He is the first guy inside the huge compound, where the Golden Spike is. Problem is, if you somehow clicked on the generator on the back, the power's out and he won't talk with you.... EVER AGAIN.And where the fuck is this Kebbekan... I can't fucking find him in this maze of railways,... holy shit![]()
He is the first guy inside the huge compound, where the Golden Spike is. Problem is, if you somehow clicked on the generator on the back, the power's out and he won't talk with you.... EVER AGAIN.And where the fuck is this Kebbekan... I can't fucking find him in this maze of railways,... holy shit![]()
Anyway, all the fun stopped for me when I tried to use painkillers on a downed ally and he just started spinning in circles and I couldn't bring up any other UI.
Well you have APs. How is this not the same thing? You have a limited amount of spaces to move before you can't use your weapon anymore, correct? I'm not playing the beta so maybe I'm missing something here. Please correct if wrong.
Got that as well, and a lot of people seem to do as well... that and the bug that makes you unable to save killed my will to play the game seriously until they patch it. I'm just derping and trying different things now.I can't leave the Agricultural Center without CTD. God fucking damn it! I was having fun.
I agree that accuracy should take into account the whole trajectory of the projectile. I have seem both the player characters and the enemies missing and hitting something either in front or behind the target, but that should be more common.. Especially hitting stuff in front of the target should be much more common. The way it works now, you can shoot "through" multiple squad members and hit enemies without any problems.Combat improvements I just suggested on centercode:
Another beta tester had an idea for increased cover that I thought was really good. Accuracy should be decreased if you are trying to shoot through other people/animals/robots/targets.
In addition to that idea, I think ranged accuracy should be decreased if an enemy is adjacent to you. Right now there is no down side to letting an angry sucker with a giant lead pipe bash on your sniper other than his health going down. With a penalty to hit from having an enemy right next to you it would really increase tactical decisions. Do I try to shoot him point black with the lower accuracy, or move away and shoot him (maybe losing attack in the process)? Do I use my melee guy to clear off my ranged guys, or do I rush their ranged guys? There's probably more I'm not thinking of.
Another thing I would like to see is a penalty to accuracy if you've moved on the same turn. This would synergize with the above suggestion. It would also mean snipers are less over powered. Right now their penalty to close combat is pretty easy to overcome, but if they had a lesser penalty for moving, it would again make tactical decisions more interesting.
Heh, thanks. I guess i'll derp around with party creator as well.Got that as well, and a lot of people seem to do as well... that and the bug that makes you unable to save killed my will to play the game seriously until they patch it. I'm just derping and trying different things now.I can't leave the Agricultural Center without CTD. God fucking damn it! I was having fun.
It feels out of element for an allegedly open-world game to not have day-night cycle. Especially so considering the game has map travel. With day-night cycle, night travel could be made adequately dangerous--low perception, high danger of walking into ambushes, etc.--while on the plus side water consumption could be far less than during the day.
It does, but, neither did the original game.
So "neither did the original game" is version 2.0 of "ITZ A BETAAARGH!!!" ?
So... except for Sea angling for another line producer spot[...]