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TheDiceMustRoll
Jul 23, 2018
drat, having to manage my inventory, what is this, 1971? Gah, I just, I can't, it's so hard having depth to my gameplay. Sigh...having to make choices.

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Proletarian Mango
May 21, 2011

I like the skeuomorph ui of Wasteland 2 better, and all the number stations

lobotomy molo
May 7, 2007

by Jeffrey of YOSPOS

TheDiceMustRoll posted:

drat, having to manage my inventory, what is this, 1971? Gah, I just, I can't, it's so hard having depth to my gameplay. Sigh...having to make choices.

Idk, personally there’s a big difference between managing 1 combined weight limit vs. having to constantly shuffle gear between 6 different characters because they all have separate carry limits. That’s dwarf fortress levels of excessive fidelity imo.

TheDiceMustRoll
Jul 23, 2018

Fly Molo posted:

Idk, personally there’s a big difference between managing 1 combined weight limit vs. having to constantly shuffle gear between 6 different characters because they all have separate carry limits. That’s dwarf fortress levels of excessive fidelity imo.

No, it's definitely not DF levels of fidelity, that's like, standard rpgs until what, KOTOR?

Apraxin
Feb 22, 2006

General-Admiral

TheDiceMustRoll posted:

No, it's definitely not DF levels of fidelity, that's like, standard rpgs until what, KOTOR?
KOTOR is 18 years old now though.

lobotomy molo
May 7, 2007

by Jeffrey of YOSPOS

Apraxin posted:

KOTOR is 18 years old now though.

Now I feel old...

Lodin
Jul 31, 2003

by Fluffdaddy

Colostomy Bag posted:

In 2 you have to manage your inventory. Collecting all types of poo poo weighs each of your characters down. You start playing the load balancing game between your characters and you'll grow tired of seeing that little orange icon above their portrait.
Now imagine doing that with a gamepad. I bought it on Switch during a sale to play in bed and as soon as I started interacting with the inventory I was all nope. Re-installed it on the PC instead.

Ugly In The Morning
Jul 1, 2010
Pillbug
Individual carry capacity in a party RPG is fine, as long as the UI is conducive to actually interacting with that system. In W2, it was not.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I liked W2 but I think I did follow a build guide.

One thing it does that's inexplicably missing from W3 is having a combat log so you know what the hell is going on.

Just the other day, my friend and I were fighting some robots and I fired the Kodiak's caltrops at a target that was almost dead, and it got healed for like 200 health with no explanation whatsoever. Can't check the log to see wtf happened, since there's no log, guess it's just another weird bug in a game full of them.

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Yeah, I miss that. Also miss having my team on death's door and then making the call to HQ for the health.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

"Copy that, Echo 1"

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World
A few things that I've really enjoyed about Wasteland 3 on my second playthrough:

Being able to take the Gippers AI of Ronald Reagan hostage. :911:

Marshal Kwon trying to guess what a commie is :xd:

Keeping Major Tomcat alive, somehow! :catte:

It's a good game.

Simone Magus
Sep 30, 2020

by VideoGames
Finally picked this up and it seems real good so far! Definitely better than Bard's Tale 4 which uh... sure was a video game lol

Any trap options or highly recommended stuff? I made my two murder-ladies:

1- Lone Wolf, Mannerite
COR 3
LUC 2
AWA 3
STR 2
SPD 3
INT 4
CHR 4

Kiss rear end 2
Nerd stuff 2
Small arms 2

2- medical marvel, desert cat

C 4
L 2
A 4
S 2
SPD 4
I 3
CH 2

Automatic weapons 2
Lockpick 1
Mechanics 1

How bad did I gently caress up :ohdear:

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

Simone Magus posted:

Finally picked this up and it seems real good so far! Definitely better than Bard's Tale 4 which uh... sure was a video game lol

Any trap options or highly recommended stuff? I made my two murder-ladies:

1- Lone Wolf, Mannerite
COR 3
LUC 2
AWA 3
STR 2
SPD 3
INT 4
CHR 4

Kiss rear end 2
Nerd stuff 2
Small arms 2

2- medical marvel, desert cat

C 4
L 2
A 4
S 2
SPD 4
I 3
CH 2

Automatic weapons 2
Lockpick 1
Mechanics 1

How bad did I gently caress up :ohdear:

You can make new rangers all you want starting early in the game for no cost so you can't really trap yourself.

The only hard rules IMO are to focus on 3 skills per ranger and give each one a combat skill.

If you want to avoid duplicating non combat skills then Google the stats of NPC party members you can get. You might spoil some minor things though.

Trivial spoilers about early recruitable NPC stats: Kwon has sneaky stuff and kiss rear end, Wesson has barter and survival.

All stats have value now but you want to give everyone decent coordination and awareness.

On the very first mission make sure you don't miss (trivial spoiler): Major Tomcat, who you need animal whisperer 1 or the cigarettes you get if you rescue one of the captured rangers.

sean10mm fucked around with this message at 13:22 on Jan 26, 2021

Lodin
Jul 31, 2003

by Fluffdaddy
The next big patch has hit at 4.4 gigs and there's quite a bit of stuff to take in. Good timing too since I'm pretty much finished with Cyberpunk for now.

quote:

It is a mystical time in the mysterious land of Wastelandia! Dragons are afoot, and rogue knights parlay with wicked constabularies to win over fair maidens’ hearts… Ok, ok, fine. None of that is true. There’s nothing mystical about burnt out Colorado in the post-apocalypse, and there most certainly are no dragons mucking about.

So if there’s no dragons and wizardry, then what in the hell is with the dungeon spelunking theme? Well, it’s a strange world, people dress up like clowns and dead presidents, and our last patch was themed after a bowl of cannibal chili, so, whatever. It’s a weird world.

Let us get back on thine proper track! Last week we announced that Patch 1.3.0 would be getting the first set of free costumes, as well as a tease of a new difficulty setting: Tourist mode. Of course that’s not all, and this patch is packed full of fixes and changes to improve the quality of your life—which is our #1 goal.

Alright, well, time to dig into the patch notes!

Update: We originally said PlayStation was going to be delayed, but it’s not! All platforms will be published around the same time.

Wasteland 3 Patch 1.3.0 “Robots & Rangers”

Highlights
New difficulty mode: Tourist
Tourist mode is easier than Rookie, letting you enjoy Wasteland 3’s story, with combat difficulty taking a back seat.

New cosmetics!
New Hair, Beards, and Pants have been added to character creation.
The Handmade Wizard and Knight costumes will let you roleplay all your Robots & Rangers fantasies. Anyone already past the Cornered Rats mission (Garden of the Gods) will receive them automatically, while anyone progressing through the quests will want to head back to Ranger HQ to claim the care package outside the front doors. Equip the costumes at the wardrobe in Ranger HQ or the clothing shop in Downtown Colorado Springs ... and attack the darkness!

Intelligence now gives +1 skill point for every point of Intelligence spent, up from +1
This change applies retroactively to existing save games.

The Book Learnin’ and Answering Machine achievements are now achievable.
Note: The missing Book Learnin’ note becomes available after passing a Leadership skill check when first meeting the Patriarch and then speaking to Magistrate Silas Watkins in Downtown Colorado Springs.

Resolved an animation stutter that appeared as a framerate drop while moving, and was particularly noticeable on the PlayStation 4.
More actions are now able to be bound to keyboard and mouse, most notably camera panning. The game will also unmap double-bound keys to prevent input conflicts, and warn you about missing keybinds before you leave the menu.


Gameplay
Rangers who have been downed should now be visible after transitioning to a new scene, as though you dragged their bloody corpse along with you. :D
An issue preventing some players from being able to proceed through the slides during the song at the end credits has been resolved.
Loading a save game where a Ranger was incapacitated will now keep them incapacitated, where before they would be in a selectable-but-unusable zombie-like state.
Fixed the issue that could cause a game over screen immediately upon loading a save game.
Fixed bugs that could prevent companions from joining the squad under certain conditions.
Ironclad Cordite now comes with the Cyborg Mods perk unlocked, because, duh.
Resolved a blocker in the Hard Knox Life quest where the Head Rancher would restart the quest rather than allow completion. We’re aware of some oddness that can still occur during this quest and are looking to clean it up in a future update.
Creepy Dolls have an extra info field in the Archive Screen now with creepy, creepy lore.
Fixed an issue with Poindexter quirk that could cause CON to go below 0.
You can now reselect the "No Quirk" option in the character creation screen. But… come on. They’re cool. Pick one.
Fixed a bug where creating more than 6 custom characters would prevent the player from scrolling down to the companions in the Manage Squad Screen.
Fixed softlock occuring after the last character with AP kills themselves.
Fixed a bug that could cause an infinite enemy turn after declining La Perla’s mission and attacking her while she leaves.
Fixed an issue where re-adding Lucia Wesson could sometimes cause a black screen.
Resolved a softlock occurring when loading into Ranger HQ after sending Lucia to the Garden of the Gods.
Ditso Gogo now drops a Clown Wig Ornament.
Grenade boxes in Yuma are reachable now.
Fixed a bug that was preventing the Minesweeper perk from working with gas mines.
Fixed a bug that was causing Heavy Machine Guns to ignore the Friendly Fire setting. Fire through your friends with gusto.
Note: Deliberately targeting a friendly when you attack will always cause damage, regardless of Friendly Fire setting. Shoot responsibly.

The Call to Action mission can no longer be completed multiple times.
Revive AP cost shown in the prompt is now consistent with its actual value.
Mechanics skill shows the correct Repair Kit effectiveness value at level 5.
Fixed an issue where the first Ranger in the squad would always attempt to use Charm Animal, even if you had a higher-skilled character.
Fixed a frw typos.
Fixed a bug in which the Pyromaniac quirk was triggering when any elemental damage was used, not just explosive and fire damage.
Fixed an issue where attacking Marshalls would appear to add reputation points in the pop up. This was a display issue only; they were properly subtracted from the reputation.
Prasad’s health bar will appear ‘injured’ during the drat fight, as she’s mere moments from her guts oozing nice like a melted malted.
The Prasad Memorial Hologram can no longer be targeted and killed for XP and loot. You monsters...
Players can no longer bypass the initial Cordite/Mechanic confrontation by retrieving him from Ranger HQ after entering Yuma County Speedway the first time, which would cause unintended issues later in the quest.
[Localization] In Polish, the Sadomasochist quirk now has correct extra text in its description.
Payasos in the Clown Museum scene now have visible bodies after reloading a save. Something, something, scary invisible clown joke. Whatever.
Fixed a bug in which the player could leave a conversation too early with Liberty Buchanan in Yuma County Speedway.
The Stormer Perk no longer consumes AP for an attack even if its trigger conditions have been met.


Balance
Intelligence now gives +1 skill point for every point of Intelligence spent, up from +1 every other point.
“We want smart characters to FEEL smarter. We weren’t satisfied with how intelligence related to your character’s build. Also, given our recent nerf to the crit chance that intelligence granted, we wanted to give it a little boost.”

We’ve updated how the Suncatcher works in Garden of the Gods. Rather than doing tons of impact damage directly to targets, we’ve updated it to instead focus on spreading fire-patches around the battlefield.
“We weren’t happy with how much the sun-catcher trivialized that otherwise difficult fight in Garden of the Gods. We wanted taking the back route to feel like a distinct advantage, but still wanted the player to feel challenged.”

We’ve adjusted the Scar Collector fight in Ranger HQ to be more challenging. We’ve updated the enemy composition, as well as the number of NPC Rangers likely to be around during that fight.
“We found that players didn’t really need to participate in that fight to win it. The NPC Rangers would ultimately clean up that fight for you without any significant losses. We’ve shifted the power in the fight so that if the player does not actively stop the Scar Collectors then the Rangers will suffer significant losses. The fight should be more challenging overall.”

We’ve updated the duel vs. Steeltrap to be more interesting. We’ve updated the enemy’s starting position and composition to provide a more interesting set of choices, and Steeltrap no longer starts combat directly in front of the player’s squad.
We’ve increased the number of enemies in the final boss battles of the game.
If the only remaining enemies in a combat are either hacked robots or tamed animals, the robots will automatically self-destruct and the animals will flee from combat. No more being forced to murder your temporary allies!
We fixed that Meat Maker weapon damage exploit. You knew it was going to happen eventually.
Doctors no longer cure mutations gained from World Map radiation. They can now only be cleared using No-Glo. This is so players are better able to choose whether or not to remove their mutations.
The game launched with a bug that allowed you to change your Quick Slot items in the middle of combat. This update fixes that. It’s a decision that’s intended to be made before a fight breaks out.
We've updated several interior spaces to deal more appropriately with grenades. Grenades can no longer be thrown over walls (through the ceiling) in interior spaces like the Survivalist Bunker or the Sans Lux Apartments.
Shotguns no longer take Scope mods. If your save game had a Scope mod installed onto a Shotgun, it'll be put back into your inventory.
Non-hostile World Map encounters that give free loot, such as camp sites, are now less common.


UI & Controls
UI elements across the game have been polished, refined, and adjusted.
Main menu options will no longer be grayed out incorrectly. Note: this issue may still occur while in the Options sub-menu, which will be resolved in a future patch.
Ability tooltips now more accurately reflect the damage or healing that you will do, including benefits from skills such as First Aid and Explosives.
The game will now accurately display the percentage of CON damaged or healed by certain abilities inside of ability tooltips.
Holding down right click with your mouse to direct your squad will now have the camera follow them around. As god intended.
The edge scrolling speed (moving your mouse to the edge of the screen) is now the same value as the speed at which the camera moves using the keyboard. They can be adjusted in the options menu.
Junk and mission items, by default, are now hidden in the default All Items view of the Inventory. They're still viewable in the Junk and Mission Items tabs. This was done to reduce the clutter on the main Inventory view. If you prefer the old behavior, you can change it back in the Options Menu.
When shopping for stackable items (such as ammo) at a merchant, the UI will now display how many of that item you already own.
Recruiting and replacing a squad member will now correctly update portrait and tooltip in Inventory and Attributes tabs.
Alt-tabbing out of the opening cutscene with subtitles enabled no longer causes them to desynchronize.
Friendly Fire damage text will no longer appear when crouching, defending, prepping, or ambushing.
You can now appropriately drag and drop companions in the Hire Companion Screen.
A sound effect has been added that plays when you try to buy something that you cannot afford to help underscore that your life choices have all led to this single disappointing moment.
In the Vehicle Customization Screen, the scroll wheel will now properly scroll the info in the tooltip if it’s too long, rather than cycling to the next option in the list.
We fixed several bugs relating to dragging, dropping, and equipping gear on characters while in the Merchant Screen.
We've unified the tinting of our ability icons so they're more visually consistent.
An audio stinger was added to the combat turn start banner in co-op.
Players can now drag and drop items between their Quick Slots.
Added improved UI messaging for when the player tries to equip/unequip items during combat.
The save game name field is now selected by default so you can immediately start typing your game name without having to click on the text field.
Fixed an issue where players were unable to use Select Character keys in the Merchant Screen by using keybinds.
Animal Companions and Followers such as the Provost now show their CON bars when hovering over them during exploration gameplay.
Fixed an issue with the secondary weapon preview not displaying in the Manage Squad Screen.
[Controller] Resolved a few objects and characters that couldn’t be easily interacted with when using a controller. E.g. the Slicer Dicer in Ranger HQ.
[Controller] Inspecting pits in Garden of the Gods will no longer result in ‘infinite’ interactions occurring.
[Controller] [Microsoft Store] The controller setting will now persist when closing and restarting the game.
[Controller] Rotating your camera while aiming an AoE weapon will no longer cause the AoE indicator to move.
[Controller] The crouch / stand button now grays out when not usable.
[Controller] Fixed some d-pad wonkiness when navigating between status effects and inventory.
[Controller] Fixed a bug in which gamepad users were able to attempt to buy the non-existent 11th point of a skill or attribute. Nice try, bucko.
[Controller] Status Effect descriptions will now appropriately disappear when players close the inspect window.


Co-op
GOG players can once again invite each other to a co-op game using the Galaxy overlay.
Fixed an issue where a Merchant Screen would continue showing when disconnected from a multiplayer session.
Multiple people trying to join the same co-op lobby at the same time will no longer result in one of them being stuck on a black screen.
The Minimap will now be present for the guest when initially loading into a MP session.
Fixed an odd bug where the host could in a rare instance be able to run the Kodiak around a zone like it was a squad member.
Fixed an issue where passing a Ranger to another user in the Manage Squad Screen would not allow that Ranger to be moved/removed from their squad until the screen was opened and closed again.
Fixed a UI issue where attempting to modify the same weapon/armor at the same time caused the UI to be partially unresponsive.
Fixed an issue where co-op players were sometimes not able to add companions to their squad even though they had room.


Art & Audio
Jarett Dorsey's brain will now explode even more spectacularly than before. Huzzah!
Strike attack effects have been changed to use a blue color palette, making them more visually consistent and distinctive.
The Golden Toaster companion has had its sound effects improved.
Added sound effects for when the player repairs the Kodiak using a Repair Kit.
Drools are now a bit noisier.
Torches in the Bizarre Warrens are a bit noiser.
Added additional sound effects to the Mission Notification Banner.
Improved the visual effect of the Flamesaw Cannon.
Ash is now easier to hear when he speaks to you over the intercom in Little Hell. Say it for the people in the back!
Ranger HQ now has sliding doors instead of swinging doors. Sliding doors are cooler.
Rocket launchers that deal cold damage now use a cold explosion visual effect.
Approaching a Scorpitron should no longer produce an ear melting effect that sounds like giant robots making sweet love to each other.


Misc.
The Time Capsule Challenge contest has ended, and the note and badge have been removed and replaced with the winner-designed item.
GOG users can now unlock achievements while offline.

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Wow, finally got around to fixing the quickslot thing.

lobotomy molo
May 7, 2007

by Jeffrey of YOSPOS

Colostomy Bag posted:

Wow, finally got around to fixing the quickslot thing.

B-but my midget cannibal sniper who would juggle a medpack, decoys, and turrets every fight. :negative:

oh well, at least the +1 quickslot mods are cheap, and the game performance seems wayyy better.

Lodin
Jul 31, 2003

by Fluffdaddy
Haha, started a new game on tourist and it's ridiculously piss easy. This is gonna be a fun run. :q:

Proletarian Mango
May 21, 2011

They still haven't replaced all the anachronistic vehicles on every map and I notice them every time

limp_cheese
Sep 10, 2007


Nothing to see here. Move along.

Fly Molo posted:

B-but my midget cannibal sniper who would juggle a medpack, decoys, and turrets every fight. :negative:

oh well, at least the +1 quickslot mods are cheap, and the game performance seems wayyy better.

They also fixed the problem where the entire team would get +1 quickslots from an event but since it was a mutation it would be lost when you went to a doctor. It made me avoid all doctors until some kind of event forced you to recieve medical attention and lose it.

That said are there other mutations in this game? I never spent time in radiation since it would kill my team in seconds.

Simone Magus
Sep 30, 2020

by VideoGames
It says the patch won't be delayed on playstation but that's a lie, I'm still on version 1.14

Great, I was gonna play a bunch today too :(

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

limp_cheese posted:

They also fixed the problem where the entire team would get +1 quickslots from an event but since it was a mutation it would be lost when you went to a doctor. It made me avoid all doctors until some kind of event forced you to recieve medical attention and lose it.

That said are there other mutations in this game? I never spent time in radiation since it would kill my team in seconds.

There are several, I got one accidentally that caused a 3rd eye to grow that gave +1 awareness I think.

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

So they fixed the quickslots being swappable mid fight, but did they fix the part where using an item in a quickslot can just delete it from the quickslot? My medic will sometimes use a med pack, the item will disappear from the quickslot, and frequently the game will be very picky about putting the item back in the slot from the inventory.

marshmallow creep fucked around with this message at 21:01 on Jan 27, 2021

TotalLossBrain
Oct 20, 2010

Hier graben!

marshmallow creep posted:

So they fixed the quickslots being swappable mid fight, but did they fix the part where using an item in a quickslot can just delete it from the quickslot? My medic will sometimes use a med pack, the item will disappear from the quickslot, and frequently the game will be very picky about putting the item back in the slot from the inventory.

Yes this happens consistently for me, as well. It happens only if I try to click the quickslot item while the current use animation is still going (i.e. healing someone).

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I had a sick mutation that raised crit chance but accidentally removed it by doctor visit. It's a good change that you have to be deliberate now, but how do you even get mutations? The one I got was from a specific side quest, is there a mutation lottery somewhere you can play with?

marshmallow creep
Dec 10, 2008

I've been sitting here for 5 mins trying to think of a joke to make but I just realised the animators of Mass Effect already did it for me

A Strange Aeon posted:

I had a sick mutation that raised crit chance but accidentally removed it by doctor visit. It's a good change that you have to be deliberate now, but how do you even get mutations? The one I got was from a specific side quest, is there a mutation lottery somewhere you can play with?

the lottery called hanging out in stronger radiation than you have shielding for and not dying.

Lodin
Jul 31, 2003

by Fluffdaddy
Man, I didn't even know about the mutations. Gotta get me some of those.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I'm assuming there are high radiation areas on the borders of the map we could check out? And then it involves some tedious save scumming or going back and forth to a doctor?

itry
Aug 23, 2019




It happens in any radiation area if you walk enough in it with no protection. The effects are random, but they stack. And some of them are pretty useful.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
I guess I'm not even sure what a radiation area is? Is that the green mist on the overworld? It never seems to have any impact when we drive through it with the Kodiak.

sean10mm
Jun 29, 2005

It's a Mad, Mad, Mad, MAD-2R World

A Strange Aeon posted:

I guess I'm not even sure what a radiation area is? Is that the green mist on the overworld? It never seems to have any impact when we drive through it with the Kodiak.

High radiation levels start killing your rangers in the Kodiak unless you have high enough radiation protection (from chassis upgrades usually) but the radiation can also cause positive mutations.

lobotomy molo
May 7, 2007

by Jeffrey of YOSPOS

sean10mm posted:

High radiation levels start killing your rangers in the Kodiak unless you have high enough radiation protection (from chassis upgrades usually) but the radiation can also cause positive mutations.

What’s the easiest way to farm good mutations then? Drop your Kodiak shielding to level 2, hang out in a level 3 zone til they’re almost dead, then pull out and quickload/noglo as necessary?

Proletarian Mango
May 21, 2011

Fly Molo posted:

What’s the easiest way to farm good mutations then? Drop your Kodiak shielding to level 2, hang out in a level 3 zone til they’re almost dead, then pull out and quickload/noglo as necessary?

Yep. You can start doing it as soon as you get turned loose in the Kodiak.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
How is the level 10 sniper perk supposed to work? It seems really inconsistent if killing a target in one shot from ambush starts a combat or not. My understanding is that a one hit kill from ambush should not start a combat.

lobotomy molo
May 7, 2007

by Jeffrey of YOSPOS

A Strange Aeon posted:

How is the level 10 sniper perk supposed to work? It seems really inconsistent if killing a target in one shot from ambush starts a combat or not. My understanding is that a one hit kill from ambush should not start a combat.

That perk actually works best mid-combat - soften up enemies with your other characters, then set your sniper to ambush, and they'll keep shooting til they run out of bullets or fail to kill an enemy.

itry
Aug 23, 2019




A Strange Aeon posted:

How is the level 10 sniper perk supposed to work? It seems really inconsistent if killing a target in one shot from ambush starts a combat or not. My understanding is that a one hit kill from ambush should not start a combat.

That's not what it does. If you kill someone while in overwatch, you'll stay in overwatch. Potentially cleaning up the battlefield.

lobotomy molo
May 7, 2007

by Jeffrey of YOSPOS
They really should've just called it overwatch.

A Strange Aeon
Mar 26, 2010

You are now a slimy little toad
The Great Twist
Oh okay, I guess I thought ambush was shooting someone from outside of combat. It worked that way for some robots in a hallway, so I guess I thought it synergized with the level 10 stealth perk more.

Maybe the hallway robots were spaced far enough apart to not trigger combat when I shot one but it seemed like they were close enough. Could very well have been a bug, there's plenty enough of them.

AutismVaccine
Feb 26, 2017


SPECIAL NEEDS
SQUAD

sean10mm posted:

There are several, I got one accidentally that caused a 3rd eye to grow that gave +1 awareness I think.

you can save scum your mercs to a ridicolous level with mutations. Just drive in cloud until you get a good one, then go heal up again and save. And so on. I had all my chars on almost max mutations, but somewhere there was a forced being healed sequence, that removed all the buffs. I need to check that for my next play through, maybe it is possible to avoid getting auto doctored.


AutismVaccine fucked around with this message at 22:03 on Feb 7, 2021

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Proletarian Mango
May 21, 2011

an amorphous blob of biomatter and ranger gear thats your team, sliming across colorodo and killing desperados wherever they may lurk

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