Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Sindain

Pages: 1 ... 8 9 [10] 11 12 ... 49
136
They already introduced a mechanic that limited the amount of food one could eat at a time, which was meant to stop the use of food as healing. Maybe people got around it but I think it would be simpler to tweak that mechanic rather than introducing a whole new one.

137
Other Games / Re: Gaming Pet Peeves
« on: December 04, 2015, 07:11:10 am »
Just looked it up and you're right. What seems to have caused my confusion was that right/left click for melee and shoot aren't listed in the keybindings.

Still can't change key bindings though.

Yahtzee said in a Drown Out that he intended it to be an Android game, so it kind of makes sense in that context, but since it's PC exclusive I would have appreciated a more manual control scheme.

It's pretty obvious he didn't design it around mouse & keyboard. I don't remember the Android bit but he also said that he recommends game-pads.

138
Other Games / Re: Gaming Pet Peeves
« on: December 03, 2015, 11:03:42 pm »
the consuming shadow

Are you playing the Insanity version? Cause on this note, the original version didn't have mouse support. So melee attack was bound to ctrl, and you couldn't change key bindings!

What kind of sick human being thinks of a control scheme like that?

139
In a fight between equally skilled combatants mantis win over rockmen every time (though just barely). Also the extra speed of killing can be very important for boarding based ships, as faster ship clears means less shots that you have to endure.

Rockmen are much more flexible, but I generally consider mantis superior when it comes to most boarding type applications.

140
I'm pretty sure a point of hull/system damage translates to 15 points of crew damage.

This is correct.

141
I'm 90% the fire beam does absolutely nothing except start fires.  And maybe do damage to super shields, haven't used it enough to encounter that situation.

I know fire beam drones do damage against super shields so I would assume normal fire beams would do so as well.

142
So was just playing the Fregatidae (Fed Cruiser C) on normal and ran into probably some of the worst luck I've ever seen on the final boss.

Walked in fully decked out and confident. 4 shields, 5th level engines, fully powered artillery flak, flak 1, flak 2, hull beam, & a ion bomb to tie it up. Drone control as my last subsystem.

Then the first multi missile barrage fired and, through 45% dodge and a defense drone, all 3 shots hit. First shot hit and crippled my cockpit (which was also being hacked). Second shot hit and set fire to my shields room. After that, with 0% dodge and 3 (soon to be 2) shields the flagship proceed to bend me over and beat me like the red-headed stepchild.

Barely managed to bring things back under control and beat the first stage with three hit-points remaining. Unfortunately I had already used or lost all the repair stations. I went on to do a rather impressive 0 damage run of the 2nd stage, but on the third stage the flagship possessed my pilot. With my dodge crippled (down to 15%) from the fighting I had no chance of living through the multi-missle or super attack, and indeed I didn't.

143
General Discussion / Re: I like anime, do you like anime?
« on: November 07, 2015, 08:43:08 pm »
Watch a show to cheer yourself up next. I recommend Air or Angel Beats or AnoHana. It's amazing how many cheerful and uplifting animes begin with "A".

You're a terrible human being.

144
I'm fairly certain its just a straight addition or subtraction. So in that scenario you would have a 110-60= 50% chance of bleed.

It used to be fairly easy to bleed skeletons, as they use to have "only" about 100 bleed resistance. So with one or two trinkets you could do so pretty reliably.

145
Yeah his damage is pretty low. He needs the bonus on marked enemies to do good damage. I would recommend pairing him with an arbalest or bounty hunter to get the most use out of that mark. Hounds harry is only really worth it when you're facing a full team of fleshies, then it can be alright.

Also don't forgot doggies treats, like doubles his damages and a bunch of his other stats. Makes him hit like a truck when combined with marks.

146
I use hound master as a front line bruiser. Lick wounds gives him all the toughness he needs for me.

147
Well cauterizing has like a 50% chance of just immediately setting it to green so its never a particularly appealing option. But yeah, now you have to get your hands on some antibiotics or royal jelly or you're screwed.

Isn't that better odds than doing nothing? You kinda need antibiotics at any level of infection if you don't want to die.


Well yeah, its better than nothing, but finding some disinfectant is a much better option than rolling the dice with cauterizing.

148
Well cauterizing has like a 50% chance of just immediately setting it to green so its never a particularly appealing option. But yeah, now you have to get your hands on some antibiotics or royal jelly or you're screwed.

149
*Snip*

Yeah cove definitely seems to be a fair bit tougher than the other dungeons atm, and I don't mind that. I think some variety in the difficulty of the dungeons is a good thing.

I think the mages are fairly balanced. Their heals and buffs are strong but they're fragile and their strength seems to be an appropriate punishment for letting them live. The main reason the cove feels tougher to me are those basic swordy enemies. Pelgiate Groupers I think? Most other things in the cove can be countered using appropriate tactics, but those guys are tough, fast, can fight from any position, can attack any position, hit like trucks, and cause 3 bloody points of bleed per hit.

On a related note, I've now fought both cove bosses.

Spoiler (click to show/hide)

150
Yeah I'm still finding occultist pretty useful. The crit change to healing helped him the most considering he is tied for the highest crit chance in the game. The increased bleed change really is just to balance out with hero's increasing bleed resistances. I also generally pair him with teams that have good bleed cures/resistances anyway. His marking utility is as useful as always. Finally, I find I've been using debuffs a lot more in this version than in any previous ones. In prior versions I always ran with high damage bursty parties but in this one slow n' steady tanky parties seem a lot more viable.

*Edit*

Speaking of the Occultist, the cove got released today! It seems to be the first of eldritch-heavy areas in the game. Now the occultist might actually have something to put his damage bonuses to use on.

Pages: 1 ... 8 9 [10] 11 12 ... 49