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Messages - Styles

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1
Suggestions / Re: New map for pvp?
« on: October 24, 2015, 10:29:24 pm »
Gotta lower the fence so people are more inclined to give pvp a try.

+1 to this and to map.
Having lockers spawn 100/100% MK 2 CA, Supers, Regular Sniper rifles, lasers, etc. Would encourage PvP for mid / low tier items and players.

Maybe make it a new small town in which new players could learn how to town control as well? Make it populated by Jackals or something. Some bars and what not. TC lockers in this area would be low/mid tier items.

2
Closed suggestions / Re: A small change to Military Base.
« on: October 04, 2015, 11:49:29 pm »
I was shown how it could be done alone. Hopefully next time I encounter it I will be able to do it.

But still it does seem odd that if you screw up you could end up spawning dead at that elevator and it just seems like a flaw to me. But if it isn't then I will have to try and not screw up next time  8)

A map option would be good for those who come across it but have no hope in hell of doing it. So they can give the map to others to access the encounter easier.

3
Closed bugs / Re: Military Base Encounter
« on: October 04, 2015, 03:38:46 pm »
As I said, explosives (dynamite) help there a lot.

In any case, I believe that a decent HH tank with In Your Face is a must. Be sure to bring Brotherhood armor, it has better normal DT, may even make you survive the dual minigun onehexes (even from the Nemesis).

Btw - did you clear it all? Which imp did you get?

The character that I am using isn't a HH Tank. But I do have such a character. I haven't cleared the level because I can't even get beyond the elevator door for the most part. If I am lucky I can get down the hall. I also don't have Brotherhood armor.


4
Closed suggestions / Re: A small change to Military Base.
« on: October 04, 2015, 03:22:20 pm »
Something else with this encounter. I doubt anyone person could do it by themselves with a single character. So... shouldn't there be a requirement that you have to be in a faction or with other people when you encounter it? Seems a little cruel to let people who have no hope in hell of completing this quest encounter it. Maybe make it so the robots don't heal?

I have turned down this encounter a bunch of times. But yeah I could just join a faction or something. I get this is what this game is about so I am not bitching. But I do enjoy PVE and this would be an awesome one if I could do it on my own in under 24 hours.

Also is it still a 24 hour thing? I have encountered it during week days and that this is something I could only do on the week ends.

Anyways my original suggestion would at least let me make a map and sell it to another faction who would actually have a chance to complete it.

5
Closed bugs / Re: Military Base Encounter
« on: October 04, 2015, 03:16:20 pm »
I tried again just a couple of minutes ago and it seems the robots have gone back to their starting points or at least back down that hall. But for several frustrating hours the robots were literally standing a couple of hexes facing the elevator door and I died spawning an insane amount of times. Still I have a feeling it could end up happening again.

Edit: They were waiting for me at the end of the hall. I opened the door and I was dead and then they came back down the hall. At least I had an opening to get my stuff back :D

6
Closed suggestions / A small change to Military Base.
« on: October 04, 2015, 04:33:47 am »
Aside from the issue of it being broken IMO (see Bug Repot) I have an idea for it.

If the idea for the map is for factions to do this encounter as a team... Why not add a fire pit area in which the player that encountered it can use to create a map to the location so s/he can give out the map to faction members?

Could still have the requirement of having to use the three logs. That dead guy could have set up a tent with a fire place and we can use the three logs and it will be just like a tent base.

7
Closed bugs / Re: Military Base Encounter
« on: October 04, 2015, 04:29:24 am »
Well I discovered the encounter at around 4 pm and it is now almost 12:30 am and I have been killed countless times while spawning. I press the elevator button and spawn dead. I have even tried the C4 idea and I can't live long enough to press the damned button. A nice amount of my gear has collected there.  Oh well. But yeah this seems like a major flaw with this encounter. The robots need to go back to their starting point upon player death or it becomes a broken make like I am encountering now.


8
Closed bugs / Re: Military Base Encounter
« on: October 04, 2015, 01:55:24 am »
I thought about using C4 but the issue I am having is that I am spawning dead. So I don't even have time to press a button before I am dead.

9
Closed bugs / Military Base Encounter
« on: October 03, 2015, 09:29:45 pm »
The Robots in the Military Base Encounter do not go back to their original starting points upon player death. I see this as a bug because my character died right outside of the elevator by two of the heavily armed sentry bots and for the last hour or so I have been trying to get back in only to be killed open leaving the elevator (spawning into the 2nd level). The robots are just standing their waiting and kill me before I can't do anything about it.

Other quests, such as the one to kill the super mutants for the Gun Runners. The super mutants will walk back to their starting points when I am killed and or leave the area.

10
Suggestions / Re: Librarian in hub selling cool stuff
« on: September 29, 2015, 09:38:25 pm »
Librarian would sell not only spectacles but drugs blueprints too, and Mirrored Shades.

I think for things like Mirrored Shades, clothing and random blue prints it would be better for random wasteland merchant encounters to have that. As of now as far as I am aware they have nothing go on them. Beef up their body guards and give them a chance to have something good on them.


11
Suggestions / Re: Librarian in hub selling cool stuff
« on: September 29, 2015, 08:35:47 pm »
I suggested that the various doctors or at least one of them sell spectacles given that they have eye charts, so I would figure they would know a thing or two about optometry. But yeah the Librarian could work as well.

12
Suggestions / Re: Bursting/Targeting
« on: September 25, 2015, 10:22:08 pm »
Hotkeys as an option as I understand that is something I can do. But shouldn't it just be part of the game? Now that I think about it Tactics has it so it resets back to Burst after reloading (I am to lazy to reload it to check) and it also has the targeting thing as well. So couldn't that just be taken and put into the game? I don't know what it would take on the coding side. It could be a lot of work. But if it is a simple as copying the code then why not?

13
Suggestions / Re: Bursting/Targeting
« on: September 25, 2015, 09:38:06 pm »
Even if you shouldn't technically reset to single, that's how the originals were. So the mechs didn't change. Simple as that.

The originals weren't real time either but that was changed for this. Unless you count Tactics which did have a real time option as one of the original Fallouts. There are other things as well unless again we count Tactics.

Targeting, as in being able to select a body part once and have it stay that way for every shot instead of having to select a body part for every shot is in Tactics. So that might be something that could be brought into the game.


14
Suggestions / Bursting/Targeting
« on: September 25, 2015, 01:00:03 am »
If I have my weapon set to burst, why is that after reloading I have to cycle back to set it to burst? Reload, single shot, target and then back to burst. How about just having it so we can set it on burst and have it go right back to burst after reloading? (if there is a way to already do that please forgive my ignorance).

As for targeting. I believe Fallout Tactics has this feature. Being able to select a part of the body to target once and every shot you take will be for that part. Even when you target another person. It has been a year or so since I played Tactics but I think you have to select parts again if you say go from shooting a human to a mole rat or something. I pretty much just aim for the eyes 95% of the time anyways. So why not just have a way to select eyes once and be done with it? Would still cost extra AP to use.

If for whatever reason that makes things too easy. Could have being able to select it once as part of a trait or something, like finesse. Maybe some new support perk that requires really high small guns. "Marksmen." "You learned to instinctively aim for the same target with every shot."

15
Closed suggestions / Lighter Use.
« on: September 23, 2015, 10:31:22 pm »
A simple suggestion IMO. I know we can use camp fires to burn things. But how about also including lighters for when we aren't in a tent? Have a lighter in your inventory and use science on something like a map that is also in your inventory to destroy it?

I would also suggest being able to burn things in the oil drum fires that are all over the place.

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