Noob friendly intuitive game mechanics

Wily Rodent

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Sep 2, 2021
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Okay, here is a weird topic:
What was the hardest concept to wrap your head around when you started out? Which mechanic still feels odd to you or just doesn't feel right? Here are some of mine.

Resolve:
It's a stat that makes you more resistant to tease damage but nowhere is listed how exactly that's done. I totally freaked out when I noticed my max willpower kept fluctuating. Thought I had somehow bugged the game. Took me a couple level ups to figure out that the bonus willpower is an added total to your base maximum and took me even longer to figure out it's tied to the resolve stat.
Probably needs a better documentation of the mechanic within the game... It's also kind of weird that willpower is the only stat that has its maximum change so much. The rest of the stats are far more stable.... If you don't get pregnant.

Stat affinity:
This is the worst game mechanic for any new player because they are guaranteed to get it wrong. So you set your affinity to your most important stat? WRONG! At least for the way a new player would play (which is immediately using free stat points) having an affinity for your most important stat is like having no affinity at all. Really, the high availability of free stat points kind of makes stat affinity a joke. Unless you do advanced game strategies (like saving up all free stat points till ~ level 7, doing some light training and then spending them all), you have to designate your "most important unimportant stat" and go from there, which is a weird concept to wrap your head around for a new player.
Maybe the whole concept of stat affinity needs a rework in the first place. It would be way more meaningful if it instead gave you a +5 on the maximum value of the chosen stat. That way, it would be a choice with a lasting impact on your character even once you maxed out all stats, rather than something you choose to make a certain leveling strategy faster.

Tech Specialist level 2 perks:
So you choose between +8 shields per level and +3 shields per level and a drone, which is in practice more like choosing between +5 shields per level and +10 shields per level or choosing between a drone and doubling your bonus shields per level... Just why is there this weird 2/3/8 split between the perks rather than a 5/0/5 split? I just don't get it. Anyway, the drone description reads like it would be useful to have and also add something if you plan on going drones down the line. In fact, due to how armor works, it does diddly squat and only has any use if you plan on getting actual drone accessories.
Honestly, I feel like the drone is a really shitty level 2 talent (By this I mean the immediate value you get once you skill it.) It barely does anything and the tacked on bonus shields have been taken from the static level 2 talent to make the drone talent seem like it does more than it actually does...
Also, you can't tell me that those bonus shields being tied to the static talent rather than the drone one and not lost when you equip a drone accessory would somehow make tech specialist overpowered.
 

Wily Rodent

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Sep 2, 2021
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With the changes to rest and soreness there is no longer any need to spend any stat points outside of convenience.

If they ever remove/change the most rapid way to gain INT it will be the most difficult stat to raise outside of spending points.
Character creation: "I recommend intelligence stat affinity."
Player: "Haha, Syri go brrr."
 
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Theron

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Nov 8, 2018
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Resolve
This is why the Dress Clothes don't have either Sexiness or Resolve. Maybe they should, after all?

Stat Affinity
I agree that not assigning Affinity to your main stat being optimal is counter-intuitive. As null_blank said, stat points aren't really a limiting factor, so long as you're willing to train at Ten-Ton Gym and with Ramis. Intelligence is either the easiest or most difficult, depending on how you feel about Syri.
Incidentally, eating at the Bucking Bronco removes Soreness much faster than returning to your ship and sleeping. So does Cuddling with Erra.

1a. The default Drone never misses. Drone Accessories have a 50% miss chance vs Flying targets.
1b. Because they never miss and do a fairly consistent amount of damage, in group fights you can let it finish off a wounded enemy, while you focus on a fresh one. This is particularly useful after level 8, because the extra damage from your second attack is wasted vs an enemy that was defeated with your first attack. Somewhat niche, I admit.
2. Being Electric, the default Drone does extra damage to Shields. It's particularly useful on Tarkus because the Sex Bots and Goo Girls are weak to Electric. I suppose you could use EMP Grenades, but I'm too cheap and I like keeping my inventory clear for loot.
3. The attack happens if you're Stunned, Grappled, using a special ability, switching weapons or otherwise not able to attack that turn.
4. Tam-Wolf is good. Tam-Wolf 2.0 is really good. 2.0 actually does (Drone damage +1) x1.1, 30% of which is Electric, making him surprisingly effective vs Shields. Good: You're guaranteed to have the opportunity to get Tam-Wolf.
Bad: 2.0 non-obviously requires you do a quest. That can be skipped if you initiate and take the wrong options. And if you miss the upgrade spot, you can't go back.
5. My gripe with the Laser Drone is it has both sets of drawbacks: It's not self-powered, so you it shuts down when you lose your Shields and it takes your Accessory slot, so you lose the +3 bonus. It really should be one or the other.
6. While keeping the Shields wouldn't be overpowered, I find I don't really miss them. Maybe because that's because I went Melee. Late-game, I find I don't need to use Charge Weapon at all, really. The Stun from Custom Shock Gear + Rapid Recharge means I don't have trouble keeping my Shields up. I keep meaning to do a Ranged Tech someday.
7. Have you gotten far enough for Drone Control? It's a fairly substantial bonus to damage.
8. Combat Tail benefits from Attack Drone and Drone Control. You can have 4 attacks/round with no Energy investment, two of which are guaranteed to hit non-flying targets.
9. It's amusing to let your Drone take care of an enemy while you sit there and do nothing.
A lot of this doesn't come into play until later. I'm not sure how you could communicate it to the player. Or if you should. It's basically the same problem any specialization has. Is it sufficiently supported later? In this case, I'd say yes.
 

Baggrin

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May 16, 2019
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Honestly, I feel like the drone is a really shitty level 2 talent

Trust me, this perk used to be MUCH worse.
Prior to version 0.7.0, it only gave +1 to the maximum shields (per level) and the drone's damage did not scale with increasing levels. In version 0.7.0, this perk began to give +3 to the maximum shields ... but only with a drone equipped in the accessory slot.

So in the current situation with the exchange of 50 (at level 10) maximum shields for an additional 10-15 damage is actually very good, the game has much less useful perks.
Add to this "Drone Control" (+20 damage to drone attack with an intelligence of 80) versus "Deadly Shock" (+94 damage with an intelligence of 80 and level 10 for using Paralyzing Shock) and you will get a pretty nice figure even without taking into account the electricity vulnerability of the shields and automatons.

Lack of shields? Even after the nerf to the "Advanced Shielding" perk (0.8.072), I rarely have problems with low shields, it seems only in the fight with Janeria Core and sparring with Shizuya I had to use the Shield Booster (no, not a perk, restorative item).


Perhaps the situation will be worse for the range build, but I'm not sure about this, the shooter can gain a completely stupid shield defense indicator without sacrificing damage.


Shields defense 29.png


If you don't understand what i mean: the best armor gives only +20 defense (and I'm not sure if the benefits of this armor outweigh the serious evasion penalty), you can get +2 more with an accessory. On (mercenary) health 260 (300 with an accessory for life instead of protection).

The smuggler has a perk bonus of up to +20 defense (and these people nerfed the Tech Specialist's defense!), But with defense up to about 30, the smuggler's effective maximum health is about 170-180.

8. Combat Tail benefits from Attack Drone and Drone Control. You can have 4 attacks/round with no Energy investment, two of which are guaranteed to hit non-flying targets.

Interestingly, I didn't pay attention to this implant. Although I still prefer +10 to intelligence.
 

null_blank

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Oct 29, 2015
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Incidentally, eating at the Bucking Bronco removes Soreness much faster than returning to your ship and sleeping. So does Cuddling with Erra.
I just want to point out that every instance of rest removes 1 soreness now, so you can wipe 8 soreness by choosing a 5 minute rest 8 times. Though I still prefer eating at the Bucking Bronco if I want my Steele to gain thickness at the same time :3
 

Wily Rodent

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Sep 2, 2021
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I just want to point out that every instance of rest removes 1 soreness now, so you can wipe 8 soreness by choosing a 5 minute rest 8 times. Though I still prefer eating at the Bucking Bronco if I want my Steele to gain thickness at the same time :3
feels kind of lame to do it in such an unrealistic way (says the guy who has a character with hair that spans several miles at this point)
 

Theron

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Nov 8, 2018
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Add to this "Drone Control" (+20 damage to drone attack with an intelligence of 80) versus "Deadly Shock" (+94 damage with an intelligence of 80 and level 10 for using Paralyzing Shock) and you will get a pretty nice figure even without taking into account the electricity vulnerability of the shields and automatons.
Of course, 80 Intelligence requires a specific perk* from a specific transformative that emphasizes a fetish not everyone enjoys + having been to Dhaal. That said, your broader point is correct. Even without it, I find my Shields rarely go down.
*Seriously, Dumb4Cum makes a mockery of the supposed stance of minimal combat impact from TFs. And Frostwyrm Scales can't negate Uveto's cold! Because that would be OP, I guess, when Thermal Packs exist.
Lack of shields? Even after the nerf to the "Advanced Shielding" perk (0.8.072), I rarely have problems with low shields, it seems only in the fight with Janeria Core and sparring with Shizuya I had to use the Shield Booster (no, not a perk, restorative item).
And the Janeria may as well be designed to screw over Melee Drone Techs. (Mandatory bad Armor, immune to Paralyzing Shock, absorbs Charge Weapon's Bonus and default Drone's damage type, can do direct HP damage.)
If you don't understand what i mean: the best armor gives only +20 defense (and I'm not sure if the benefits of this armor outweigh the serious evasion penalty), you can get +2 more with an accessory. On (mercenary) health 260 (300 with an accessory for life instead of protection).

The smuggler has a perk bonus of up to +20 defense (and these people nerfed the Tech Specialist's defense!), But with defense up to about 30, the smuggler's effective maximum health is about 170-180.
Tech Specialists have Rapid Recharge at level 10. Combined with a Stun weapon, they can get back 40+ Shields every time the Stun goes off. As a bonus to Shields, which almost always take damage first and automatically recharge after a fight, it provides a lot more sustainability than Armor Defense on non-Mercs.
The Smuggler Armor bonus is also tied to their Evasion. Its an even bigger impact than it seems.
I just want to point out that every instance of rest removes 1 soreness now, so you can wipe 8 soreness by choosing a 5 minute rest 8 times.
When did that happen? Soreness basically doesn't exist as a problem anymore.
 
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null_blank

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Oct 29, 2015
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When did that happen? Soreness basically doesn't exist as a problem anymore.
Had to have been at least 6 months to a year, I was on at least an 8 month hiatus playing TiTs before I noticed it with a new character.
 

Tide Hunter

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May 4, 2019
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Resolve:
It's a stat that makes you more resistant to tease damage but nowhere is listed how exactly that's done. I totally freaked out when I noticed my max willpower kept fluctuating. Thought I had somehow bugged the game. Took me a couple level ups to figure out that the bonus willpower is an added total to your base maximum and took me even longer to figure out it's tied to the resolve stat.
Probably needs a better documentation of the mechanic within the game... It's also kind of weird that willpower is the only stat that has its maximum change so much. The rest of the stats are far more stable.... If you don't get pregnant.
Resolve was added as part of the update to sexiness, which I think was to try to keep it from being as broken as it was? Though honestly, I don't really like resolve vs. sexiness (particularly given that unique mechanics tied to certain pieces of equipment just became hindrances depending on your build), but I get the need for a balancing. I'd just rather it essentially be passive lust gain resistance rather than representing itself as a change to your willpower stat.
Tech Specialist level 2 perks:
So you choose between +8 shields per level and +3 shields per level and a drone, which is in practice more like choosing between +5 shields per level and +10 shields per level or choosing between a drone and doubling your bonus shields per level... Just why is there this weird 2/3/8 split between the perks rather than a 5/0/5 split? I just don't get it. Anyway, the drone description reads like it would be useful to have and also add something if you plan on going drones down the line. In fact, due to how armor works, it does diddly squat and only has any use if you plan on getting actual drone accessories.
Honestly, I feel like the drone is a really shitty level 2 talent (By this I mean the immediate value you get once you skill it.) It barely does anything and the tacked on bonus shields have been taken from the static level 2 talent to make the drone talent seem like it does more than it actually does...
Also, you can't tell me that those bonus shields being tied to the static talent rather than the drone one and not lost when you equip a drone accessory would somehow make tech specialist overpowered.
I think that the reason why it's 2/3/8 rather than 5/0/5 is because equipping a drone accessory deactivates your passive drone, which actually removes the shield bonus that drone provides. I would more prefer it not be lost on using a drone accessory, definitely, but, well, you recognized that they do this themselves. Oh, also, I always pick the drone specialist because extra damage per turn tends to be much more useful than, like, 40 extra shields, particularly since it seems to not really have any. The normal drone is already good enough that equipping a drone accessory feels like a waste, just because I could try using something else instead.
 

Baggrin

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May 16, 2019
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Of course, 80 Intelligence requires a specific perk* from a specific transformative that emphasizes a fetish not everyone enjoys + having been to Dhaal. That said, your broader point is correct. Even without it, I find my Shields rarely go down.

I just indicated it taking into account the possible maximum. Do you think it will be better next time to do the calculations for the maximum stats at 50 and mentioning "this is not the limit, but to increase the maximum intelligence you need to get a specific perk"?

*Seriously, Dumb4Cum makes a mockery of the supposed stance of minimal combat impact from TFs.

Most likely it happened unintentionally. Remember, this perk appeared in version 0.6.78-0.6.79, with a maximum level of 8 and the Tech Specialist (the main user of intelligence) is so weak (compared to the other two classes) ... no, not that, SO WEAK that it is it was ridiculous.

And the Janeria may as well be designed to screw over Melee Drone Techs

And it got worse. Relatively recently (around version 0.8.139), I fought Janeria and was unpleasantly surprised to find that the "freeze+crash" combo is no longer applicable here, about 100 damage per hit, as I remember. As a result, it is now much easier to kill her (it?) using Predator Talons.

Tech Specialists have Rapid Recharge at level 10. Combined with a Stun weapon, they can get back 40+ Shields every time the Stun goes off. As a bonus to Shields, which almost always take damage first and automatically recharge after a fight, it provides a lot more sustainability than Armor Defense on non-Mercs.


Other classes also have an answer to potentially infinite regeneration.
Hirudo Devourer and Rough Leash. I don't even mention the perk of masochism ... I apologize, Painslut perk.
Although, of course, there is no place to use the second weapon, all worthy enemies by this moment should already be defeated.
It is also worth noting that for the melee smuggler, this is more of a spare weapon than the main one. At least I found it more comfortable to continue using the Custom Shock Gear. Because health vampirism, enemy tripping, increased evasion and crit do not at all justify the increase in the number of misses and the loss of stun with a normal attack.

The Smuggler Armor bonus is also tied to their Evasion. Its an even bigger impact than it seems.

Yes I know. One-third evasion, double-level cap. Almost absurd: 25-30 defense, 67-90 evasion.
On the other hand, they are inferior in toughness (health plus shields) to Mercenaries and Tech Specialists. Due to the reworking of the hit system, they may really need this protection ...
 

Theron

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Nov 8, 2018
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Resolve was added as part of the update to sexiness, which I think was to try to keep it from being as broken as it was?
As I recall, Sexiness was getting out of hand. You had to keep upgrading your underwear/fetishistic outerwear to keep up. Sexiness was also taken out of the item's stat budget. Now you can wear whatever sexy clothing/undies you want and still have max effectiveness. Resolve as a bonus to Willpower mirrors Sexiness being a bonus to Libido (and associated Tease effectiveness).
I just indicated it taking into account the possible maximum. Do you think it will be better next time to do the calculations for the maximum stats at 50 and mentioning "this is not the limit, but to increase the maximum intelligence you need to get a specific perk"?
I think so, yes. Especially since the benefit from Dumb4Cum will increase in value as max level increases. It's effectively 4 levels right now and will be 8 by the time the cap is 20. +10 from Cybernetic Subprocessor is probably more reasonable to assume because it's nearly a no-brainer. The only competitor for a Tech is Combat Tail.
Most likely it happened unintentionally. Remember, this perk appeared in version 0.6.78-0.6.79, with a maximum level of 8 and the Tech Specialist (the main user of intelligence) is so weak (compared to the other two classes) ... no, not that, SO WEAK that it is it was ridiculous.
So weak then, or so weak now? I'm pretty sure Melee is ridiculous right now. Haven't really tried Ranged.
And it got worse. Relatively recently (around version 0.8.139), I fought Janeria and was unpleasantly surprised to find that the "freeze+crash" combo is no longer applicable here, about 100 damage per hit, as I remember. As a result, it is now much easier to kill her (it?) using Predator Talons.
Huh. I'll have to retry that fight.
Yes I know. One-third evasion, double-level cap. Almost absurd: 25-30 defense, 67-90 evasion.
On the other hand, they are inferior in toughness (health plus shields) to Mercenaries and Tech Specialists. Due to the reworking of the hit system, they may really need this protection ...
It is perhaps worth noting that Stealth Field Generator was changed to break the 90% Evasion cap (max 130%), making the user effectively unhittable while it's up, if the attacker doesn't have a significant Aim bonus. Personally, I find I'm missed most of the time (69% in the Codex).
Rouser
Zaika Gown
Bio-Enhancement Shield
Light Jetpack
69% Evasion, 200 Shields
75% with Shock Bow, 78% with Royal Shard.
 

Baggrin

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May 16, 2019
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So weak then, or so weak now? I'm pretty sure Melee is ridiculous right now. Haven't really tried Ranged.

Weak then. I already mentioned my problems with Amara in version 0.6.40. Only recently did I realize that I was just playing a shamefully weak class:

The drone is weak (strengthened in version 0.7+), there is no shield defense (the perk appeared in 0.7.58, this parameter was added to shields in 0.7.89).
Overcharge and Volley are more expensive than smuggler attacks, weaker than mercenary attacks.
Power Surge and Deflector Regeneration compared to the defensive skills of the other two classes is just a piece of garbage (just restoring the percentage of shields against disarming and almost invulnerability).
Armor Tweaks even today looks somewhat strange, while at the same time, a specialist wearing clothes with a plus to shields, by definition, had 0 protection.
Enhanced Dampeners... Shields were reworked in version 0.7.89, before that only two shields had vulnerability and I personally did not use them.
Shield Regen. How nice, "automatic" (when the shields fall and the specialist was already injured) restoration of as much as 25% of the shields. Let me not even compare the usefulness of this only free "recovery" (Level 4 perks weren't used once per battle and consumed energy back then) versus the "once per battle" perks of the other two classes.
Hacking weapons and hacking shields. Even today, the Shield Hack perk is of little use, to put it mildly. Its alternative ... Do you remember how I criticized the removal of this perk? With a great delay, I understood the reason. Guess how many opponents in the days of this perk were armed with energy weapons? Three. Dane. Zaalt. Dr. Lash. Agree, it was a very useful perk?

If you search the forum, it is possible to find other traces of the former weakness of the Tech Specialist, but from the topics where this was discussed, I can only recall the one to which I have already given a link.

It is perhaps worth noting that Stealth Field Generator was changed to break the 90% Evasion cap (max 130%), making the user effectively unhittable while it's up, if the attacker doesn't have a significant Aim bonus. Personally, I find I'm missed most of the time (69% in the Codex).
Rouser
Zaika Gown
Bio-Enhancement Shield
Light Jetpack
69% Evasion, 200 Shields
75% with Shock Bow, 78% with Royal Shard.

Melee Weapon: Custom Shock Gear
Ranged Weapon: Warden Shield
Armor: Jumper Spacesuit
Shield: Prototype Pirate Shield (Evasion Bonus: 63 %) or ‘Jumper’ Shield or Bio-Enhancement Shield (Evasion Bonus: 73 %)
Accessory: Light Jetpack

I don't have any particular problems, but this character was created in some of the past versions, so it's difficult for me to say about the current toughness of an underdeveloped smuggler. Especially when it comes to the shooter, I played with such a character even before the hit mechanics were reworked and I did not like the result too much (I especially did not like the Punk SecOPs who were actually immune to blindness).