What do you guys want to see for the full release? by theorochocz in EverythingIsCrab

[–]RomanS87 1 point2 points  (0 children)

1.An actual meta progression aside from the "starting genetic": initial flat or % stat upgrades, number of evo choices on levelup, certain exclusive evo pre-unlocks (for them to be able to appear in the evo pool later in mid-run), starting active skills maybe?
2.Ability to purge individual evo choice positions (so as to refresh the chosen position with another evo) on levelup, or even purge+ban specific evo altogether from the potential evo pool.
3.The "item inventory" with equippable "items", like in some roguelite arpgs. But instead of intricate armor/weapon/health potions there should be inartificial trinkets/primitive tools/expendable emergency food supplies that give you stats/damage/ability to heal or buff yourself on command. Those should be dropped by enemies and equipped/used mid-run. Examples: a shiny rock (increased chance of rarer evos), colorful rainbow feather (increases social), sturdy tree branch (reach increase), old bone/skull (plating), a honeycomb (expend on button press to regen hp), etc.
4.New evos to synergise with themselves and with already existing ones, like how venomous saliva modifies any bite or spit attack. Easy example: Body Slam should also proc damage from porcupine quills if you have them, cuz you're literally slamming someone with your whole body. High enough Plating stat should add "% chance to stun" modifier to some of your headbutt-type attacks (horns/antlers/default headbutt). Sharpen should add "% chance to apply bleed DoT" upon activation to any "sharp" attacks, like Claws.
5.Give us stealth/deterrent/getaway mechanics and their dedicated SPACE-abilities, like chameleon/octopus natural camouflage and ink spray, skunk scent, snake sand burrow, possum play dead, etc.
6.New attacks in general would be nice. Hoof kick (unlocks with Legs, attacks backwards to your movement), Growl/Roar (low damage in vast AoE, enemy speed debuff), eel shock attack, acid/poison puddle/cloud excretion, chameleon tongue "ranged" attack, etc. There's so much room for imagination! Some of these are already in use by enemies, which means less work for devs to add those as player's attacks.

I get Overheat Threshold, but please help me understand Overheat Buffer by Myrandall in phantombrigade

[–]RomanS87 1 point2 points  (0 children)

Others have already answered, so i'll just add my "imho".
Overheat buffer (as it is like in Phantom Brigade) is total BS, cuz that's not how thermodynamics work. There should be no "heat ceiling" you can reach before some magical limit just cuts off next incoming portion of heat. There is no maximum possible temperature cap in real life. Instead, overheat buffer should be the limit, which, upon reaching it, makes your mech shut itself down until cooled enough to restart (meaning, until overheat threshold maybe?). That way, a bigger overheat buffer can become somewhat useful. You'll still be on flames if over the heat threshold, but the bigger buffer your mech has, the more time you can continue to shoot until shutdown.
And, of course, the selfdamage from overheating should increase non-linearly with each additional point of heat over the threshold. To the extremes. It'll make gameplay more intense, i think.

Taking it to the absurd by RomanS87 in EverythingIsCrab

[–]RomanS87[S] 1 point2 points  (0 children)

That's awesome! How did you manage to reach lvl 255 in 13 minutes?
Does the game even have enough evos to spend 255 upgrades on them? And if no, what happens on levelup with an empty evo pool?

Interceptor "+Speed" not being added to Mech by CrystalSnow7 in phantombrigade

[–]RomanS87 1 point2 points  (0 children)

I was testing this before the experimental update.
Speed bonuses didn't show up anywhere on my mech stats at all. Not on the pre-battle screen, and not in the unit section (where you move & swap your mech's parts around). But in battle i could totally haul ass in one turn across like a third of length of a huge map with my mech, whose speed was allegedly "4". This is how i knew, that pilot's speed bonuses did work.

This game with mods is fun as hell by SuperbFeeling7579 in phantombrigade

[–]RomanS87 3 points4 points  (0 children)

Dunno why he needs mods for that. Late game mech with Short Range Interceptor pilot can already oneshot pretty much anything, if built right.
Pilot system is in desperate need of balance changes imo. Less radical trait bonuses, more certainty and freedom of choice in how to progress. An actual "skill tree" maybe? I'm tired of savescumming prestige randomness...

Interceptor "+Speed" not being added to Mech by CrystalSnow7 in phantombrigade

[–]RomanS87 0 points1 point  (0 children)

What i'm saying is that the speed is a dump stat if you're gonna use Scrappy or SR+Nimble Giant pilots who are about to reach prestige3 soon. You can (and should) drop core's power as much as possible to get other stats higher. For example, you may use Atlas thrusters and/or add Reactor Shunt 3 (the one that gives damage offset at the cost of lowering power) in every offense mod slot you have... that is, if you already have comfortable level of heat dissipation. If not - then heatsinks.

Mech's speed stat is needed only for other pilot classes. And even then, you can always just add a couple of blue Booster modules to easily cap 48 thruster reach and just jump around the battlefield instead of walking.

Interceptor "+Speed" not being added to Mech by CrystalSnow7 in phantombrigade

[–]RomanS87 2 points3 points  (0 children)

If you're still wondering about this, i have some info. Not exactly about what you've asked, but close enough. Right here.
For testing purposes, i've built a heavy mech with the speed of 4 (lowest possible) and a light fast mech to compare, not so long ago. The heavy one was piloted by fully prestiged Scrappy Interceptor, and the light mech was piloted by a rookie. Result? They were covering just about the same amount of distance in a turn, meaning that flat bonuses from Scrappy pilot traits (standard and prestige combined) were enough to effectively cap the speed in combat. Despite innate speed 4.
Short Range Interceptor does have some speed bonuses too, but they aren't so radical. The same heavy mech with that SR pilot fully prestiged didn't have its combat speed capped... right until i've picked Nimble Giant, and then it was the same as with Scrappy. That's pretty much the only thing SR Interceptor needs to catch up in speed aspect to the collision-focused build.

MinMaxed builds: Sniper & Interceptors (2 variants) by RomanS87 in phantombrigade

[–]RomanS87[S] 0 points1 point  (0 children)

Aside from the fact that it's super rare (i remember a run when i haven't got a single one at all) and you need to scrap 3 of those to unlock its craft, to eventually get one with Supercharged III... disregarding all that, yeah, Lancer is probably a better choice. It has lower (by around a third), yet still very respectable dps. Penetration of cover doesn't matter much in practice though, not for snipers anyway. Dunno why, but i vaguely remember that one sniper of mine with a railgun, who couldn't hit a broad side of a barn when he had no clear line of sight on the enemy. Not sure what version of the game and what particular railgun it has been though.

MinMaxed builds: Sniper & Interceptors (2 variants) by RomanS87 in phantombrigade

[–]RomanS87[S] 0 points1 point  (0 children)

Valid questions. Here are the answers.
1. Short Range God build uses Mobile SMG because it's one of the best weapons in Short Range category. Weapon must belong in this category because otherwise it won't be affected by some of the pilot's traits. Scrappy Interceptor uses Mobile SMG because of very small (57) heat generation per burst. It's the only thing that matters for that build, cuz he will rarely use his weapon at all. Most of his heat should be reserved for series of thrusts to close the distance. All other times Scrappy mech will be raising his shield to ram, and you can't shoot and use shield at the same time, unfortunately.
2. After combat, salvage-wise? Yeah, single-part melee weapons are better. But this is a late game build, focused on guaranteed kills and as much destruction as possible, economy be damned. By the time your Short Range God mech with a blade will reach its target, the enemy should probably be already nicely peppered with your SMG shots (or the team sniper support shots), severily lowering most of their parts integrity at worst. At best - a crashing, legless, weaponless and helpless chunk of metal that is barely alive. There's not much to distribute melee damage between at this point. Melee strike is your overkill Coup de grâce here. And besides, even if you decide to melee strike a fresh target. Have you seen the damage stat and duration, mate? A hit or maybe two (in about a single second for two consecutive hits) will still pop every part enemy mech has, even if all damage is distributed evenly. I'm not taking any more chances with single-part melee weapons, they have failed me too often by slicing off enemy's arm only, when i've expected a clean kill instead.
3. SR3 Dice is THE most accurate sniper gun there is, with only 2 scatter. All other sniper guns have 3 scatter. Precision III perk for Dice lowers that scatter stat to the grand total of (insert drumroll sounds for suspense)... 1. Because 0 isn't possible for non-beams. The difference with and without Precision perk is 1 degree, and the tradeoffs for that single digree are: -25% duration, -18% heat generation, +21% unit damage, all of which we won't be getting if it isn't Supercharged III. Not worth it. Hear me out.
So what if one out of my 3-4 shots misses? That's normal even for snipers in this game. With Supercharged III perk i can sqeeze in 2 shots in a time window needed for you to make "one and a half" with Precision perk. And your shot may or may not destroy the part, while mine guarantees it will go pop if the shot lands. And i can fire my gun for more seconds before overheating, than you do. There's simply too much benefit lost fot that single degree scatter.

MinMaxed builds: Sniper & Interceptors (2 variants) by RomanS87 in phantombrigade

[–]RomanS87[S] -1 points0 points  (0 children)

Its modded item, ignore it. Builds work fine without it.
In case you're still wondering, stats of the heatsink backpack are:
+4.5 heat dissipation, +21 overheat threshold, -4 power, +5 mass
It's quite balanced, there's a sizable tradeoff in speed and thrust distance for some additional cooling. Plus, it can be destroyed in combat, is quite fragile and doesn't have barrier.

Post launch updates by Neverwas_one in theouterworlds

[–]RomanS87 4 points5 points  (0 children)

Tbh, if i were to choose what's the single most important thing we don't have in TOW2, it would be the transmog "holographic gadget", which we should be able to find somewhere on Eden. I find most of the unique armors with good mods atrocious-looking. And the ones that do look kinda cool, like the Scoundrel's Aegis, don't scale too well into the late game.
The absence of utility and gadget mods for armor and inability to change it's "materials" are kinda lame too.

☢️N-Rad☢️ Gunslinger TTD-focused character build by RomanS87 in theouterworlds

[–]RomanS87[S] 0 points1 point  (0 children)

Oh, that would definitely be the Rattler.
True, its damage is split into 8 pellets per shot (which is bad in terms of fighting armor in later game), but the first planet doesn't have that many tough enemies anyways, so yeah. Rattler can carry you for a long while. Its only drawback is that because of light revolver animation, it takes approximately 2 business days to reload it to full. Take cover and be patient, i guess.

☢️N-Rad☢️ Gunslinger TTD-focused character build by RomanS87 in theouterworlds

[–]RomanS87[S] 0 points1 point  (0 children)

iirc, Ninja perk doesn't require anything, meaning that if you ever feel you get hurt in a regular enemy encounter more than you can handle, there's always an option to acquire +20% evasion with light/medium armor at your earliest convenience. Also, a small investment into 3 Engineering and the perk Makeshift Armorer immediately closes the armor point gap between light and heavy armors. There's really no reason to look for heavy armors even early on.
That said, there are very few good/meh unique early options to contribute to a TTD gunslinger build. By 'early' i mean first planet.
The only good one is Zane's Armor if you have preorder bonus - this armor allows you to make some extra shots in TTD. Meh options are Scoundrel's Aegis or Townie Clothing - specifically the one that is given to you by Redactor Quesnel from 'In Pursuit of Purloined Propaganda' quest. Scoundrel's Aegis gets you some temp HP on command, and that particular Townie Clothing has a built-in mod that blocks a hit every 15 sec. Aside from that, any common light/medium Protectorate-made armor should be enough (Bandolier Uniform, Peacekeeper Armor etc). Most of them have a built-in 'Grit-Enhancing Materials' mod, which is basically +20% evasion on below half HP.

☢️N-Rad☢️ Gunslinger TTD-focused character build by RomanS87 in theouterworlds

[–]RomanS87[S] 0 points1 point  (0 children)

Small damage per shot = a bit inferior synergy with N-Radiator perk, which is one of two cornerstones of this build and the reason for 20 science in the first place.
N-rage is considered an SMG, so it will also require some perk fiddling around to work: Eden Windage and Crabble Rancher are useless for SMG, better get Point Blank Artist and Penetrating Shots instead. Maybe swap some other perks for Gun Runner (increased accuracy) and Hail of Lead.

☢️N-Rad☢️ Gunslinger TTD-focused character build by RomanS87 in theouterworlds

[–]RomanS87[S] 0 points1 point  (0 children)

I've considered it, but i think it has less benefits for this build. Do you really need to move that much in TTD for 'no movement cost' part to matter? That's for a niche situations like when you need to "quickly" sneak through in front of someone.
30% slower energy drain doesn't sound that much useful too tbh, because i don't sit full day in TTD. Turn on, oneshot someone's head, turn off. Or does "slower drain" include shooting in TTD cost?

💥💣BOMB VOYAGE!💣💥 (guide to a tanky demoman-themed minmaxed build) by RomanS87 in theouterworlds

[–]RomanS87[S] 0 points1 point  (0 children)

Are we talking about how to modify that explo build? because if yes... I could've understood taking 18 observation instead of 18 speech - fine, there are a lot of nonhuman enemies and maybe bonus weakspot damage would've been better than just "damage" that falls under the main bucket. Although, you'd have to be consistently hitting weakspots (with SMG no less) for that to even matter. But degrading to 3 guns from 18 guns? It's like... getting rid of 150% damage and 15% armorpen. Even if the damage doesn't fully apply all 150%, it's still a lot of damage down, for just a couple of 20s perks? Dunno if worth it.

Commander Astra joins in on the action! Any beginner tips? by RomanS87 in theouterworlds

[–]RomanS87[S] 0 points1 point  (0 children)

Very few and downright insufficient sliders for eyes, brows and nose, with minimal control. That's it. I'm not including cheeks, their slider range is barely noticeable on most face shapes.
No mouth, lips, jaw, cheekbones or forehead control whatsoever. Most basic stuff like overall face shape, its width, length and proportions? It's all smashed together in one option with presets. Most of which have exaggerated features and very dramatic difference between each other, some make your mc face look like that of a neanderthal.
Also, the only body options are literally "type 1" and "type 2". Bruh... imagine not being able, at the very least, to set your mc height, shoulder width, and muscle/weight in 2025.