X3They advertised a tile-based classic blobber and delivered a boring pile of shit.
X3They advertised a tile-based classic blobber and delivered a boring pile of shit.
Do the locked containers always have random loot?
Been savescumming after each failed attempt but it seems there is nothing unique in them. If that's the case I can just stop doing this.
I'm guessing there are players who accept consequences and do NOT savescum.
I tried to make a HW guy fun but it just didn't work. Even with a very small jam percentage, firing hundreds of bullets means you're going to jam every turn. And the damage per second isn't increased to compensate. Stick with it if you think it looks cool or you like the animations, but otherwise let HW go imo.Is HW something worth sticking with?
Yeah I'm already noticing the Assault Rifles specialist being better at fire support/ambush tactics because of the lack of a mobility nerf on ARs compared to HW, and given how ammo is already starting to get a bit scarce I'd rather feed my 5.56 to them instead of the HW specialist.I tried to make a HW guy fun but it just didn't work. Even with a very small jam percentage, firing hundreds of bullets means you're going to jam every turn. And the damage per second isn't increased to compensate. Stick with it if you think it looks cool or you like the animations, but otherwise let HW go imo.Is HW something worth sticking with?
Yeah I'm already noticing the Assault Rifles specialist being better at fire support/ambush tactics because of the lack of a mobility nerf on ARs compared to HW, and given how ammo is already starting to get a bit scarce I'd rather feed my 5.56 to them instead of the HW specialist.I tried to make a HW guy fun but it just didn't work. Even with a very small jam percentage, firing hundreds of bullets means you're going to jam every turn. And the damage per second isn't increased to compensate. Stick with it if you think it looks cool or you like the animations, but otherwise let HW go imo.Is HW something worth sticking with?
Pistols only if you're low on other ammo.
The one character I have with Opportunist specializes in pistols and she's REMARKABLY good at cleanup on wounded enemies.Pistols only if you're low on other ammo.
Pistols are good for finishing targets, you can finish more enemies per party member if you have a pistol guy and some luck.
The last thing you wanna look for in this game is gameplay balance. There just isn't any. Yeah DC improved some of the launch flaws but keep in mind the bar then was running without any armor on.
Yeah I get that impression, I don't mind "scripted failure" as a plot advancer necessarily but when you put that behind skill checks you ask yourself "wait was I expected to have a high enough Surgeon/Outdoorsman/whatever skill by now to do this?" After god knows how many games I've played where the devs had clear ideas about what you should and shouldn't have by a certain point you start double-guessing yourself.Also remember the game is designed for "failing forward". You're not supposed to save every person and succeed at every 12% skill check. "Hooray the Rangers solved every problem again good job scummer" is one way to play, but not the only way. Let the guy die and see what happens.
Yep, I completely understand. They really made an effort to make failure okay here, and there's lots of hilarious scripted stuff for when you fuck up, that 99% of players will never see because we're all so conditioned. Be part of the elite!Yeah I get that impression, I don't mind "scripted failure" as a plot advancer necessarily but when you put that behind skill checks you ask yourself "wait was I expected to have a high enough Surgeon/Outdoorsman/whatever skill by now to do this?" After god knows how many games I've played where the devs had clear ideas about what you should and shouldn't have by a certain point you start double-guessing yourself.Also remember the game is designed for "failing forward". You're not supposed to save every person and succeed at every 12% skill check. "Hooray the Rangers solved every problem again good job scummer" is one way to play, but not the only way. Let the guy die and see what happens.
Actually wonder if it wouldn't be a better design choice to hide all skillcheck %s - would discourage scumming. Maybe characters with Perception could say "yeah this looks like a long shot/sure thing" but you attach numbers to something and it starts swinging more towards powergaming and less towards roleplay.Yep, I completely understand. They really made an effort to make failure okay here, and there's lots of hilarious scripted stuff for when you fuck up, that 99% of players will never see because we're all so conditioned. Be part of the elite!Yeah I get that impression, I don't mind "scripted failure" as a plot advancer necessarily but when you put that behind skill checks you ask yourself "wait was I expected to have a high enough Surgeon/Outdoorsman/whatever skill by now to do this?" After god knows how many games I've played where the devs had clear ideas about what you should and shouldn't have by a certain point you start double-guessing yourself.Also remember the game is designed for "failing forward". You're not supposed to save every person and succeed at every 12% skill check. "Hooray the Rangers solved every problem again good job scummer" is one way to play, but not the only way. Let the guy die and see what happens.