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Topic: SCP Beta 5/6 Issue Reporting
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677defb5b2dd7voodoo47

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yes, I don't think there is anything that shouldn't be done to boost its (still somewhat debatable) usefulness.

677defb5b31efRoSoDude

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Anyway, moving along... the Stasis Field Generator is the only weapon that the effectiveness doesn't scale with the player's skill. Should it? It would be fairly easy to make the stun time increase with the player's Heavy stat.

The Stasis Field Generator's stun time literally does already scale with the Heavy stat, and has since vanilla. It also scales with Sharpshooter and weapon mods. Stasis is a stim like any other. I know no one uses this weapon, but I'm shocked you didn't already know this.

677defb5b33b5RoSoDude

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Also, regarding Psi Stim vulnerability, the only thing in the entire game that uses that damage type is the psi mine, and its absence in the Human Vulnerability stim receptrons is completely logical -- the player should not be taking damage from their own psionic detonations. They're projected from their own damn mind! Why would the soldier, having mastered one of the most advanced psionic techniques known to man, deal psychic damage to themselves? Let alone from a game balance perspective (tier 5 skills are hardly worth the upgrade cost), which is apparently only a tertiary consideration.

Please do not add psi mine vulnerability to the player just because Half-Human = 1/2*Human. Immersive game design is not about balancing a math equation. Irrational made plenty of errors and oversights, but making the player immune to a damage type that affects enemies was not one of them.

677defb5b3646ZylonBane

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So that's a vote in favor of stasis scaling. Good feedback.

Unfortunately, stasis time only goes up by 1.2 seconds per level of Heavy, which is pointlessly negligible. Even Sharpshooter only increases the time by less than 2 seconds at max level, for a stasis time from a completely maxed-out character and weapon of 13⅓ seconds. At maxed everything I'd expect at least double that.

Since stasis time, unlike damage effects, doesn't stack, per-shot efficacy is much more important than with the damage-dealing weapons. This is also why the modification to increase shot speed is basically useless. Most enemies move so slowly and evade so little that increased shot speed provides no advantage, and rapid-firing stasis at the same target provides no advantage either.

677defb5b3787voodoo47

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ooh absolutely in favor of stasis time stacking, if that's on the table. the stasis trap mod actually already does this - the deployed trap will keep stimming the trapped AIs until it expires.

677defb5b3909ZylonBane

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I'm not sure that's possible. A lot of the stasis freeze stuff is handled by engine code. When an AI receives a new stim with the Freeze AI effect set it just replaces the duration instead of adding it.

Maybe some hackery could be added to record how many stasis shots an AI has been hit by, then re-freeze the AI when the previous shot wears off.

Related to the topic, it might be possible to make AIs display how much stasis time they have remaining in their bracket text.

677defb5b3a3bvoodoo47

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would be a nice addition the SS2 Damage Numbers mod, I think.

677defb5b3b6aZylonBane

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A question for the native English speakers. Which phrasing sounds more natural?

A. "Standard bullets recycled into 12 nanites."
B. "Standard bullets recycled for 12 nanites."

Where the meaning is "Thing got recycled, and this is how many nanites you gained."

677defb5b3d09Nameless Voice

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I'd say that A. implies that you turned the ammo into nanites, while B. implies you were paid that many nanites as a reward for recycling.


But both ways still work.

677defb5b3e17voodoo47

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technically, A is what happened - pretty much what NV said, the matter was converted into the nanites, it wasn't taken into storage while nanites were dispensed to compensate.

677defb5b40f8sarge945

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Not to mention you have "12 Nanites used in reconstruction" rather than "12 Nanites used for reconstruction", so the game already has a precedent that nanites are being used directly, not exchanged for some kind of good/service.

Except for Replicators.

677defb5b4494JhonnyG

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A bit of feedback on some oddities I found in-game. I'm running the Steam version with SS2Tool v6.1.1.8 btw..

Rec2 Garden: The grenadier and baby arachnid ambush that is triggered once you open the last door in the garden maintenance tunnels, doesn't have any sound cues at all. Can't hear neither of them until the hybrid starts lobbing grenades.

Eng1 Core Control: Spawn rate is way to excessive in this area during the mission to overload the engine core. When standing right in front of the core door, you don't even have time to look up the keycode before a new enemy spawns behind you. Ended up killing 7 rumblers and 5 assassins before I managed to find a spot that prohibited them from spawning. Also, this is a very small secluded area. How do they keep getting up here when there's only one tiny elevator!? ;)

Ops4 red assassin 436: If you fight/die to 436 on one of slopes leading to the lower levels, then reload a save right before the encounter triggers, 436 may spawn halfway into the ground with only the torso visible and move at severely reduced speed. Had some success replicating this bug. More testing needed though.

OS-UP Security Expert: Well, the "vanilla" bug of mobs following the player around during invisibility is kinda amplified with this new OS upgrade. And giving how long a security hack can last, this new Security Expert upgrade can lead to some very annoying gameplay behavior. Like an army of protocol droids following you around in cargo bays and glitching out the elevators, multiple maintenance bots in hydro trying to hump you and block everything, inability to explore certain areas in peace as certain triggered robots won't stop following, etc..
The change is very cool and may even be a bit overpowered. But unless you can fix this invisibility bug (which also affect psi users), then I would recommend scrapping this new mechanic. As it has been more trouble than worth in my opinion.

Cyber Affinity: Vanilla bug. Compared to the other psi stat boosters, CA only last for half the advertised duration. As in, base duration is actually 1:00 minute. And the duration is only extended by 0:30 minutes per psi. It also seem to be the only stat boosted without any voiceover?

Then there's something about jumping into the brain of the many and climbing the glass wall to have reavers kill it.. But I'm still testing that stuff out.

677defb5b45f0ZylonBane

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Are you playing with the current version of SCP?

677defb5b479evoodoo47

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rec2 - afaik there is no cue, you trigger the tripwire and they will come to make your life difficult.
eng1 extra spawning - is actually milder than in b5, courtesy of the eco ubercharge bug being fixed now. how you got 7 rumblers is beyond me, unless you are just camping there waiting for them to spawn. save?

677defb5b4a5cZylonBane

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OS-UP Security Expert: Well, the "vanilla" bug of mobs following the player around during invisibility is kinda amplified with this new OS upgrade.
It only makes "mobs" blind, not deaf. They can still hear you stomping around.

677defb5b4e23JhonnyG

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My bad. Forgot to mention that I'm playing with the latest SCP Beta 6.

It only makes "mobs" blind, not deaf. They can still hear you stomping around.
The thing is they'll stalk you through an entire map if their pathing allows it. With psi invisibility you can quickly de-cloak to make them return to their original position. With a 4 minute security hack that's somewhat difficult.

eng1 extra spawning - is actually milder than in b5, courtesy of the eco ubercharge bug being fixed now. how you got 7 rumblers is beyond me, unless you are just camping there waiting for them to spawn. save? 
Sorry, don't have a save prior to that encounter anymore. And wasn't even camping. Mobs just respawned as fast as I could kill them  ¯\_(ツ)_/¯

677defb5b4f53voodoo47

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you very bad man. welp, I'll keep my eye on this when watching LPs.

677defb5b6825sarge945

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The thing is they'll stalk you through an entire map if their pathing allows it. With psi invisibility you can quickly de-cloak to make them return to their original position. With a 4 minute security hack that's somewhat difficult.

RSD has a feature where Psi Teleport will confuse enemies (as seen here), maybe SCP should think about doing something similar when you hack security.
« Last Edit: 17. December 2024, 17:29:22 by sarge945 »

677defb5b6abcJhonnyG

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voodoo47I do have a save with an invulnerable monkey though. It happened during testing with the latest SS2tool and SCP6. Interested?

677defb5b6bc1voodoo47

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yes. attach the zipped save if you can.

677defb5b6e75ZylonBane

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RSD has a feature where Psi Teleport will confuse enemies (as seen here), maybe SCP should think about doing something similar when you hack security.
Breaking AI awareness links once is easy. Removing the ability of specific AIs to hear, then restoring it, reliably, is hard.

Unlike the vision modifiers that only affect AI's ability to see the player, there are no equivalent modifiers for hearing, so the only way to make an AI not hear the player is to make them not hear anything.

677defb5b70a0JhonnyG

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voodoo47 Save is in early medsci2. The monkey in the radiated ICU is the invulnerable one.
[nohit_monkey.zip expired]

677defb5b71b0voodoo47

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nope, killed it just fine. are you able to replicate?

also, invulnerable how? infinite hitpoints? cannot hit at all because no physics? or?
« Last Edit: 17. December 2024, 22:51:07 by voodoo47 »

677defb5b7402JhonnyG

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voodoo47That's odd. I have tested the save in every single way I could think of.. Deleted all save files, disabled all mods but SCP6, restored my cam.cfg, tried updating SS2tool, launching through both Steam and mod manager etc. And no matter what, that monkey in ICU (the first irradiated area at the end of the hallway) has no collision detection. Can't hit it and is able to run right through it every time. It's only this once  I have encountered the bug over four games since installing SCP.
« Last Edit: 19. December 2024, 11:28:31 by JhonnyG »

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