Posted: 12/28/2014 2:27:50 AM EDT
[#14]
Quote History Quoted:
Heavy weapons was a disappointingly useless skill given the weight of HWs, scarcity of ammo, and unimpressive damage. AW on burst seems to do more damage with less cost. I ended up with mostly AW users with energy weapons as a backup skill. The rest of my guys were a mix of snipers and shotgunners. Loved that Pancor Jackhammer.
Skills could definitely use some tweaking. Some were useless and others had way too much overlap. Shouldn't need lockpick, safecracking, computer science, perception, alarm disarming, and demolitions. Too many skills for one good thief character, especially when a stick of dynamite does the trick most of the time. Could have cut out at least two of those and added a stealth/sneak and pickpocket skill. View Quote View All Quotes View All Quotes Quote History Quoted:
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Went ahead bought it. I'll need a new computer to run it better, as it's laggy as shit even at the lowest settings.
Beautiful game, but it still has a lot off work to be done on it. Over the last couple days, I've plugged along, and restarted a handful of times and respeced my rangers according to what I know will be coming up in the first half of the game. So far I've found that a couple skills are pretty useless (like animal whispering. Da fuq?). Combat is well thought out, but I've had a couple glitches where I can't get the target cursor to come up when trying to shoot some one. Also, it think the info text for the M14 is wrong in regards to it's jam rate (listed as 2%) as that motherfucker is a jam-o-matic, and I chuck it for the M16 as soon as possible. I think the devs need to fuck with the heavy weapons as well. I should not have a 16lb M2 chambered in 5.56 as a starting weapon. I mean, what the fuck?
Heavy weapons was a disappointingly useless skill given the weight of HWs, scarcity of ammo, and unimpressive damage. AW on burst seems to do more damage with less cost. I ended up with mostly AW users with energy weapons as a backup skill. The rest of my guys were a mix of snipers and shotgunners. Loved that Pancor Jackhammer.
Skills could definitely use some tweaking. Some were useless and others had way too much overlap. Shouldn't need lockpick, safecracking, computer science, perception, alarm disarming, and demolitions. Too many skills for one good thief character, especially when a stick of dynamite does the trick most of the time. Could have cut out at least two of those and added a stealth/sneak and pickpocket skill.
I've had to split my thief into to characters because of that. I also found a annoying bug with the demo skill today. Every time I try to dearm a landmine, my toon steps on the fucking thing setting it off, and THEN attempts to disarm it, either succeeding and giving me XP, or not. I haven't had a crit failure on a disarmed mine so I don't know if it trys to blow up again or not, but it is really fucking annoying.
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