Rinslin Merwind
Erudite
I had distortion shield, but sold it after some time thinking. Imho description for gadgets a bit vague. Thank you very much for advises.Why aren't you using the distortion field? t's way better than the shield.
I had distortion shield, but sold it after some time thinking. Imho description for gadgets a bit vague. Thank you very much for advises.Why aren't you using the distortion field? t's way better than the shield.
Maybe something wrong with my build?
All smg that sold in stores are 9mm, but yeah I sold initial smg because thought that in later fights it would be like mosqito bite to my enemies and decided to have a bit of money instead. I find it really fucking strange that more expensive and refined smg can't give a burst towards running enemy, while some junk weapon able to do so. Really strange design decision. Thanks for advice.You've screwed yourself with the itemization - you should not have sold that 9mm SMG. The one you're having is a great one but it reaction fires in single shots only. Whereas even your initial one reacts in full bursts.
Selling distortion is also a mistake but slighter one for this build - because of how CS works, it prohibits you from developing your evasion naturally and so you're not that evasive as you'd be with the other builds. But, as you're mostly sticking to faraway cover, that's still better than shield, I suppose.
Otherwise, your build is rather fine.
Actually I watched your video, cannot say that I 100% agree with first half where you talking about business and shit, but some critique on system is spot on. I do hope devs will do some re-balance (call me fabulously optimistic, but still) and it would be better. I wish there was more feats with some special qualities besides "+% for some thing". Yeah I know, in Fallout games these feats was mostly useless, but still.In other news, I've done a huge review video for the demo's RPG system. Mostly a critical one - found it to be rather disappointing in comparison to AoD. There's barely any progress, less things to try out as the system is simpler instead of being more developed, and the balancing/design of the feats is really, really bad.
SMG builds are insanely powerful but you can easily eat all your credits by wasting too many bullets with unnecessary bursts. Another mistake is spending all your credits on powerful weapons early on. It is not worth it because you will need those credits. This is the first 5 vs 1 scenario, so you are always fucked. Even if you decide to play lonewolf you should accept some help. You can use them at any given time for your personal convenience. Once they die in the battle your lonewolf bonuses kick in. There is also a stasis grenade that can freeze three enemies for three(?) turns, but it is expensive.Right now I trying to figure out fight with Big Jim (yeah, I have taken my time before atempting to play demo through end), but whole fight feels overwhelming. Running as lonely wolf smg user. Has anyone tips for this fight? Maybe something wrong with my build? There screenshots of my character and inventory (gadget parts isn't upgraded)
In other news, I've done a huge review video for the demo's RPG system. Mostly a critical one - found it to be rather disappointing in comparison to AoD. There's barely any progress, less things to try out as the system is simpler instead of being more developed, and the balancing/design of the feats is really, really bad.
Check the machine between doc and general store for implant installation.Right now I trying to figure out fight with Big Jim (yeah, I have taken my time before atempting to play demo through end), but whole fight feels overwhelming. Running as lonely wolf smg user. Has anyone tips for this fight?
Maybe something wrong with my build? There screenshots of my character and inventory (gadget parts isn't upgraded)
We can't re-balance the game every time someone says 'it's bad, you have to change it'.Actually I watched your video, cannot say that I 100% agree with first half where you talking about business and shit, but some critique on system is spot on. I do hope devs will do some re-balance (call me fabulously optimistic, but still) and it would be better. I wish there was more feats with some special qualities besides "+% for some thing". Yeah I know, in Fallout games these feats was mostly useless, but still.In other news, I've done a huge review video for the demo's RPG system. Mostly a critical one - found it to be rather disappointing in comparison to AoD. There's barely any progress, less things to try out as the system is simpler instead of being more developed, and the balancing/design of the feats is really, really bad.
I cannot make summary of all video, but can bring points on which I agree (If I understood these points correctly):We can't re-balance the game every time someone says 'it's bad, you have to change it'.
I didn't watch the video (I don't have time to watch an hour long video but I'll gladly read a summary if someone post it).
Well, then maybe I am wrong and misunderstood how game mechanics work. Sorry about that. As suggestion for feat - I can't invent something right now.Thanks. Based on the players' feedback shotguns are very powerful (I'd say that 40% of player submitted builds are shotgunners)
Rifles were the top weapon when the combatants would start at the opposite ends of the arena, which is perfect. Obviously, they lost their status when we moved the combatants closer to simulate 'urban warfare' but they will be plenty of fights with enough room for sniping.
Debuffs aren't stacking, so you get a single effect and that's it. If you feel the effect is too weak we can consider it, but we aren't stacking them.
Feats - 1) which ones are broken? 2) all the feats were very useful to some testers who swore up and down that these feats are OP or at least very useful: cult leader is very popular with full party crowds, almost OP, I'd say; there were people who felt that Gifted is so good, why would anyone even take another feat at chargen, etc. Obviously this is a very subjective area, but as long as there's enough support for feats someone doesn't like, we'll keep them in. Why? Because different people play in different ways. We've seen some cool max INT or max CHA builds even before we added the heroic feats that I'd never think of playing myself. 3) There are no non-combat feats because it's a combat demo.
If you or anyone else has suggestions about feats that are more than +% to skills (and won't require extra programming), let us know.
INT does nothing for combat builds - :not sure if serious:
Long window from demo release <-> final release 2021 though, and you didnt opt for early access. How much do you expect the basics to change in that period? (enjoyed the demo a lot btw)We can't re-balance the game every time someone says 'it's bad, you have to change it'.
Early access by the end of the year (at least that's the target). Right now the focus is on quests (see the update we posted 2 days ago - https://rpgcodex.net/forums/index.p...date-44-demo-update-and-status-report.132941/) and stealth. I doubt we'd do any significant changes to the combat mechanics before releasing on early access, then we take another look.Long window from demo release <-> final release 2021 though, and you didnt opt for early access. How much do you expect the basics to change in that period? (enjoyed the demo a lot btw)We can't re-balance the game every time someone says 'it's bad, you have to change it'.
Have to be born a hero (the goal is to limit the heroic feats to 1).I have a suggestion - the feats that require 10 in a stat can be picked up after chargen, during regular leveling
Ah ok. Anything in the demo you want feedback on though - or just bugs atm?Early access by the end of the year (at least that's the target). Right now the focus is on quests (see the update we posted 2 days ago - https://rpgcodex.net/forums/index.p...date-44-demo-update-and-status-report.132941/) and stealth. I doubt we'd do any significant changes to the combat mechanics before releasing on early access, then we take another look.
General impressions would be appreciated.Ah ok. Anything in the demo you want feedback on though - or just bugs atm?Early access by the end of the year (at least that's the target). Right now the focus is on quests (see the update we posted 2 days ago - https://rpgcodex.net/forums/index.p...date-44-demo-update-and-status-report.132941/) and stealth. I doubt we'd do any significant changes to the combat mechanics before releasing on early access, then we take another look.
INT does nothing for combat builds - :not sure if serious:
Pope Amole II, I have enjoyed a lot of your videos, but I would rather you used your vast intelligence to come up with ways of making hardcore games appealing to wider audiences, instead of arguing that hardcore RPGs should not be made.
INT does nothing for combat builds - :not sure if serious:
So much difference, so much brain power. I especially like tagged vs non-tagged Armor stat.
Aggressively missing the point here.
You keep saying that but real reason they worked was probably op reaction shots. as a weapon rifles simply lack damage output.Rifles were the top weapon when the combatants would start at the opposite ends of the arena, which is perfect. Obviously, they lost their status when we moved the combatants closer to simulate 'urban warfare' but they will be plenty of fights with enough room for sniping.
what do you have against compensating for bad per with high skill in fallout or crafting ton of grenades in Arcanum?INT does nothing for combat builds - :not sure if serious:
They have accuracy and range, as well as the highest damage per tier (not by far but in a game with low HPs it's more than enough). No reaction shots are necessary (not to mention that rifles have the lowest reaction bonus).You keep saying that but real reason they worked was probably op reaction shots. as a weapon rifles simply lack damage output.Rifles were the top weapon when the combatants would start at the opposite ends of the arena, which is perfect. Obviously, they lost their status when we moved the combatants closer to simulate 'urban warfare' but they will be plenty of fights with enough room for sniping.
INT gives you tagged skills plus learning rate bonus for non-tagged skills. What more do you need?what do you have against compensating for bad per with high skill in fallout or crafting ton of grenades in Arcanum?INT does nothing for combat builds - :not sure if serious:
Skills seem to grow just fine without int.INT gives you tagged skills plus learning rate bonus for non-tagged skills. What more do you need?
Since skills give bonuses in fixed intervals and the xp required to reach the next interval grows quickly a linear boost in xp gained does not translate to an actual combat boost a lot of the time, and even more rarely a combat boost that is worth 1 stat point.INT gives you tagged skills plus learning rate bonus for non-tagged skills. What more do you need?
Gifted is +1 stat right? From what I recall, most feats give way more benefit than what you get from stats (usually something like 1 feat point ~= 2 stat points). Gifted seemed very strong to me when I first read it, and then super weak once I did the math.there were people who felt that Gifted is so good, why would anyone even take another feat at chargen
Have to be born a hero (the goal is to limit the heroic feats to 1).[/QUOTE]I have a suggestion - the feats that require 10 in a stat can be picked up after chargen, during regular leveling