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Dmitriy_Doc

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Everything posted by Dmitriy_Doc

  1. Bug with russian strings, like on screenshot, still exists. Patch 1.0.5.0 Please fix it
  2. BTW how do you manage to play 1.0.42 patch, if current patch is 1.0.41?
  3. Same problem, It also meets in some interaction strings in Archive and other places during game
  4. I decide to choose Autie's Choise side during main quest in Archive, so Recall Order for the Trifurcated Brain also active. I completed main quest(A Complication with the Computronic Cerebrum) in Archive (reprogrammed UENIAC to Auntie's Choise Logic, give Calcaduceus to Ursula Ormsby). Then "Recall Order for the Trifurcated Brain" quest requires "Return to ACS Undisputed Claim" (return to office where Ursulla and second VP are located. But when I return to Auntie's ship station, port are invaded by Order troops (they are hostile to me because I choose Auntie's side). I killed all of them and simply move to Ursula's office, all Auntie's NPC are also hostiles but reputaion with Aunte's are "Respected level" and do not drop when I killed them. So when I reach door to office it simply blocked by barricade and Sealed. Any suggestions to avoid this bug?
  5. I'm curious why there is an option to hit in mellee damage by fist (if you armed pistol or one-handed rocket launcher) and butts (if two-handed guns), but no info about ammount of damage and attack speed? I already test and found that it around 19 damage from hit to non-armoured targets like civilians. Also time between shots is around 0.5-0.7 sec for fists and 0.9-1.1 for butt hit. I test it with 0 points in mellee stats. If you guys found something it will be interest to know (does mellee stats affect range weapons if use it like mellee etc). Feel free to share
  6. I think there was plan to make another side of conflict which Sub-Rose should be, but as always in modern games happens later this faction was greatly cut from game, and now we have reputaion points and several quests but nothing more. Same with Protectorate but in this case you cannot have any reputation with this faction which looks unlogic because Protectorate is full side of conflict like others
  7. Very Hard difficulty speaks for itself. I also got wrecked when bossfight in Vox. But after 10 attempts I managed to kill final boss. All you need is bunch of smoke grenades to revive your mates without beeing spoted. Also make sure that you killed all non-boss hostiles in that room before attacking him. Use weapon with corrosive damage and then switch to electric or plasma when armor will be destroyed
  8. I play on Very Hard difficulty without any point in mellee and only 1 point in range weapon. Yeah it's hard to play before you reach 15-20 lvl. But game allow you to abuse dummy NPC AI. So I free to spend points to max uncombat stats like engineering lockpicking etc. But ofc if you have skill issue then play without combat skills on Very Hard is not your way
  9. Suggestion: add Hardcore (Nightmare) game difficulty wich will include all conditions of "Very Hard" and also: 1. During open battle player will unable to swtich weapons and armor from their backpack, switch will be able only from weapon slots which are currently equipped. 2. Same thing for grenades and inhalers. 3. Food, drinks will cause side effects if use too often (for example alchohol intoxication, Auntie's food with abnormal sugar etc.). 4. Stamina during battle (no infinite sprinting). 5. Red Zones during sub-bosses fights which will block player to ran away too far from strong unique NPC (prevent run abuse). 6. More side effects when use Light, Meduim and Heavy Armor.
  10. In addtion to this suggestions: give +5-10% bonus XP for each enemy which was killed in stealth (both for mellee and range weapon), because difficulty will be harder.
  11. During play I noticed that stealth mechanic and NPC behavior are a bit hilarious and dummy in terms how NPC should react in dedicated cases. I'm OK with long response from "NPC notice moment" (White-Yellow-Red phases) to actual fight start and I agree that this is not Hitman or Assassin Creed with improved social behavior. In RPG there are more game conventions like shorter ranges when NPC can accually see and response to make level and game design more comfortable to construct. But in certain cases I wish too see more logical actions and active reactions from NPC when they see definetly hostile signs of enemy presence. Which will be corpses in first place which they will found during standard patrol actions. I know that game mechanic already have this but realization is lack of actual what you expect to see from NPC. They reaction is too lazy and they give up to found intruder very quickly. So in current state I do not see any necessity to use Auntie's Acidity Dematerializer because it's pointless when consequences of your dirty work will be forget after 30 seconds. So I suggest to change NPC behavior when they see a friendly corpse (which player do not dissolved in acid) from current 30 seconds patrol around the body and then return to ussual patrol (or what they doing before), to increased danger behavior (for infinite time) which will include 1. Wider FOV ( up to 180 degree in frontal, maybe 90 degree angle with repeatedly head rotaion from left to right) 2. Mellee armed NPC will start to run during response action for faster intruder search 3. Range Armed NPC will move with standard speed but will time to time will look around from time to time (orientaion rotate in addtion to head rotate to see their back) 3. Snipers will start to scan terrirory more thoroughly (increase range and LOS) 4. All NPC in this territory will gain bonus to awarness and detecion ability speed (5x to speed maybe and 2x to range) 6. If you raised the alarm (active battle start) and then ran away to end active fight phase, and then return back to this area, make it impossible to use your stealth capabilities when enemy looking towards you (they will clearly see you from huge distance and start attack) To avoid that "side effects" of your sloppy work player will need to "clean" like real assassin (hiding corpes in other games) , use Auntie's Acidity Dematerializer before corpes found. I know it will be easier for mellee players than for snipers. But sniper already have long distance advantage and safety, so it's ok if sniper will be detected and will have to fight in open battle. So Auntie's Acidity Dematerializer will be more logic and usefull if this mechanic will be added to game.
  12. Stats Summary. Threre is no other modificators for weapon range in this case. Or I'm wrong?
  13. "Through the Keyhole" perk description says +50% weapon range. But in fact in give +225% weapon range bonus. Example: Repeating rifle stats have 32.5m Effective range in stock. With "Through the Keyhole" Effective range must be 38.75m (+50%). But in fact when I check stats it shows 73.125m (+225%)
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