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That said, perhaps I will try to make duo work (combat specialist + skill monkey) at some point, especially so that it might be even harder than solo at first because lone wolf simply incredibly strong. Also, laidback full stack run somewhere after the release would be nice as well.
Highly doubtful. Even for the first 3 locations. This is my current state before moving on to the Factory:
Armory has lockpick check 5 and computers 4 (+ another one in the Pit). That's why mastermind was truly OP. I did miss few lp here and there like 10 (!) in computers/electronics from Sharped face's dialogue but that's still not even close.
And this is the same build from playing in the early build (before even completenig everything + keep in mind that few new lockpick checks were added)
Except that would be insane. I'm really struggling with some even if unnecessary encounter right now (hostile negotiations). Can't imagine it with like -20 thc/-10 evasion/lots of cc-cd, not even close. Will see, not that the balance is final after all.
Except that would be insane. I'm really struggling with some even if unnecessary encounter right now (hostile negotiations). Can't imagine it with like -20 thc/-10 evasion/lots of cc-cd, not even close. Will see, not that the balance is final after all.
Except that would be insane. I'm really struggling with some even if unnecessary encounter right now (hostile negotiations). Can't imagine it with like -20 thc/-10 evasion/lots of cc-cd, not even close. Will see, not that the balance is final after all.
hybrids seem harder now for sure. If you want stealth hybrid then stealth, lockpick and computers seem all mandatory tags now right? Potentially electronics too. You might not survive combat to lvl up that sweet CS.
Will test once it gets out of beta
hybrids seem harder now for sure. If you want stealth hybrid then stealth, lockpick and computers seem all mandatory tags now right? Potentially electronics too. You might not survive combat to lvl up that sweet CS.
Not really, no. For stealth scenarios you need stealth and cs mostly, lockpick checks are more or less low there usually. I wonder if with all related feats it'll be possible to consistently sneak up on people quetly therefore perform takedowns with lower cs.
Theoretically - yes, absolutely. Base lp for takedown is... 10 (for both sneak and crit) i.e. 25 with tags/mastermind while I just had 75 cs + 35 bonus for taking out some guy with two shots at the first round, not counting +50 rifles in my case. In practice I had a lot of fun in the Mercy's fortress even if that was suboptimal.
Theoretically - yes, absolutely. Base lp for takedown is... 10 (for both sneak and crit) i.e. 25 with tags/mastermind while I just had 75 cs + 35 bonus for taking out some guy with two shots at the first round, not counting +50 rifles in my case. In practice I had a lot of fun in the Mercy's fortress even if that was suboptimal.
last time i played stealth focused character I was able to takedown whole mercy fortress. Had to rely on stealth cloak to bring down 2 dudes facing each other
Hi Vince, Are planning to add more party dialogue? I hope you add more. Like when I was exploring and got interrupted by faythe to ask about earth, and then Jed chipped in. That was nice. I hope you add more of that. Writing banter is not expensive and well really increase the flavor.
Released 5 min ago. We'll add more content and interactions in the next 2 weeks, but what we have there now is good enough to be merged with the main build.
Released 5 min ago. We'll add more content and interactions in the next 2 weeks, but what we have there now is good enough to be merged with the main build.
Our goal is to keep saves valid, of course. Adding new content, even changing the existing content won't invalidate them. Same goes for minor system changes. So far the game's been updated 6 times and the saves are working fine.
A major system change that cardinally changes the way things work would require starting a new game but such changes are neither planned nor desirable.
Our goal is to keep saves valid, of course. Adding new content, even changing the existing content won't invalidate them. Same goes for minor system changes. So far the game's been updated 6 times and the saves are working fine.
A major system change that cardinally changes the way things work would require starting a new game but such changes are neither planned nor desirable.
Unfortunately, this convenience comes with some feedback-tuning implications. As I pointed out in the previous post, after lp rate changes, there's a significant difference between a fresh char and an old one now, especially in case of mastermind, obviously.
In my case that one fresh char also don't have freaking energy rifle in addition to not having cloak device now as well. I did several more attempts at hostile negotiations fight and I think I'm getting there after I've finally decided to use whatever grenades I have (2 disruptor and 2 stasis) but I'm pretty sure I'd beat that fight after just few tries with my old char and his gear, too lazy to actually check that for now.
As few others, I'm also dissapointed in general by the Factory but that's simply due to my own expectations: from early descriptions I pictured it to be much more open and full of content while as a transit zone like Dead River it's actually pretty great, just needs some little places here and there to explore, it's a huge location after all. More importantly, the bulk of it: the writing and its few encounters (although haven't seen the last one, should've check it before the beta changes) both awesome for my taste. I mean...
"The mad fucker" used as description of the fucking protagonist I had similiar feeling in UnderRail when one of the bad motherfucker type NPCs, Gorsky, was representing the protagonist to some other NPC as "this is ..., he/she makes things happen". So cool.
The Factory also suffers as the Armory from tab-scouting, fog of war basically loses its purpose:
Speaking with the ambush in mind, here's my impression of it
Wasn't hard at all since I've played with the Smiles's helmet change, did it from the second try IIRC. But I used her aggro stim and in the next fight "she" didn't put the next one in the quick slot, which is slightly annoying. Actually it's weird that it hasn't happened automatically.
Lastly, even if it's far too late, I'd like to raise the loot question one more time: perhaps it would be better to bluntly turn off in-combat looting as well as after-combat in fraction related fights? Adjust that somehow by adding dialogue lines and rewards like "here's your cut" but instead it would strengthen economy balance by a lot because I feel like we'll see mostly very poor trade stocks in the Habitat since players might have too deep pockets by then. It also would've made more sense to attack Detroit in the Factory case - to get more/better gear for all Keepers as a preparations to assaulting the Black Hand.
>there's a significant difference between a fresh char and an old one now
Yeah. That's why I always do a new run every single patch. So I can get a feel of the changes.
Except that would be insane. I'm really struggling with some even if unnecessary encounter right now (hostile negotiations). Can't imagine it with like -20 thc/-10 evasion/lots of cc-cd, not even close. Will see, not that the balance is final after all.
But if you choose intelligence you go MacGyver mode and if you choose charisma you have more followers....in aod you are always the target that means low Dodge and block Is death even if your weapon skills are High.
Except that would be insane. I'm really struggling with some even if unnecessary encounter right now (hostile negotiations). Can't imagine it with like -20 thc/-10 evasion/lots of cc-cd, not even close. Will see, not that the balance is final after all.
But if you choose intelligence you go MacGyver mode and if you choose charisma you have more followers....in aod you are always the target that means low Dodge and block Is death even if your weapon skills are High.
AoD is very comfortable with 0 defense skills, except for a few encounters, where you can use consumables. This is the easiest way to save SP and get more out of a particular character.
You can't really do that in Colony Ship since you have don't have direct control over SP allocation, outside of not tagging any combat skill. And different setting with more ranged enemies makes it harder.
But Is pure talker with additional followers better than hybrid? Can a pure talker contribute investing the least in combat with some kind of coward build?
Lastly, even if it's far too late, I'd like to raise the loot question one more time: perhaps it would be better to bluntly turn off in-combat looting as well as after-combat in fraction related fights? Adjust that somehow by adding dialogue lines and rewards like "here's your cut" but instead it would strengthen economy balance by a lot because I feel like we'll see mostly very poor trade stocks in the Habitat since players might have too deep pockets by then. It also would've made more sense to attack Detroit in the Factory case - to get more/better gear for all Keepers as a preparations to assaulting the Black Hand.
Probably rifle. Hard to say, you need to check all available attacks to be sure (and mark with the most cc%) and consider potential thc as well. Also do some math like which is better: 1 attempt at bulls eye for 13 ap or 2 attempts with a regular pistol attacks.