So Rapid Fire and Volley account for double attack as of 0.62... Because I'm absolutely certain they don't work in the 0.61 build. I made a new mercenary because of that.
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I'll edit the previous post to make me be more right.
Really Overcharge should scale to 200% damage instead of 150% when the player's level 8 or above, much like Power Strike should either be scaling to 300% melee damage or should get the benefit of the melee flurry. I'm in the midst of leveling a melee Merc right now, so I can't check yet if that's the case.
Though Power Strike flurry would be badass. Also probably OP, but still. CONAN SMASH.Quote said:Savin: I know they're more RELIABLE than double attack, but still basically the same damage output. Maybe have them tack on an extra 100% damage every 5 levels after they're gained (ie, at 8th, when Double Attack comes out)?
The item in question is a laser carbine, and its description as well as Anno's test-drive dialog states that it's a concurrent standard issue weapon in service with the second most powerful military of the setting . Anything better than that shouldn't be legal or even present on a planet like Myrrelion. I've always thought that since energy shields and properly futuristic armor sets are commonplace, the line between restricted military-grade weapons and their civvie versions lies in their ability to punch through said shields and armor, i.e. their 'power', unlike firearms laws of today.Quote said:.,,it does seem like there's been some miscommunication between Savin and I regarding strength, though I don't mind a bunch of shitty, military grade powder-bangers being garbage compared to laser rifles that cost more than 100x as much. I'm not a gun nut, so the following analogy might be incorrect, but - an AK-47 from russian military surplus wouldn't hold up to a tricked out AR-15 (civvie version of m16) outfitted with a scope that can guarantee headshots out to one kilometer. The military units with actual funding would all be using rail rifles anyway.
Another thing is ZK rifle, which IIRC is a rail gun, having the same damage output as Myrs' bolt-action rifles. Do those sneaky sneaky ants mix some warpstone into their gunpowder?
I would say it more cuz of the planet on which you can get each of those weapons. Like for ex. nuclear warheads launcher that you would find on Mhen'ga woud deal less dmg that primitve bow form Myrellion for sole reason that latter planet is far in main story line that former and thus got higher dmg output weapons even if some cases can be like my example (only less...overdramaticaly different).
a Merc using the Secure MP has got to be terrifying... 4 full-accuracy attacks with pretty good base damage!
So, I tried Rapid Fire with that build.
First round of battle:
You land a hit on the crystal goo incubator with your Secure MP! (H: -27)
You land a hit on the crystal goo incubator with your Secure MP! Critical Hit! (H: -71)
You land a hit on the crystal goo incubator with your Secure MP! Critical Hit! (H: -83)
You land a hit on the crystal goo incubator with your Secure MP! (H: -42)
That, uh... that was a pretty good first round.
She put up her crystal shield thingy, so on the second round, I only did 92 damage (23 x4). Oh rather, I would have, but I only did 82 because she only had 13 HP left for the last hit.
Nyrean Princess? One-turn KO.
Queensguard did take three turns because of the armor and repeated healing.
Taivra, well... I still had the Concentrate Fire buff from Queensguard, so I did 260 damage to her in the first round and overkilled her like crazy in the second.
So yeah. That's, as they say, a thing.
Not as freakishly overpowered as the Lust bows were, but pretty damn good.
Question?
Why the Secure MP?
Yeeeeeeah... I just tried with a Salamander Pistol.
First Rapid Fire only hit once (my main attack), second Rapid Fire didn't hit a single time out of four shots, and third Rapid Fire again didn't hit a single time out of four shots.
If that wasn't bad enough, my Concentrate Fire perk isn't activating because I'm not hitting.
I can stomach "flurry" attacks if the number of attacks is high enough that it averages out to a decent, semi-reliable amount of damage. But that's not at all the case here. You only get 2 to 4 attacks, having 1 to 3 of them miss most of the time is total BS. It weren't for the Secure MP, I simply wouldn't play Merc at all; as it is, I only have access to one weapon that I deem acceptable. Shame, because it's the only class that isn't crippled by low Int.
Tech Specs can't really use the Secure MP (it's not an energy weapon), so they're fucked on Volley.
I'll probably stick to Smugglers for the time being; zero weapon restrictions, and Shoot First is always reliable.
Ehh, unless they make recurring items like the Secure MP every once in awhile, I'm not sure I'll play my Mercenary much.
The amount of damage Smugglers can output compared to the other two classes is insane, and I do love my classes having reliable, high damage.
The way things are going now, the game really, really, really wants you to use flurry attacks. For a ranged Merc, Rapid Fire is the *only* offensive ability, and Tech Specs are in a similar situation with Volley since Overcharge doesn't scale. And at level 8, even basic attacks become flurry attacks; that's literally the only option available at that level. When *all* attacks (basic and special) are flurry attacks, using weapons that support flurry attacks becomes the only way to play.
Whew, things.
There are two types of damage in the game, and many enemies are already immune to one of them, so... hey, if some want to be immune to the other, why not?
1. About Flurry
I hate flurry attacks too (again, unless they're made in such large numbers that it averages out the damage), and I find the level 8 perk to be particularly detestable... but other people seemed to be OK with it, so I'm not pushing for its removal.
One thing that could be done is to separate the level 8 perk choice into Flurry and Non-Flurry instead of Melee Flurry and Ranged Flurry. If you pick the Flurry version, it'll buff both your ranged and melee attacks, but that won't necessarily make it better because you'll be using one over the other anyway (you can't use both at once). I've mentioned this before, but the way things are now, the level 8 perk choice isn't really a choice; players will pick the Ranged version if they've built their characters as Ranged and the Melee version if they've built their character as Melee. Since they'll automatically take the one that corresponds to previous choices, it's just not a real choice.
This same principle applies to some other perks too. Mercs and Tech Specs both have talents that give them +20% to a type of damage (Kinetic and Energy, respectively), and those are separated into Melee and Ranged perks, meaning players again don't have a choice; they'll just pick whichever matches their previous Melee/Ranged choices. The game tells players "OH BY THE WAY YOU'VE DECIDED TO SPECIALIZE IN A TYPE OF WEAPON AND CAN YOU REMIND ME AGAIN IF YOU'RE MELEE OR RANGED?" and that's it. What if one perk gave that same 20% bonus to both Melee and Ranged attacks? Then you'd free up the other perk to offer players a *real* choice.
We've got 8 damn perk choices, yet pretty much no possible customization. That's just fucked up.
2. About Lust
Obviously the Lust bows were overpowered. They had to be strong, because Lust damage weapons don't scale off of any stat, but multiple attacks made them too effective.
I do still see a huge issue with Lust weapons. A physical damage attack's power is a combination of your stats and your weapon's stats; they're not in competition, they just work together. But Lust weapons have static damage, and it's in direct competition with Tease. If one of them is better than the other, then the other is useless. So Lust weapons either make Tease completely worthless, or they're completely worthless themselves. My Merc test character did 41 damage with a single Tease yesterday, at around 55/100 Tease level and without optimized Sexiness gear, so for that character Lust weapons are laughably weak and I'd simply never use one.
I know the game is in alpha, but damn... the system's not just imbalanced, it's got a broken core.
Sorry, I'm just not getting the "Oh, I want to try this build or that build next!" feeling that games with customization let you experience.
It's not really SUPPOSED to (different classes kind of do that, but that's about it). Games like TiTS and CoC are much more about playing one or two characters for many, many years as new content rolls out.
Combat design is hard. It's probably the hardest part of any game system to design, on top of which TiTS has to deal with being a game that can't be especially difficult because most people don't want to think overmuch about the combat, but there's an enormous stigma as gamers against playing on easy mode so you can't assume most players who would benefit from it will do it.
refusal to use easy mode is kind of infuriating from a design standpoint
TL;DR I'm glad some people enjoy TiTS's combat mechanics, and moreso that some of you enjoy discussing and theory-crafting them. I have fun working with and designing them. But most people don't care, and frankly, if your primary concern with the game is its deep and amazing mechanics, you're fundamentally barking up the wrong tree.
You can make a real game and just put it behind Gamer Mode.
One of CoC's biggest positives is how easy it is to get to the smut. This is in stark contrast to most RPG fap games, which have a nasty tendency to lock the goods behind mediocre waffle and obtuse gateways. In CoC, within five clicks of starting you've got your quest/back story sorted out and you can be fucking a goblin. Equally, no matter how far you're into the game, a player is never any distance away from the scene that really does it for them, meaning it's dead easy for a player to jump in and get a quick fap out of it. This is essential to understanding why CoC was so popular, and crucially I think Fen didn't actually grasp that. In terms of game mechanics I consider TiTS's long-winded, dull and poorly designed intro and its map-style interface, which puts many scenes a fair distance away from each other, to be greater failings than anything to do with its fight mechanics (which imho are as reasonable as is possible without different modes, as Savin says), and what people really mean when they say it's "too complicated".
Given the opportunity to do something new, I think exploring "instance" type gameplay, where the player stays in a central location collectin dem waifus as they emerge in his dungeon crawls, would be a much better format for smut gaming than the standard map RPG, and would offer more scope for added complexity than CoC's very basic random area exploration.