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Colony Ship Early Access Release Thread [GAME RELEASED, GO TO NEW THREAD]

Salvo

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Also BTW as a melee character do you favor fast, normal or power attacks?
 

jackofshadows

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I'm glad they're taking their time. Since I'm busy atm afraid that maybe won't be able to finish current beta run until the update.
 

Pink Eye

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Give King Arthur: Knight's tale a try in the meantime
Maybe, but every time I play a different game I keep thinking about Colony Ship and what build I haven't yet tried on Faythe. Must have all the current combinations at this point, yet, there's always a new theme or playstyle I haven't tried.

Also BTW as a melee character do you favor fast, normal or power attacks?
It depends. If you have Berserker + 10 Str + Juggernaut + Gladiator; go fast attacks. They do decent damage, are AP efficient and if you have aggro stim you can get more bang out of it. Generally though, as always, I go aimed legs + aimed arms. Then have Faythe follow up with aimed head. Then I go power attack.
 

jackofshadows

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Also BTW as a melee character do you favor fast, normal or power attacks?
Depends on your thc and enemie's DR of course. Power is also nice because of increased crit chance. But yeah, as Pink Eye just pointed out, usually you want to hit legs/arms/head maybe first.
 

Pink Eye

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Aimed attacks are so good. If you get dazed effect from aimed head. The effect will last until combat ends. Same thing with weakened state from aimed torso. Aimed head also works on froggos, by the by. See:
P0qBElm.png
 

jackofshadows

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Speaking of weakened
I was struggling with this fight to tell the truth and the rolls were so awful that I switched to heavily adjusted and then I saw this. For fuck's sake, game :D
 
Last edited:

Technomancer

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Aimed attacks are so good. If you get dazed effect from aimed head.
Berserk is too much of a sacrifice you think?


Do you have a stasis and gas nade? You throw gas nade. Then immediately stasis yourself.
Something I found out just recently, by seeing it somewhere. Man, if only I knew this when doing solo mastermind, some fights would be trivial. Stasis yourself...it just didn't occur! Can waste aggro stims of mooks, poison, gadgets...
 

notpl

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I played the initial release (just the first two areas, IIRC) as a 10 int Genius melee blade guy, slightly higher dex but otherwise average attributes with the remainder. Had no issues beating all the optional combats, which seemed absurd for a 10 int stealth character, so I assume the balance has been changed a bit since then? Can anyone fill me on on how melee, stealth, and int-focused builds have changed subsequently? That's the kind of character I want to go with on launch, but I know I shouldn't expect all the traits to work the same way they did at first pass.
 

Pink Eye

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I'm very into cock and ball torture
Berserk is too much of a sacrifice you think?
It is but if you get Gladiator it does help with grazes. High STR build will still do decent damage. Yes. You do lose access to aimed system. Trade off though is that attacks cost way less. For example, Utility Bar can get about 4 attacks. More with aggro stim.

Man, if only I knew this when doing solo mastermind, some fights would be trivial. Stasis yourself...it just didn't occur! Can waste aggro stims of mooks, poison, gadgets...
It's even better now since gas affects targets immediately instead of next turn - on beta branch anyways.
 

Technomancer

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I played the initial release (just the first two areas, IIRC) as a 10 int Genius melee blade guy, slightly higher dex but otherwise average attributes with the remainder. Had no issues beating all the optional combats, which seemed absurd for a 10 int stealth character, so I assume the balance has been changed a bit since then? Can anyone fill me on on how melee, stealth, and int-focused builds have changed subsequently? That's the kind of character I want to go with on launch, but I know I shouldn't expect all the traits to work the same way they did at first pass.
Latest mastermind I did without tagging a single combat skill while doing every fight. It's doable but some fights philter you hard. Like triple worms and detroit. Generally, every solo fight where there are too many enemies is a bit hard, like I leave scavs in hydroponics for last-ish.
 

notpl

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Makes zero sense. Is it possible to critically hit frogs? Does that chance increase if the character has a higher critical strike skill? Shouldn't, if their anatomy is so utterly alien. For that matter, it's impossible for butchers to kill cows. How could they know where to stick the bolt gun? The ass? The knee? There's simply no way to tell.
 

Pink Eye

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No. Devs already confirmed that won't be possible because froggos are not humanoid targets and human character doesn't know how to assassinate them.
Would also need extra anims. Which means even more work for overworked devs.
True, by the way, have you seen the new custom death animations in beta branch? It looks so cool. I didn't think we'd get those at all. Enemies die in all sorts of funny ways now. Love it!
 

Technomancer

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True, by the way, have you seen the new custom death animations in beta branch? It looks so cool. I didn't think we'd get those at all. Enemies die in all sorts of funny ways now. Love it!
Mixed feelings about it. I liked it much more than just silly looking ragdolls but sometimes it is a bit jittery. Like those convulsions from bursts look exactly like those in ATOM rpg. And there they looked a bit on budget. I hope they will refine them some more in time.

Too bad Ivan died. He would love making this shit, man was an artist of murder. Remember that bolt crit from AoD? Always cracked me up.
 

Pink Eye

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I'm very into cock and ball torture
Well the developers have delayed their initial release date. So maybe they can improve it. My big wish is that we get crazy stuff like dismemberment, gory deaths, and blood explosions. There's so much gore you can do with guns in this setting...
 

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