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Topic: SS2 Straylight ADaOB v0.3.0
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674368645810bZylonBane

Re: SS2 Straylight ADaoB v0.3.0
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Personally I say add a few turrets in with the holo-shodans and buff the shields.
We are not adding smegging turrets to the final boss fight.
Re: SS2 Straylight ADaoB v0.3.0
674368645837e
EMP is not so much of a specialization as some claim. You specialize in Energy, not EMP rifle. Each level improves the damage of a previously unlocked weapon from that class, and if you have got it to level 4 to unlock the Laser Rapier it's not so much of an investment taking it further.

I demand you just nerf the base damage of the EMP rifle or even better remove the radial damage in addition to the damage nerf. That is my final input, do with it what you will SCP overlords.

Actually, I may record some footage of EMP destruction later just to prove a point.
« Last Edit: 04. June 2013, 22:04:18 by Join usss! »

674368645864dRocketMan

Re: SS2 Straylight ADaoB v0.3.0
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You demand?  Well... shit... we'd better get right on that!

I think you've already made your point.  I don't think your perception is that much more acute than the rest of us so, if it needs adjusting, I'm sure it'll get adjusted.
Re: SS2 Straylight ADaoB v0.3.0
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You demand?  Well... shit... we'd better get right on that!

 :) The decision is in the mod creator's hands. I was just stressing my take, probably in excess.

Considering the base damage of weapons is always modified by multipliers/divisions rather than fixed integers, would it really be that hard for me to open up the script and edit it myself? It should simply be a case of finding and changing the correct value. Any other conflicting code I should be aware of?

I may get around to modding this game one day. Just got to sort my damn priorities out atm.

There is nothing strategic about monotonous busywork that a sufficiently-trained monkey could do just as well.

I've heard people say similar things about grid-based inventories/"inventory tetris" as a whole.

Yes it could be irritating but it was optional vanilla and it was strategic. Yes a trained monkey could probably do it, but it still added more depth and options that I valued.
Oh well, you can still unload the other guns you find lying around, that will have to do I suppose because the pros of ADoab far outweigh this only con over vanilla I have found.
« Last Edit: 05. June 2013, 00:22:27 by Join usss! »
Re: SS2 Straylight ADaoB v0.3.0
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We are not adding smegging turrets to the final boss fight.

Just a suggestion.

6743686458fcfDeu sex

Re: SS2 Straylight ADaoB v0.3.0
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By the way, i forgot to mention the most important :

There is a bug with laser pistol,
The one given at the training marine cryber interface doesnt have the bug, but for example the one at hydroptonics has it :

When i fire a OVER shot and then quick switch to NORM and tries to shot, sometimes it makes the game crashes.
Can't tell if it's a conflict with Tacticool weapon mod but it's definitively here, I tried different games, and different installs (perm and temp forlders) and its always here.

thank you for your time

67436864592f6ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
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Yes it could be irritating but it was optional vanilla and it was strategic.
How? How is it strategic? Strategy involves making decisions. There is zero decision-making involved in unloading a shotgun. It's exactly the same steps performed mindlessly over and over.
Re: SS2 Straylight ADaoB v0.3.0
6743686459452
Choosing to unload or not unload a hybrid shotgun is a decision. I bet there are some monkeys (players) who didn't even realize you could unload them.
Re: SS2 Straylight ADaoB v0.3.0
67436864595a3
Have to give points to realism there. I mean, what are the odds every shotgun hybrid you kill runs out of shell the exact moment you kill him?

Important note: This mod is currently undergoing heavy reworks to accommodate the enhanced functionality provided by NewDark. It will be re-released as the Shock Community Patch (SCP), soon™.
I don't want to pry for a release date, because I know how annoying that can get on modding forums. But I would like to know when that was announcement was made, I as I can't really tell from the post. Does anyone know, roughly?

6743686459644RocketMan

Re: SS2 Straylight ADaoB v0.3.0
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To unload or not to unload... that is the question.  Do I want a shell or not?  Am I in the mood for popcorn or not popcorn?  Hmm... deep shit.

6743686459953Chandlermaki

Re: SS2 Straylight ADaoB v0.3.0
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Choosing to unload or not unload a hybrid shotgun is a decision. I bet there are some monkeys (players) who didn't even realize you could unload them.

I didn't until I was well into my first play through.
Re: SS2 Straylight ADaoB v0.3.0
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deep shit.

And? Even the little things are important that when combined result in a deep game.

6743686459e9fZylonBane

Re: SS2 Straylight ADaoB v0.3.0
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Choosing to unload or not unload a hybrid shotgun is a decision.
No it isn't. Deciding whether you want the shotgun shells or not is the decision. Once you've made that decision, the shotgun looting/unloading/tossing dance is entirely mindless. It's entirely as "strategic" as if you had to press five buttons to transition between bulkheads instead of just one.

674368645a176Chandlermaki

Re: SS2 Straylight ADaoB v0.3.0
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Have to give points to realism there. I mean, what are the odds every shotgun hybrid you kill runs out of shell the exact moment you kill him?

Yeah, and what are the odds that every shotgun hybrid in the (vanilla) game is going to jam his weapon before he dies? This is a game made in the late 90s set 101 years in the future. Realism was far from their main concern.

It's a poor, unnecessary design. When a game relies so heavily on ammo conservation as a point of difficulty, it really shouldn't be so cumbersome.
Re: SS2 Straylight ADaoB v0.3.0
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Some things should require a extra bit of effort for the rewards.

The researching system requires actions that are mostly mindless and demands backtracking to boot, but it's dressed up nicely, is semi-realistic and strategic.

674368645a5b0bluemess

Re: SS2 Straylight ADaoB v0.3.0
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[...]
When i fire a OVER shot and then quick switch to NORM and tries to shot, sometimes it makes the game crashes.
[...]
Something similar was fixed in NewDark:
Changes and fixes for v2.41
---------------------------
 - fixed rare crash when using HUD buttons to change ammo type or reload
This suggests that it's possible that there are still some weapon handling issues not fixed.
Re: SS2 Straylight ADaoB v0.3.0
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Realism was far from their main concern.

Actually, the game is intended to be very realistic. Not their main concern, but it is strong. The wonderful immersive sim design.

It's a poor, unnecessary design. When a game relies so heavily on ammo conservation as a point of difficulty, it really shouldn't be so cumbersome.

http://www.youtube.com/watch?v=RTJgPv2R8DQ#t=00m31s

 :P
« Last Edit: 06. June 2013, 21:08:44 by Join usss! »
Re: SS2 Straylight ADaoB v0.3.0
674368645ad5e
No it isn't. Deciding whether you want the shotgun shells or not is the decision. Once you've made that decision, the shotgun looting/unloading/tossing dance is entirely mindless. It's entirely as "strategic" as if you had to press five buttons to transition between bulkheads instead of just one.
In fact, why don't we just turn SS2 into a rail shooter. As long as we don't have to dance around the details, right?

Yeah, and what are the odds that every shotgun hybrid in the (vanilla) game is going to jam his weapon before he dies? Realism was far from their main concern.
But that doesn't mean we can't make it ours. All I see is areas to improve on. Sure, make some more of the looted guns actually work.

It's a poor, unnecessary design. When a game relies so heavily on ammo conservation as a point of difficulty, it really shouldn't be so cumbersome.
It's not 'unnecessary'. It's just there and everyone can ignore it if they don't have time for it. That's a choice too. And ammo conservation *is* cumbersome, but not it the bad kind of way. More in the, did you really think survival was going to be handed to you on a silver platter, kind of way.

I hate the thought of it. It's like one step away of letting monsters drop conveniently lit, floating powerups when they die.

674368645afc0Chandlermaki

Re: SS2 Straylight ADaoB v0.3.0
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Actually, the game is intended to be very realistic.

Realistic to a point. When you make a videogame too realistic, it stops being fun.

I can get behind a realistic setting, characters, technology, etc. but there's only so much unnecessary clicking I can do before I find myself asking "why"?

EDIT: And here I find myself wanting streamlining in SS2 while I dislike BioShock for just that. Can't win I guess! :p

674368645b2b4ZylonBane

Re: SS2 Straylight ADaoB v0.3.0
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In fact, why don't we just turn SS2 into a rail shooter.
Because rail shooters involve immensely less decision-making than open world games, hurp de durrrrr.
Re: SS2 Straylight ADaoB v0.3.0
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EDIT: And here I find myself wanting streamlining in SS2 while I dislike BioShock for just that. Can't win I guess! :p

:)

It's only unnecessary clicking if you want it to be. You can just buy from the replicators, not use a shotgun or just leave the ammo behind. Sometimes if there is like 1 shell in a shotgun I'd just leave it, but for those low on ammo unloading that shell would be a good decision.
« Last Edit: 06. June 2013, 21:28:32 by Join usss! »
Re: SS2 Straylight ADaoB v0.3.0
674368645b82d
Realistic to a point. When you make a videogame too realistic, it stops being fun.

I'm missing an IMO there..

674368645b953voodoo47

Re: SS2 Straylight ADaoB v0.3.0
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currently, in both ADaoB and SCP, the hybrid shotgun remains broken, and unloaded by default. there are no plans to change this behavior in the near future.

so no need to discuss this any further.
Re: SS2 Straylight ADaoB v0.3.0
674368645ba9a
I think it is brilliant design and that a 50% chance of it being unloaded or not per hybrid would have been a good compromise  :(

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