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1  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #13 - introducing the setting in-game on: April 11, 2017, 03:44:02 pm
And yet this design has become increasingly popular over the years. There are dozens of fairly popular and well known models, from '76 Steyr AUG and FN P90, FN F2000, and FN SCAR H:
"All that glitters is not gold" seems appropriate here, but having never compared the two and lacking the skill to compare the two, *shrug*.

I did a bit more reading on the pros/cons, and it does seem like there is a large split in the firearms community about which is better. This made me think...  perhaps it's exactly the sort of hardware-preference neurosis that a fanatic gun-wielding preacher would have, or a life-long military man who trained with only one type of design. Eh?
2  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #13 - introducing the setting in-game on: April 11, 2017, 03:11:13 pm
Quote
One concern I have with your weapon art- why are all the magazines behind the grip / trigger? No guns are designed that way as far as I know- and for a good reason. It's poor ergonomics for exchanging magazines, and makes the firing mechanism more mechanically complicated (aka prone to failure) as it requires an extra articulated joint.
Not all but some (probably 25% of all guns)

Thanks for the interview quote, and 25% sounds imminently reasonable. I read the wiki and saw all the models in current military use, so I'm showing my USA-centric point of view apparently.
3  RPG / Colony Ship: A Post-Earth Role Playing Game / Re: CSG update #13 - introducing the setting in-game on: April 11, 2017, 12:12:52 pm
The whorehouse is a Deadwood thing, a fitting base of operation for the "mayor", so yes, it will be a fairly unique place. As for the arena, it's the best setup for a combat demo and once it's done, why throw it away?

Hell yeah, that's a great idea. Deadwood was a good, if underappreciated, show.

One concern I have with your weapon art- why are all the magazines behind the grip / trigger? No guns are designed that way as far as I know- and for a good reason. It's poor ergonomics for exchanging magazines, and makes the firing mechanism more mechanically complicated (aka prone to failure) as it requires an extra articulated joint.

As a person who knows a passable amount about firearms, it looks totally off/wrong. And not in a good 'scrappy post-apoc sci-fi' way. For context: https://www.google.com/search?q=semi+automatic+rifles&source=lnms&tbm=isch

edit: apparently I'm uneducated as that's just a 'bullpup' design. Still, it looks very odd for every rifle/machine pistol to be configured that way.

edit2: apparently I'm not the only one who sees obvious problems with the bullpup design, as ergonomics, trigger and reloading are the principle complaints of the design. https://www.quora.com/Military-Technology-What-are-disadvantages-of-a-bullpup-configuration
4  RPG / Dungeon Rats / Re: some questions (spoilers) on: December 05, 2016, 11:59:36 am
Anyone know what the point of this promontory is? cut content, or a stat check I'm missing?

5  RPG / Dungeon Rats / Re: Miscellaneous bugs and suggestions on: December 04, 2016, 04:32:30 pm
Bombs that aren't targeted at NPCs and land on lattice-work bridges, like the one before the Enforcer fight, detonate underneath the bridge without enemies taking damage. This only happens if I don't directly target an enemy. If I target them, the bomb damages them. Is this intended?

For example there were 4 enemies at the points of the 5 tile cross (+), but the center was empty. I threw a bomb into the center, and it exploded just underneath the bridge and no one took damage. Then I threw a bomb directly at an NPC, it exploded like normal and damaged him.

It's the last two bomb throws in my console.log http://pastebin.com/qHMxMjch
6  RPG / Dungeon Rats / Re: The toughest fights on: December 01, 2016, 11:33:00 am
Now that they finally nerfed bombs, I'm uncertain I can cheese the Ant fight as easily on Solo.

I find Crafted shields + Block is stronger late game, due to the large amount of ranged enemies, but Dodge is like an order of magnitude stronger early game.

FWIW, I found this the most defensible spot to fight in. There's a few others that limit your flanks similarly, but that spot in particular keeps ants from queuing up 2-3 rows deep, and if you're using a 2h spear, lets you maintain diagonals on enemies.
7  RPG / Dungeon Rats / Re: Murderous Psychopath Solo - Builds, Tactics, and Strategies on: November 29, 2016, 11:21:12 pm
I'm not talking shit on your build, just using it a data point to come up with a modified one. I'm trying the I4 version of that spear+dodge build (6/10/9/9/4/2), I'll see how it goes. Beat the ant queen, now time for claim jumpers...
8  RPG / Dungeon Rats / Re: Murderous Psychopath Solo - Builds, Tactics, and Strategies on: November 29, 2016, 06:50:34 pm
did you swap INT and PER in your stats, or did you really go 10 INT and 4 PER?
9  RPG / Dungeon Rats / Re: Murderous Psychopath Solo - Builds, Tactics, and Strategies on: November 29, 2016, 05:30:31 pm
Beat it. Final stats were: S8 D10 C9 P8 I6 C2, Spear 10, Dodge 10, CS 4, Craft 10, Alchemy 8. The last construct fight was the most difficult. I crafted a strong tower shield and  hid behind the two melee constructs, and started the battle way back to lure the ranged construction forward. I killed them quickly then rushed him. After that I crafted meteor gear and raised my stats and the rest was trivial.

I'm thinking about the same attribute distribution (7/9/8/8/6/2 pre-medbot), and am wondering if the +10% SP from I6 is really worth it. Based on my calculations, you spent 570 SP to end with those skills. That means you earned 518 SP, and with the 10% bonus from I6, got 52 extra.

52 SP is almost enough to take a skill to R7 (55 SP). To keep it in perspective, it takes 95 SP to get to R8, and 150 to R10.

I wonder if it really is worth it. Your CS isn't being put to use really, so that's 25 SP extra. I guess the question is- how much SP did you have unspent by the end? I'd also argue that R10 dodge isn't needed, so with R9 dodge and no CS, you make up that 52 extra SP from I6, and have two bonus attribute points to play with.
10  RPG / Dungeon Rats / Re: The toughest fights on: November 29, 2016, 11:24:29 am
My party was 3 dodgers (Roxana, Marcus, Ismail), one no defense (MC) bowman. The hardest fights for me were:

1. The construct fight before medbot room
2. Democritus
3. Enforcer

The 'fording the river' fight before Reinhart, and Reinhart, were also challenging but they were important in that they forced me to develop tactics that I would need later. The 3 plants + centipede fight was similar; it made me realize the need for encounter-specific gear like big shields.
11  RPG / Dungeon Rats / Re: Questions and issues on: November 27, 2016, 09:14:46 pm
Activated construct then swapped him out without having used him back at the forge. He remained stationed at the forge. After activating guardian, I cannot find construct at the forge, at the facility, or at his original location. Any guesses where I can find him?

Are you running on the new patch? Original release had some issues with party members.

Newest patch on steam, also lost my construct NPC after dismissing him to the Forge and retaking the temple / failing to recruit the Demon.

edit: (c&p from the codex) I activate the demon / claim the ancient facility without the construct in my party (it's at the forge), and he doesn't appear on the podium in the facility. If I activate the demon with the construct in my party, he's in the facility and on his podium like he should be.

Quick1 doesn't have construct in the active party, it is waiting in the Forge camp. Activate the demon and note that the construct is missing from the podium / ancient facility camp.

Quick2 has the construct in the ancient facility camp. The trick was to go back to the Forge and add him to the party before activating, and failing to recruit, the demon. Then it appears.

12  RPG / Dungeon Rats / Re: Miscellaneous bugs and suggestions on: November 27, 2016, 12:05:35 pm
Line of sight is currently bugged.

In the following fight, you can see Roxana has LoS on the crossbowman when using the weapon in her main hand, but doesn't when using it from her belt pouch. I've encountered this in other diagonal scenarios before, but only documented this one.

Also, LoS on diagonals with intervening NPCs sometimes removes all LoS when it shouldn't. In the LoS.jpg image, I've marked a square and a knife enemy. If Roxana is standing on that square, she gets no LoS on the knifer, despite it looking clear, or at least clear enough, to attempt an attack.

Files attached.
13  RPG / Dungeon Rats / Re: Interface bugs and suggestions on: November 26, 2016, 01:32:48 pm
Thanks for adding the new material tooltips in the crafting screen, it will make it easier for new players. The crafting breakdown screen still lacks a tooltip for what resource is generated, though.

Are you guys still planning to support mouse-wheel scrolling of bodies in the loot screen?


edit: the crafting material tooltips use the AoD material names - mithril and meteor - rather than DR's blue steel and sky metal.
14  RPG / Dungeon Rats / Re: Combat, alchemy, crafting systems bugs and suggestions on: November 26, 2016, 09:38:38 am
Medium bug: Sometimes it lets you use neurostimulant in set up phase, sometimes it doesn't. For example, in the attached save last I tried it if I use it on Sargon first, it doesn't work on Ishmael and Roxana. Other times it may be in different order, or you can use it on everyone.

I'm still not sure if this is an exploit of not, since we can't use drugs from the belt pouch during the positioning phase. I think it's more likely that 'can't use from belt pouch' is the bug, but I haven't seen ITS comment on it.
15  RPG / Dungeon Rats / Re: Interface bugs and suggestions on: November 22, 2016, 08:51:31 pm
Edit: I don't even understand how poisoning missiles works. I can either poison one missile at a time if I hold it in my hand, but it says it has 20 poison uses, or I can poison the crossbow! So how do you get a stack of poisoned missiles? Seems like a very inconsistent interface. Also if you load and unload a poisoned missile from inventory screen, it becomes non-poisoned, may be that's as intended.

There was a problem with poisoning arrows for some time, but we didn't have time to fix it before the update. Working on it now.

Whatever number of 'attacks' a poison works for, should poison that many missiles in a stack. I think that's a common sense solution.
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