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So the best rifle is R700M!
Crit chances yes. There's also a bug? that pops Crit Chance up if you take Cursed Sniper with 1-2 LCK.Since we are talking about it, does luck affect jam chances and critical hit chances? Anyone tried a character with 10 in luck?
So rk47 melee is viable in normal with its 2 per lvl ability points
Well, to be honest, it would be hopeless either way because you were underleveled to fight these guys. The result would be the same with guns. But yeah, meele sucks. They need new perks and improvements yesterday.My lone wolf run was hopeless when I started to get hunted for robbing caravans. I spent 99% of my time equipped with super stim on each hand and just running away.
It's not!So the main quest is tied to Dan's quests or what? I just want knoe if I need to start all over again.
Basically what happened there was the result of removing level scaling. It means that every level has a chance to meet such a crew especially if he walks in a certain direction, like far east from Otradnoye or south east, or north. But on levels 1-3 they should have a pretty low encounter %. Like 5%-10%! But on the bright side you might encounter a caravan with end-game goods with the same %!lol
Ok. Started a new game. Did all the village stuff and left for the bandit/factory. First random encounter: 5 dudes with guns killed me before I even had a turn. Tell me again how the random encounters are based on your level and this game is properly balanced? I take nothing back from my Steam review, but jesus H. this needs some work.
Well that's retarded! I'll look through the files. It should not be this way. The VSS is scoped, the AS VAL is not.I suspect that comes from a translation mistake. The game has a scoped Vintorez and a non scoped AS Val, but for reasons unknown in English version I came across something called Vintorez, with the graphics of AS Val...Hm. I'm having a sneaky suspicion that the Vintorez is regarded by the game as a 'scoped' weapon.
Atomboy can you confirm this? Game really needs clearer descriptions on weapons and ability tree.
Well... Basically what the new combat will be is old combat, with a bit of better pathing, and also every enemy will have a chance to be crippled in some way prior to the battle. Like have one eye or something. So nowadays you can meet 5 mercenaries, let's say. But now you'll get to meet 5 mercenaries one of which doesn't have a hand (thus only uses pistols even if level % tells him to use a heavy machinegun) and the other has one eye (-30% to hit) and 3 normal mercenaries. That is going to be of great help to the casual players and those who are unlucky enough to meet a high tier crew early on. Other additWith the frequent patches and their plans to significantly alter the gameplay in the future, not sure it's worth it to play this right now.
Hi! The Peregon slide miiiight have been a bug. Or not. I'll look into it.Just finished the game and was kinda disappointed in the lack of details in the ending slides.
I was also confused by why Peregon devolves into civil war even after I establish peace between the three leaders. Was I supposed to off 2 of them and just leave 1?
Though I dug the mushroom cult. Very gonzo 70s/80s D&D. And the conflict between facing extinction on humanity's terms and saving ourselves by sacrificing our humanity to the mushroom hivemind.
Well, we're adding the recipes for new zip guns, including the 2AP pistol, as well us around 4 new fist weapons. Are you sure you are using the right skills from the skill tree? We're having a large inside debate around melee. I have no problem using it until the late game, for example, but some die very quickly. There might be some additions to the melee skillset.Crippled mercenaries aside, what are you doing to balance pistols and melee. Currently they are super underpowered and not useful in any way or form after level 10 or so, since by then we are able to get some decent ARs or rifles. I mean most of the guns burst shots cost the same as a pistol aimed shot (sometimes even a normal shot), which is terrible since burst is 3 bullets at least, each of those dealing more damage than a single pistol bullet (meaning more than 3x damage for the same AP cost, while maintaining bigger distance and not having any defense penalty, since shields are crappy). Not to mention the problem of not being able to cover the distance for melee, lack of defense, and so on. After trying out multiple builds, the only once i found viable are the ones either focusing on ars or rifles and shotguns. Smgs are poor man's ARs, requiring to be much closer and doing lower damage, while having the same AP cost.
Thanks, man! We'll polish the hell out of it yet. After the balance fixes we'll start the dlc work. Also yeah, it does have a kind of a happy ending :DAtomboy Just finished the game. ATOM RPG is a real gem, if a bit rough at the edges. I feel that the two "additional" maps could use some more content though. I played in Russian, quite liked the writing. Was a bit disappointed that I got no slides for Caravansarai. I'm also curious whether KRZ has a happier ending thanwithering due to being complacent in its safety (mushroom ending was downright scary)
Game is fucking awesome, I'm just trying fulfill my wish of playing melee only brute while being able to finish a game, without having to abuse speechcraft. :D
Atomboy, my suggestion for melee and pistol balance is that you should actually change shield mechanics. Shields should work like dodge, as in you have a chance to block 100% damage (it's a shield after all). While dodge is tied to dexterity, shield block chance should be tied with strength or endurance, or even both, along with that perk you already have. Change the second perk in melee tree to increased chance to block while adjusted to someone, be it friend or enemy, or for spent APs like it already works, since dodge is currently useless against gun wielding enemies, meaning you have a useless perk, and it's overridden by armor which you have to wear anyway. That way you get to be more defensive when using pistols and melee, which is balanced by the fact that they have lower offensive power anyway. So you are trading good offense and carrying capacity for good defense. I think that's a fair trade, and it's not too deep into perk trees, so you can get them with both pistols and melee builds.
Game is fucking awesome, I'm just trying fulfill my wish of playing melee only brute while being able to finish a game, without having to abuse speechcraft. :D
Atomboy, my suggestion for melee and pistol balance is that you should actually change shield mechanics. Shields should work like dodge, as in you have a chance to block 100% damage (it's a shield after all). While dodge is tied to dexterity, shield block chance should be tied with strength or endurance, or even both, along with that perk you already have. Change the second perk in melee tree to increased chance to block while adjusted to someone, be it friend or enemy, or for spent APs like it already works, since dodge is currently useless against gun wielding enemies, meaning you have a useless perk, and it's overridden by armor which you have to wear anyway. That way you get to be more defensive when using pistols and melee, which is balanced by the fact that they have lower offensive power anyway. So you are trading good offense and carrying capacity for good defense. I think that's a fair trade, and it's not too deep into perk trees, so you can get them with both pistols and melee builds.
What is that?
Perks should not be linked but lvl based,still need more points per perk but not linked.
Melee weapons should be a dire alternative to not having/using ammo. Especially as ammo scarcity is actually nicely balanced early game, but as in Ressurection 1.5 it becomes a non issue at some point, which is sad IMO.Melee, pistols and automatic weapons should NOT be balanced to be equally viable, just like they are not in real life encounters.