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Post by contributor on Jun 6, 2015 15:10:54 GMT -5
I know that one of the things you guys want us to try out are some of the higher level talents. I've been having fun with my scouts. One I'm building for critical and the other is going for deep operative. On the artifact chamber level my deep oper was up to 3 Overdrive and 1 Null Field with lots of points in stealth as well and the +1mp kit. He was absolutely epic almost to the point of being an exploit (xeno walked straight past him on their way to my TP), except for one thing. On the first run through I wasn't keeping an eye on his heat till he reached the second artifact. I realized how high it was because I went to rebuff him only to realize that I couldn't because of his heat. That stranded him deep behind enemy lines unable to reapply his buffs. If I would have started a rescue effort the first turn I realized this, he might have lived, as it is they got there a turn too late to save him. The second run I was much more careful and actually didn't even use the Null Field buff. He still shined and got the team out of there in 9 turns and he was still only medium rare at the end of the level.
All that to say these buffs are very fun and work the way I would expect them too, but also have a significant trade off. Heat builds fast when you can travel 10 squares in a turn and if you miscalculate you'll get left somewhere unable to rebuff.
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Post by fallen on Jun 6, 2015 15:15:23 GMT -5
contributor - thanks for the feedback! It seems like you are having the exact experience we wanted. Especially with Talents that disable when overheated (see bottom right HUD for warning) you can get yourself into trouble. High MP characters also generate a huge amount of heat (see Cory's 10+ MP Captain) P.s. we are working on a "minimum range" for Stealth so that you can't stand too close to the xeno
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Post by Cory Trese on Jun 6, 2015 18:49:59 GMT -5
That is the EXACT experience we wrote up in the design of the Scout. Fantastic!!!
My Level 21 Captain can occasionally hit 15 MP ... and if he uses it every turn he cooks to death.
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Post by Cory Trese on Jun 6, 2015 23:02:09 GMT -5
Just had a Scout critical hit for 266 damage using Headshot.
One shot, one skill. =)
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Post by Brutus Aurelius on Jun 6, 2015 23:04:45 GMT -5
Cory Trese, I know Needle Rifles will be very useful in some situations, but I am currently seeing pretty low numbers on some Xeno. Are there damage type resistances that we can't see? Like "ignores x amount of Bio Poison/Plasma/etc"?
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Post by Cory Trese on Jun 6, 2015 23:13:19 GMT -5
Cory Trese, I know Needle Rifles will be very useful in some situations, but I am currently seeing pretty low numbers on some Xeno. Are there damage type resistances that we can't see? Like "ignores x amount of Bio Poison/Plasma/etc"? No ... there are no hidden resistances. We made sure everything in the engine was visible before P1, so we'd max out the feedback we got. A lesson learned from 4X =) In this case, I suspect what you are actually seeing is Penetration. Is the Needle Rifle you are comparing sporting a low Penetration percentage? Something like 20% is OK, better is above 50%. Anything under 10% is absolutely terribly against Armored targets. If you are fighting unarmored human enemies, or low armor Xeno (Skitters, Spitters) then a Needle Rifle will work better. You can also overcome damage deficiency cause by low penetration by compensating with Critical Hit and Focus / Quickness.
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Post by Brutus Aurelius on Jun 7, 2015 5:59:33 GMT -5
Cory Trese, I know Needle Rifles will be very useful in some situations, but I am currently seeing pretty low numbers on some Xeno. Are there damage type resistances that we can't see? Like "ignores x amount of Bio Poison/Plasma/etc"? No ... there are no hidden resistances. We made sure everything in the engine was visible before P1, so we'd max out the feedback we got. A lesson learned from 4X =) In this case, I suspect what you are actually seeing is Penetration. Is the Needle Rifle you are comparing sporting a low Penetration percentage? Something like 20% is OK, better is above 50%. Anything under 10% is absolutely terribly against Armored targets. If you are fighting unarmored human enemies, or low armor Xeno (Skitters, Spitters) then a Needle Rifle will work better. You can also overcome damage deficiency cause by low penetration by compensating with Critical Hit and Focus / Quickness. Ok, thanks for the explination! The only thing is, while Penetration is showed in the Requisition Tree, it is not shown in the equip screen. That is likely what confused me. Maybe you could make it so that the info box shows Armor and Deflection for the Alien?
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Post by fallen on Jun 7, 2015 8:50:40 GMT -5
Brutus Aurelius - I think that you will find Penetration listed when you look at the weapons list. We've got an item on our list to work on the monster detail box to include all relevant stats.
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Post by Brutus Aurelius on Jun 7, 2015 9:53:52 GMT -5
Brutus Aurelius - I think that you will find Penetration listed when you look at the weapons list. We've got an item on our list to work on the monster detail box to include all relevant stats. Nope, not there Andrew.
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Post by fallen on Jun 7, 2015 9:55:14 GMT -5
Brutus Aurelius - ahhh, that's very weird. Sorry about that. It seems to appear and then disappear very fast. Fixed.
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Post by Brutus Aurelius on Jun 7, 2015 9:58:46 GMT -5
fallenDevice is an Amazon Kindle Fire 7" HD BF v0.0.9 OS is the most recent Amazon version. I can't find the exact details on it, but it lists it as 7.5.1 EDIT: Cool, thanks Andrew!
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Post by fallen on Jun 7, 2015 10:04:48 GMT -5
fallenDevice is an Amazon Kindle Fire 7" HD BF v0.0.9 OS is the most recent Amazon version. I can't find the exact details on it, but it lists it as 7.5.1 EDIT: Cool, thanks Andrew! Happy to help. Seems we traded printing information about Fire, Bio-Poison, and Plasma for Penetration. Brought them both back now.
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