for reaction char with many dex. Colt is one you want. 5 barell pistol is a funny option too. finally, you get 3 shot long ranged pistol fairly early, it is a good weapon for Billy.
 

jackofshadows

Magister
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Oct 21, 2019
Messages
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Are there plans to make enemy models more distinct in terms of weapons?
In any case, most of the time enemies just described as "rifleman", "pistolero" or "grinder" (SMG).
There's indicators for armor which are helpful, but I will admit I find it somewhat unclear how armor works. Does every armor slot protect against all attacks, or do helmets protect against aimed:head?
Of course, as it was in AoD but even more distinctive now. Balancing armor pieces before the fight is fun.
 

Shadenuat

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a pistolero can have small fast pistol, long ranged pistol or pistol which acts as, basically, shotgun, or potentially energy pistol. rifleman can have sniper rifle or burst rifle.
 

Fenix

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Bulldog is ok for reaction char with many dex. Colt is one you want. 5 barell pistol is a funny option too. finally, you get 3 shot long ranged pistol fairly early, it is a good weapon for Billy.

Didn't thnk about 5-barrel hm...
I don't use Billy or other, it's solo. Same for grenades, anyway spending them in 4-5 fight doesn't looks right.
 

Shadenuat

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if your build can't 1 round enemy per turn re-roll. and try companions, building 3 chars quickly shows what works and what doesn't.

grenades I usually spend on 5 ppl parties.
 

Fenix

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Also - icons with attack mode should be visible always.

Energy shield visually covers front half-sphere - is it visuals only or has some effect?
Text from preplcement before fight can bee seen n inventory.
Make it possible to reload weapon by drag&drop.


Overall, make interface more, dunno, plesant in a sense opposite to ascetic - like it was in Fallout when clicking icons/buttons was a pleasure of how it sounded and visually looked, maybe some visual or sound on levelup, maybe not, but for now interface feels too ascetic.
There is always room for litte pleasures like cool sounds, it stimulate brain and gives some relaxation.
 
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jackofshadows

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a pistolero can have small fast pistol, long ranged pistol or pistol which acts as, basically, shotgun, or potentially energy pistol. rifleman can have sniper rifle or burst rifle.
True, but it still helps. I mean, there's not much weapon units in the demo overall. Riflemans I beleive may have only 3 different rifles besides the very basic one, for instance.
 

Sensuki

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Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Ran into another bug, I'm stuck in the Arena, the cursor changes to a crosshair when I mouse over the door and clicking on it initiates combat mode with no one. It ends when I finish my turn. I can't seem to get any recording software to pick the game up, nor is Steam screenshots working in it atm but I was able to take this weird Alt-tab screenshot

Before click:

https://i.imgur.com/FjsqVlB.png

After click:

https://i.imgur.com/1HMNwc1.png
 

Shadenuat

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I would rather focus on gun sounds than interface sounds for now. this is where I don't feel much pleasure.
 

jackofshadows

Magister
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Oct 21, 2019
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Sensuki I had the same recurring bug with kinetic hammer in hand. For now you can just unequip it.

My suspicion that it may have something with swing attack, did you use it?
 

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
In any case, most of the time enemies just described as "rifleman", "pistolero" or "grinder" (SMG).
Yes but this is also deceptive. For example, in fight against Carter, who has crazy initiative and always starts by tossing a smoke grenade at you, the "rifleman" almost always instantly draws a club and charges you. And he has a really high critical strike skill making him quite deadly with the club.

if your build can't 1 round enemy per turn re-roll. and try companions, building 3 chars quickly shows what works and what doesn't.
This is a bit elitist :M Grindy strategies are perfectly acceptable.
 

jackofshadows

Magister
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Oct 21, 2019
Messages
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Yeah I did, I just read a forum post on Iron Tower that said the same thing
If you still have save with it, post it there because I fucked up and rewrite it.
Yes but this is also deceptive. For example, in fight against Carter, who has crazy initiative and always starts by tossing a smoke grenade at you, the "rifleman" almost always instantly draws a club and charges you. And he has a really high critical strike skill making him quite deadly with the club.
Yeah, he's so deadly with it that I had to reload few times to oneshot him right away with my hammer guy. But it's more like an exception.
This is a bit elitist :M Grindy strategies are perfectly acceptable.
He is trying solo which means he really have to kill faster because once your gadget expires (2-3 turns) and if there's more than 1 guy left you're basically fucked.
 
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AwesomeButton

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PC RPG Website of the Year, 2015 Make the Codex Great Again! Grab the Codex by the pussy Insert Title Here RPG Wokedex Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath
First impressions after 3 hours of playing:

- At low level you will be hit often which will naturally lead to your armor skill developing by learn-by-use faster than your evasion skill.

- Using cover isn't really worth the AP cost vs the damage. Prolonging the number of combat turns by maneuvering for cover will expose you to the chance of being hit more often. Consequently, the combat system favors characters who sacrifice defence for increasing hit chance, and damage, in that order.

- When dealing with melee enemies, a ranged build with a backup shotgun seems superior to a melee specialist build. The ranged-with-shotgun character can start combat from a farther distance, giving off one or two shots with a pistol before switching to the shotgun in close quarters. The melee specialist is stuck with melee weapons.
 

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