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InsaneShadow

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Everything posted by InsaneShadow

  1. It seems like these abilities suppress each other, which is extremely frustrating. I was toying around with a ranger-group party (3 rangers, cipher, druid, chanter) and tried using Marked Prey from all of them at the same time. They all cast, but only 1 works (and only for the ranger who cast it; the other 2 get no effect). Pretty lame, and it seems like Sworn Enemy also interacts with Marked Prey in terms of suppression- https://forums.obsidian.net/topic/90384-sworn-enemy-supresses-marked-prey/?hl=%2Bmarked+%2Bprey I just tested it with my normal party, and in this case Sworn Enemy was Suppressed by Marked Prey
  2. It only hits once per round at 2-12 damage. That's that. Rapid shot works just as it would on any other blaster, giving 2 attacks. The rifle itself does not add an extra attack and an AB penalty. It's either buggy, or else intentional and Obsid got sloppy.
  3. So, this considerably more expensive rifle's only advantage is +1 min damage? yeeeesh. More sloppy work on the part of Obsid
  4. Ever played Morrowind? That loot system was occasionally inexplicably buggy (engine problem, I guess) but above all it made loot drops logical, due to the fact that it had a ridiculous number of random loot lists, so it would customize drops based on the creature/chest. Loot lists for thugs, wizards, creatures, warriors, rogues, trash barrels, ornate treasure chests, etc ad infinium. KoTOR really needs something like that- having those critters on Telos drop medpacks (I had it happen) just really throws you off. Or start wondering if they're sentient.
  5. Recently came across a repeating blaster rifle on the Harbinger (first time I've played this or any KoTOR game) and noticed it said something about increasing firepower without extra equipment or some such. Not having fired it yet, and noticing the only *visible* improvement over a regular blaster rifle was +1 minimum damage, I tracked down Kotor Tool and dug into the .uti files. Finally found it, and in the "description" section of the .uti file there's a little blurb saying it adds an extra attack per round, at a cost of -2 AB overall (IE, 2 attacks at -2 AB each). So, I try it out on the sith assassins running around... and as far as I can tell, it doesn't work. Oh, it fires off double shots (I see six bolts per round) but it's not reflected in the damage. It's not doing 2 hits per round, and the 1 hit per round it *is* doing is not double power (lots of 2 damage, which should be 4 if I'm getting 2x attack damage..) and hardly anything over 12... and those I'm chalking up to criticals. So, is this another bug? Or am I missing something? Frankly, I have to agree with everyone who says this game was rushed. It doesn't "feel" complete, and I'm not even talking about the endings or anything- I've run in to all sorts of oddities and annoyances that should have been ironed out in QA testing... Missing information, poor balance, buggy scripts/engine (you have no idea how badly I wanted to go Dark Side on that damn Czerka employee in the old military base), wierd(buggy) cutscene camera angles/scripting... Frankly, LA deserves all the bad rep they get if they did rush this, and if they didn't and Obsidian considers this "complete"... well then, Obsidion has a lot to learn about making quality games
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