brato
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Posts posted by brato
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Is it just me or do patches arrive lateron GOG?
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Ah, good to know. Thanks!
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Planning to try a knife build imp. Should i go for psycho at the start?
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Hey, does anyone have Flay's and Larry's (post-Metaviron) stats handy?
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Ah, great thank you.
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How do I kill the Abuser in Fleatown without turning the whole town against me?
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20 hours ago, ldierk said:
Give us a keybind for moving in tactical mode.
I often close a door or loot a body by accident. Give us a keybind to make my cursor go "feet".
Yes please!
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I don't think that's needed. I think one gets a feel for it. With sniper rifles you go max, with assault rifles less so, with shotguns nice and short.
Actually, is there a bug in shotgun cones? It seems I can't really adjust how far out they go - can't shorten them. I know it works for sniper rifles, though, cause I always max those.
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On 8/12/2023 at 10:17 AM, Icthusey said:
I would prefer if we can use the mines we disable. Then we can set up defensive positions and perimeters against invaders like in the old versions.
I would love that also. Imagine putting mines on the path of a patrol, and being somewhere else when all hell breaks loose...
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3 hours ago, wilku said:
That would make great "last words" 😄True. Stepping on mines after combat is over has become something to be aware of. Silly, to survive 10 enemies with no damage and then to step on a mine.
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1 hour ago, wilku said:
You might need to learn a bit about explosives though 🙂
Well, i had to pick one skill to leave behind. Turns out explosives isn't essential.
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1 hour ago, Beak said:
Waiting for a mod that lets us take control of them 🙂
All we can do for now, i guess. The beast got herself killed as well.
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I was just going to retake Fort L'eau bleu, when Pierre showed up with some Ernie Rangers to help me.
They just sauntered right through the main gate and got themselves killed within 2 turns, while ruining my stealthy approach completely.
I wish we could ask Allies to stick close, or to watch the flanks, or at least wait til combat starts.
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2 minutes ago, sandman25dcsss said:
The guy uses dagger, that's 3 AP per attack, imp has perks to give free movement after every melee attack and the knife deals +50% damage due to having 5 wounds. There is a perk which converts every melee attack into critical. Don't forget you can prepare +5 AP by guard after tactical retreat. Solo character kills a few enemies, then retreats and hides, then kills again. Also you can just put your melee adjacent to several enemies and they can be killed by overwatch. Today I killed 3 guys with machete despite it uses 6 AP and 2 more with knives, got achievement for 5 kills during one turn from single merc.
I've got to give that a try on my next playthrough.
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Makes sense to me! Esp. The explosive stat being responsible for expl. Damage is weird. My one explosives 04 merc can't really use rpg's effectively. Mortars are ok. 40mm grenades as well. Hand grenades have been useless from the start.
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Yes. Also one lone merc practicing should be a thing i can do.
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10 hours ago, VidarNL said:
It just makes me have to bunch everyone up and run through every sector together to make sure I see every possible loot or explosive trap. Surely any person who doesn't have 1 in Wisdom knows what a car looks like and knows there might be some parts in it. Or can identify a bush for medicine. It's very annoying.
Agree on the bunched up exploring, which is... clunky. Disagree on making things visible instantaneously after combat. I like running around looking for loot.
And about mines, they're ok. I'm playing currently with just 1 merc, who has explosives 4. It's really not a problem.
Not being able to tell an explosive trap from a mechanical one is a bigger issue.
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Agreed. Leave her be. She's fine. I don't take her along, you don't need to either.
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I agree. Especially for the enemies. An almost dead enemy is just as deadly as a strong one.
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No sample mods on GOG?
in General Discussion
Posted
So the update is on GOG now, but the sample mods aren't there.
Is that normal?