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Showing results for tags 'weapons'.
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Ability to ride insects <3
Joseph Ibrahim Khale posted a topic in Grounded: Feedback and Suggestions
I am a big fan of the game, and really enjoy playing it, but I can't stop thinking how good it would be to be able to ride and ant or a bee. It would have to be some kind of ARK concept. Like getting into the fight with a bee or something like that an instead of killing it, just use tranquilizers and make it yours. That would be amazing so we could use it as method of transport and maybe as a weapon too. I don't know how do you guys think it would be in the game but imagine been ant-man for a second lol. Hope you guys like my idea and it can become true. keep it up guy -
In most cases dual-wield builds go for similar weapon - two sabers or two stiletto or two clubs. But is there any good dual-wield weapons setup where there are different types of weapon in each hands? I know one good such combination: Spear(Danulya or Cladhaliath) + Hatchet (Hearth Harvest or Regnar Konnek) - accuracy on spear, deflection bonus from hatchet, both get bonuses from Weapon Focus: Peasant. But is there anything else worth considering?
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This is just a collection of ideas and thoughts ive had about the game since playing it. I will break everything up into groups to better clarify my ideas. Please if you have any thoughts on these ideas or additions let me know. Thank you. Base Building Base Building is an important part of the game and i think the variety is lacking. It doesnt seem fully flushed out which is fine considering the development phase of the game and i have no problem with that these are just my ideas and im sure some of this is probably already in the works. Pebblet Walls Roofs Triang
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I'm not sure if anyone else has already suggested it as I haven't seen it anywhere here but, I think various weapons such as Crossbows(made of acorn and spider silk maybe? longer reload than a bow but more damage), Swords(in between the knives and clubs in speed and damage) and similar things would make good additions, and for tools I could see shears made from ant mandibles for cutting things like grass or stems as being nice as an alternative to axes, could be slower but cut in less hits, or maybe something like a grappling hook as well, could be ant mandibles held onto a sprig with some sap
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We have a lot of resources that could be made into new weapons and armor for the game. Here's just some ideas. Standalone gear: Berry Leather Vest: This is a standalone T2 piece of gear that increases your resistance to damage. as well as give a defense boost. It has the same defensive capability as the grub vest and would be awesome as we currently have no standalone chest pieces, only for head and feet. Spider Pants: A standalone T2 piece of gear. Allows the player to jump much higher. Gnat Facemask: This is a standalone piece of T1 gear that allows you to see in the dark
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Ok, so I know in an interview the dev director acknowledged that the current combat system isn't very immersive. However, the solution the devs are taking -tweaking the arthropod attack patterns to seem less robotic- doesn't, in my opinion, address the root of the combat system's issues. From my experience, the reason melee combat currently feels so mechanical and unimmersive is tied to the blocking system, not the insect attack patterns. In my understanding of arthropods (which was confirmed by peers more familiar with entomology), the mandibles are not only used for biting, but also for grab
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First, I am 80 hours in and love playing the game! Thanks for update 1.2 which fixed the dew collector, mushroom garden, etc. spawning issues. I am very excited for future content in the game. I would like to suggest that if any armor, weapon or tool items are equipped in the inventory screen (placed in the arm or armor slots) those items should no longer occupy any of the backpack inventory slots. Currently, any equipped item also occupies a backpack inventory slot as well. My thinking is that if a player equips an item in the arm or armor slots, they are "taking out" the item from t
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Hi All, I've decided that since I have a lot of ideas for the game and am a big fan I wanted to create a forum for all my ideas and thoughts. Critiques are always welcomed. Thanks,
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Hello Obsidian, I love the game so far and can’t wait to see what you have in store for the future. My main complaint is the ability the throw hammers, axes, and bows. I think this should be removed. I have lost multiple high level tools and weapons from accidentally hitting the wrong button by mistake and I don’t realize it right away sometimes. Please remove this feature. Throwing spears and rocks makes sense. Throwing a hammer or a bow, does not. Thank you,
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Happy Holidays to everyone here! I just recently got The Outer Worlds and have been thoroughly enjoying it! However, I feel like being able to remove Mods after installing them would be a great addition to the game! I'm well aware that, due to the multiple copies of weapons that appear often, it's pretty trivial to have a suite of different modified weapons and armors. However, there are some cases where the ability to remove mods would be incredibly helpful. For example, I had purchased the unique revolver 'Fiver' from the Botanical Lab, mostly because I loved the idea of a tru
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I was wondering if anyone knew whether the Damage, Penetration and Accuracy of Shield Weapons such as Magran’s Blessing, Tuotillo’s Palm and The Best Defense increase with every upgrade tier. It would be rather a shame if it didn’t but I’m not quite sure how to check. Any advice on this matter? Much obliged.
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Starting topic of any/all ideas & suggestions for possible future games & DLC content. Here are a few things that I'd like to see in future installments or DLC content. 12 Companions Weapons/Armor DLC Archer companion that switches between standard crossbow & bow with power based weapons that include elemental damage ex: fire, plasma, shock, etc. Mimic/Shapeshifter companion that can take on identity/form of anyone in game which could be used for missions or to infiltrate a group/faction or replace someone in game or be used for humor aspects.
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On my equipped weapons hot bar, one weapon is highlighted green. I cannot unequip it, or scrap it. It can be moved into different slots in the hot bar. And it can shift between weapons at a whim. This effect started on the starter pistol, but moved to an assault rifle on its own. what is this effect and can it be turned off? It’s locked a low level assault rifle in my gun rotation and I can’t remove it. Playing on PS4.
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Wouldn't it be nice if there were throwing weapons in the game? I was playing the other day and picked up a hatchet and not knowing that you can't throw it,tried throwing it. I also said to myself "where are the grenades"???? I also would like to see that pathetic excuse of a hunting rifle based on a 19th Century rifle with a telescopic scope ,beefed up with a proper marksmen stock and a decent scope. Seriously who designs a scope with just a 2x view? There are also variant of the rifle based on the Viet Nam era M-14 also. I have beginning to notice that Obsidian is using the game engine tha
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Hi All, I recognize that this game has been out for over a year now and it may be too late to bring this up to any effect, but since part of the purpose of this particular forum is to discuss our "hopes and dreams" for it I thought it wouldn't it hurt to bring it up (or bring it up again if it's been discussed before). Let me start by saying that I personally think this game is bonkers good, just redic off the wall levels of care and detail and thought-out features relative to it's predecessor and relative to many other similar games. I recognize that there are some harsh criticisms
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HAve a weird UI bug since DLC release. The modal options don't updates. I have 3 weapons set with different proficients. Dual pistols in set 1 show my pistol modal, I switch to a hatchet + dagger (proficient), it show the pistol modal + dagger modal, switch to 1 blunderbuss in main hand (proficient), show only the pistol modal. Look like modals from proficient in first set overlap the ones in other sets depending of main hand/off hand.
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Description: I used the spell "Spiritual Weapons" with my priest (Magran), and now they won't disappear and I cannot unequip them or exchange them for an other conjured weapon (like the one on the fiery greatsword scroll). I'm stuck with them. I tried to respec, to summon them again, nothing works. Steps to Reproduce the Issue: Use the spell "Spiritual Weapons", and <<I THINK>> return to the travel map (from a dungeon or a city to the world map). I'm not sure on this one, didn't really notice when it happened. Important Files: Save file sent by em
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My only major complaint with Deadfire after sinking 76 hours into it is the presence of enemies with Immunity to Common Damage Types (Piercing/Slashing/Crushing) and its impact on the gameplay experience. Now, before I get into it, I want to say that I can understand and appreciate Elemental Immunities - typically the only sources of pure elemental damage are spells, and usually if you're running into enemies with elemental immunities you can just cast a different spell. But outright resistance to the Common Damage Types sets my teeth on edge because it produces particularly strange logic in s
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This is happening randomly, and I usually only notice when I go into my inventory to juggle things about, but often i find the 3rd weapon slot has emptied itself and the equipped weapon is back in the characters backpack (personal inventory). I haven't yet been able to pinpoint when it happens, but it has happened often enough to be annoying and noticeable. Anyone else seen this? I'm SURE i'm not imagining things.
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I had a lot of fun using the Tall Grass pike in PoE (https://pillarsofeternity.gamepedia.com/Tall_Grass), building a barbarian for max crit potential and watching groups of enemies knocked prone for the whole fight. I'm hoping I can do something similar in Deadfire. What controlling weapons have you found so far?
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I discovered a duping bug with the Ordinary Sword. Once you have the sword and take it to a merchant, you can get infinite Watcher's Blade's. When trading with a merchant, if you put the Ordinary Sword in your selling window, and then examine it, you can examine it repeatedly, and each time you do so will add a new Watcher's Blade to your stash inventory. The Ordinary Sword will not disappear either, and you can place it back into your inventory or stash.
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Before anyone says tells me that flint lock pistols require two hands to reload, I am aware and my suggestion takes that into consideration. So, DW pistols. First off, this is a pirate setting right? We need this for thematic reasons if nothing else. Mainly though, I want to be able to fire one pistol, then a second pistol, then switch weapon sets. The issue with duel wielding pistols is that you have to do it with both hands, but I'm suggesting that the ``proper" way to DW pistols is to not reload them at all. If they do get reloaded, you just need to set one aside, reload it, the