Hi there.
PlausibleSarge wrote:Another way to balance regen could be to disable it for 5 seconds after taking damage, especially since in the vanilla game you can sometimes out-tank damage as long as the enemy doesn't have 100% accuracy.
Good suggestion, however out-tanking damage is only half as effective now, and enemies behave more aggressively, and also there are less biocells to be found, so this is probably not neccessary. Keep playing and see how you feel, especially late in the game.
Also out-tanking was a reflex trick, so that took skill, but now it is hopefully not overpowered.
Also, for the damage reduction aug, instead of making it only 40% and finding it late-game, I would instead make it do 50% damage reduction over all levels, but drain 2.5/2/1.5/1 times the amount of damage as energy per hit (and cost 1 energy per second to use). This also, of course, makes it scale very badly with Regeneration, which requires a lot of energy. A nice way to balance 2 overpowered augs, IMO
Also a good idea, it will be considered. However it will still probably be found late in the game, because even with both this idea and the above, combining with regen is a dick move by the player. Also gives EMP some spotlight (which also drains 0 energy, but has to be turned on. This function will be changed though, needs a little bit of drain).
Also, I dont see anything in the thread about the flamethrower. Has it been nerfed? it is WAY too good in vanilla. It is not so much the damage, it is the fact that I can practically permanently disable and kill an enemy with 1 ammo
Ammo is far rarer, and in V2 it will be inneffective against MIBs.
Another idea. Generally Darts and Flare Darts are unused. I dont necessarily think this is because they are bad, I think it is because most people either use the pistol which is better or go a non-lethal build in which case these darts are useless.
Unused by you. Mini-crossbow is a keeper regardless of wether you plan to use it or not, being one inventory slot. Tranqs KO lower-tier enemies in one shot overtime, Darts can stealth kill low-tier enemies with a headshot, and Flares can distract enemies or light up dark rooms.
However I already have plans for xbow in V2- Dart damage will be raised from 15 to 20 & flare darts
may set enemies on fire with a direct hit (would be cool, but OP and remove the other uses of flare darts).
Also xbow can be upgraded with clip mods already in V1.
Also, I know gameplay is important, but you probably should look at a different way of balancing the DTS. From reading this thread your current solution just seems....weird.
I can't really think of a good way to balance it
Well that is not very plausible......Sarge.
but maybe if it did lots of bonus damage to robots, alarms doors etc but was only as good as a normal sword against humans? This would in a way fit in with the nano-sharpening (or whatever thet call it) that it has which makes it super sharp etc and more techno, and in a world where bots are becoming more and more common, it would make sense to invest in such a weapon. Also, it would allow dedicated melee characters to deal with bots in ways other than sneaking past them or throwing a LAM and hoping for the best.
Well look at that, not a bad way after all. However I am simply just going to raise it to 30 damage instead of 10. I did go a bit overboard on that one. The range will stay, it is fun.
I will consider having it add EMP damage too, or maybe make Combat strength give EMP damage to all melee weapons like in Shifter, I think it is shifter anyway.
Just my opinions. I have hardly played this mod yet and my suggestions are probably terrible. Mod is looking and playing really well so far, so keep it up.
Some good suggestions, and thank you. The looking part is down to HDTP and New Vision though, unless you are talking about level design changes.