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Messages - raizhi

Pages: [1] 2
1
General Game Discussion / Re: FootLockers
« on: September 29, 2013, 05:55:16 am »
pretty much anything, besides vehicle keys and power armor i think

2
or you could reduce the rates altogether, and then go to a guarded mine for unlimited normal ore?

3
Auctions / WTA +1 AP Combat Armor
« on: September 24, 2013, 11:38:46 am »


Has added bonus of 8% normal DR also!

100/100%

starting at 10k
b/o none
min increase 1k

Ending tomorrow server time 4PM~ (may run a little longer, my schedule is never the same, will try to end it sometime around then tomorrow)

4
General Game Discussion / Re: hackers
« on: September 23, 2013, 11:27:04 pm »
can we ban these stupid hackers, i also lost a vertibird with combat armor bps, and my base was also raped such corrupt admins omg


*not really*

I wish I was there to see the electricity aura lol

5
Auctions / Re: Vertibird Closed
« on: September 23, 2013, 07:42:03 am »
and this is why you dont show your friends your supermodel wife

I mean car


er I mean helicopter

6
Game Help / Re: where to farm gray lockboxes?
« on: September 20, 2013, 12:50:32 pm »
I think there might be some relevance of area level vs loot from lockers, but not sure

I know of an area that has a LOT more lockboxes than any area near boneyard, thus more loot, the quality of loot is about the same though, it might be harder near SF due to bounty hunters and such but you could try.

I've opened a ton of lockboxes, BPs are pretty rare, and finding a specific BP is even rarer, so the CA BP is gonna be hard if not impossible. maybe a straight week of farming every day in a good spot might help but i can maybe find 2-3 BPs if i devote a whole day to lockerhunting

7
Game Help / Re: Perks after lvl 30 [question]
« on: September 19, 2013, 08:13:16 pm »
No because as soon as you hit level 30 your level 24 perk goes poof like a level 21 perk would if you waited till 24 to pick it.

SOURCE - initial changelog

8
Toxic Caves / Re: WTB Nemean Armor
« on: September 17, 2013, 06:16:00 pm »
No offense but I don't even think more than 1-2 currently exist, and they are probably already used on some beefy OP PvP guys character, and if they weren't somehow already used up, i think if someone was selling one he wouldn't be looking for pretty easily obtainable items, and a small amount of caps, I'm just saying. No ill words intended.

9
Auctions / Re: Oil can
« on: September 17, 2013, 04:49:47 am »
equip them in a hand slot, set to active item, repair whatever, bam, full repair, no break, no -max condition, i think the can gets used up, its better than a super tool kit, but not by much, guess it's good for people with no repair skill

10
News and Announcements / Re: Changelog 16/09/2013
« on: September 16, 2013, 10:52:56 pm »
still wating for a nerf with XL70E3  :)

yes nerf the best smallgun but don't nerf the big guns or anything plz, asking to change something will not make it be changed, kilgore already knows about the XL70E3 and i'm sure down the line it might be changed, who knows, whining about it on the forums won't help your case

11
Faction Announcements / Re: Free Miners Federation (Now Hiring!)
« on: September 16, 2013, 02:50:23 am »
and got branded a fool in the process, fair tradeoff

12
Closed bugs / Re: xl70e burst damage
« on: September 15, 2013, 06:06:58 am »
if XL burst gets nerfed then single shot should stay the same or be better, it's pretty much the best semi-auto rifle, and the XL is way more random than a minigun, just because it has more damage than a minigun you need to realize it shoots half the rounds in a burst, so every missed shot counts even more

13
Closed suggestions / Re: Tant and its upgrade
« on: September 13, 2013, 11:22:09 pm »
adding an advanced bench would be cool but it would make crafting too easy, economy would be trashed i think, not that it's exactly stable right now but yeah

14
Closed bugs / Re: [Mechanics] slaves and mines, merc
« on: September 13, 2013, 10:49:14 pm »
here's the problem why the slaves aren't mining anything sometimes, when they all go to the node(s) that spawn HERE


and their AI just shuts down, they all get stuck there like the pathing for them doesn't work, I would just change to have no nodes spawn there and put a new node(s) on a wall to make up for it...far away from that area, or just widen that tunnel or something.

to fix it ingame you have to tell them to follow you again and bring them out of that area marked in red (the squiggly is the node spawn that bugs them, and im too lazy to turn off player names for a screenshot)

I haven't had them disappear yet or anything.

Also you might not be able to set a merc to stay or guard a private mine, they wouldn't let me tell them to do so at a mine, but they do so at a tent/safehouse.

15
Closed bugs / Re: Klamath
« on: September 13, 2013, 10:31:57 pm »
whoever has control of a conflict town can set militia to shoot anyone they desire so that's probably what happened

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