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yes to everything. as mentioned before, in SCP, the game mechanics are true to the vanilla gameplay.
this has been left at the ADaoB values - that means some are removed, depending on the difficulty I believe.
Do you remember where the missing ICE pick was supposed to be?
The first time I played the game, I played on easy. I ended up conquering the game on every difficulty after my first play through. But, if you are new to SS2 and aren't told certain things ahead of time... it can be pretty difficult even on easy difficulty. I am not opposed to making easy a tiny bit easier by adding an extra pick or two.
(1 pick for the resonator as non-hacker character, 3 for Shodan as a melee character).
I'm not sure I agree with this. A "melee character" is a self-imposed restriction. Sure, to get any kind of ranged weapon you have to put modules into the respective skills (unless at least one of those skills are *always* given to you at the start, I not sure on that) but I don't see why the balance of systems has to be screwed because some nutter wants to run through the whole game with a wrench. I'd rather a custom script that on Where Am I? that checks the player's inventory post play and spawns some ICE's at set locations on that map if the player only has a melee weapon, no ranged. Those ICE's aren't the sole problem though, it's more that most hackable objects do not require more than hack lvl 3 to attempt. If there were more with a higher requirement then that amount of ICE's would be fine.Anyway, a melee character is a self-imposed restriction and should not take priority over balance of systems, that's silly. Unless the devs claimed that the game was designed with melee-only in mind? There is not a melee specialist career path at the start, that I know. Either way it shouldn't take priority over such an important thing in my opinion, especially when there are other solutions to look to, and what is to stop a wrench wielding maniac from picking up an assault rifle just for the boss' shield? Just because they have a self-imposed no ranged rule? Lets say I make a self-imposed no ICE or hacking rule- I wouldn't be able to beat the game, should it then be changed to accommodate such a playstyle, even if this fucks with systems further?
If you guys working on the SCP could make the health hypos and medkits scale better per difficulty too that would be awesome. Even on impossible difficulty I found myself floating on medkits and health hypos. I even used some extra ones I didn't need to use to make it more challenging by giving myself less, and I was swimmin' in them suckers regardless! The same could be said of anti-radiation hypos, even if you don't buy any, regardless of difficulty there are always WAY too many of the things.Anti-Poison hypos seem to be fine, you get a little or a lot more randomly.Psi-Hypos are FINE. DON'T reduce them AT ALL.
while this mechanic (drop more healing items when the player is low on healing items) makes a lot of sense, I can't say I like it too much. it smells of console dumb downs.
Actually I described it the other way around: Drop less hypos if the user has a certain number. You would never get more hypos than you get now. Overall the number of hypos would be reduced. Which was the initial question.