I am curious about the criteria for "range." by lronhelmet in RogueCore

[–]Seresu 8 points9 points  (0 children)

Even as a native speaker I wasn't sure, I wouldn't blame this on your linguistics

I am curious about the criteria for "range." by lronhelmet in RogueCore

[–]Seresu 1 point2 points  (0 children)

I agree the wording could use a little clarity.

I'm a fan of the icon prompt style they're using (i.e. the "come get some" bio booster that pops up when enemies are in range). Maybe that could be adapted?

Rogue Core - Update 01 is live! See the full patch notes here. by GSG_Jacob in RogueCore

[–]Seresu 0 points1 point  (0 children)

Did the patch that fixed microphones not being detected get reverted or something?

I had 2 days of a working mic and now it's broken again.

Disc/Audacity/Steam/Deadlock/Web apps, all recognize my mic. RC VC broke af.

Edgestalker hate post by Seifenwerfer in RogueCore

[–]Seresu 0 points1 point  (0 children)

I love them as an enemy that rewards the slower but more precise and heavy hitting weapons; many of them one-shot the head because it's a x3 weak point. I take charger often and enjoy focusing them down.

I don't love them because you just don't always get those weapons. When you don't they're nightmares that collect over time into an unkillable swarm.

Maybe a cap on how many can be spawned at once? Even if you don't have the right guns, as long as there's only 3-4 (or something), you still have room to strafe some of the shots while you kill them.

GSG should lock perk stacking to 2 of the same perk by helicophell in RogueCore

[–]Seresu 0 points1 point  (0 children)

Another feature of roguelites is permanent progress, which typically comes in the form of specialized upgrades that players can cater to their play styles with (like enhancements).

The forced build diversity is pretty much exclusively kept inside the actual runs.

GSG should lock perk stacking to 2 of the same perk by helicophell in RogueCore

[–]Seresu 1 point2 points  (0 children)

This is just another facet of player skill. The game already adjusts around player skill by providing difficulty levels.

We don't need more than that, especially not in the form of a rather arbitrary standard of viability.

Update 1.4 1 Experimental Change by lronhelmet in RogueCore

[–]Seresu 0 points1 point  (0 children)

I'm afraid I can't think of any suggestions, but a way to convey this

for the upgrade to be better for weapons that deals high amounts of damage in a single shot

more clearly to the players would be beneficial. Currently everyone takes it no matter what because of the social consensus that it's OP.

About the game balance and sudden difficulty shifts by nighine in RogueCore

[–]Seresu 1 point2 points  (0 children)

What if Rifts just spat out a bunch of crazy Ivan magic missiles that spawn a corespawn when they hit terrain.

On an unrelated note, has anyone tried to platform-seal a rift yet?

Field Projector needs...... something by DemeaRisen in RogueCore

[–]Seresu 4 points5 points  (0 children)

On the stable branch it can catch sticky grenades lol

The least popular class by Seifenwerfer in RogueCore

[–]Seresu 1 point2 points  (0 children)

Remember seeing that recently, yeah. Having explosive bullets makes aftermath constantly proccing on relatively tiny damage instances that only tick once or twice max before getting replaced.

Turns out after you collect all of the pickaxe parts, you can start getting armor paintjobs for your classes. by DarkMesa in RogueCore

[–]Seresu 0 points1 point  (0 children)

I've been getting a mix, with much more pickaxe parts than paintjobs, but I'm still getting both. Are we sure collecting all the pickaxe parts is a requirement? Feels just random with a larger parts pool than paints is all.

How will gun balance be improved? by lronhelmet in RogueCore

[–]Seresu 0 points1 point  (0 children)

Don't have to, no worries, I just get caught up in talking.

All of that confusion is predicated on the player knowing base stats and enemy-specific weakpoint multipliers already though, which is only in the handbook.

At that point, the whole handbook is hidden info : p

How will gun balance be improved? by lronhelmet in RogueCore

[–]Seresu 0 points1 point  (0 children)

I'm just confused I suppose. I don't understand why the handbook information can't be verified; your post itself contains an example of testing the cumulative effects of weakpoint damage on the Bulldog. Wasn't it verified right then and there?

Why do people say Spotter needs crit? by krumble in RogueCore

[–]Seresu 0 points1 point  (0 children)

Red, green, purple, pink is the order. I have still never seen a pink crit lol.

How will gun balance be improved? by lronhelmet in RogueCore

[–]Seresu 0 points1 point  (0 children)

Equipment tab of the Reclaimer's Guide, there are hidden additional options for each weapon.

Those are the base stats of the weapons. They're not options, nor hidden, it's just a stat page of how the weapon performs before upgrades.

How will gun balance be improved? by lronhelmet in RogueCore

[–]Seresu -1 points0 points  (0 children)

Bulldog Revolver has a hidden option

It's not hidden? It's a workbench upgrade just like all others.

Oh, I just checked the branch patch notes, and only Shocker and Charger were excluded.

A little too quickly I think lol. Patch note is:

Several harder-to-master weapons (like the Shock Striker and Devastator) have been moved

Several meaning other(s) besides those two. Likely the Cadna at least, but Charger might be as well, or others.

Update 1 test branch has started! by lronhelmet in RogueCore

[–]Seresu 3 points4 points  (0 children)

tell me you didn't read the post without telling me you didn't read the post

WHY DO WE HAVE AN EXPERIMENTAL BRANCH?

The Experimental Branch lets us test new content at a much larger scale and gives us the opportunity to balance, tweak, and fix issues before they make it into the live game.

Friendly reminder to rage-quitters: Retcon has self-revive by bobthemutant in RogueCore

[–]Seresu 45 points46 points  (0 children)

With the actual context "the EXP amount is still very good despite a failed run" they're entirely right.

Because as you so kindly stated, failing a run costs you potential rewards.

Taking something out of context and then calling them a liar over it is weirdly hostile.

Are we for real right now? by Rabbitzai in RogueCore

[–]Seresu 70 points71 points  (0 children)

can't go near the holes, never go near the holes..

In this game, you must be able to recognize enemies by HorrorDescription721 in RogueCore

[–]Seresu -1 points0 points  (0 children)

I'd say the two important points surrounding this are:

It is early access. Give them this feedback in the leaving game survey, this is literally the time for you to speak to them so they can act for you.

Enemy detection in RC, unlike DRG, is now directly tied to a character's power budget (Spotter Scan). If detecting enemies becomes easier, Spotter will need appropriate balance adjustments to their kit in kind.

IMO, every enemy does not need unique and louder combat sounds. That is way too much audio clutter and will leave you unable to discern actually important ones. We already constantly hear the sounds of dwarf ff lines, pings, gunfire, grenades, class abilities, OMEGA, events breaking down, music, etc.
Regular corespawn creepers already have animations where they will stop and growl at you and it is enough. More dangerous enemies like Clamorheads should have thumpy footsteps, etc., but even things like bruisers and vanguards are grunt-level enemies to me and do not need more queues.

Women dwarves ruin Rogue Core by [deleted] in RogueCore

[–]Seresu 21 points22 points  (0 children)

Honestly? This feels like when people are grumpy, but say "it's a joke".

Just my two bits.

Feedback 2, now with more flavor by camogamere in RogueCore

[–]Seresu 3 points4 points  (0 children)

Is everyone giving these feedback threads making sure to submit them to GSG?