Best posts made by x_Modesty_x
Latest posts made by x_Modesty_x
1) Players playing control builds, such as Riot Foam + Eclipse, can cause enemies stuck at their spawn areas behind closed doors. Doors close on them when they are foamed inside. The only solution is to use Oxidizer and try to kill the NPC through the wall. However, that does not always work, and when the directive Scavenged Skills is active, it's not always possible to switch to Oxidizer at all.
Sometimes it can happen without the "help" of the control builds. NPC can glitch behind the wall when players use Scorpio and shoot spam spawn areas. It can also happen without any player intervention; NPCs could glitch behind the wall just because.
Ultimately if the group can't kill that stuck NPC, then the level is glitched, and the only solution is to start from the beginning in hopes that it won't happen again. Often random players just leave.
It happens on all maps and quite frequently.
2) Fragile Armor directive, it's hard to visually understand whether you are on full health or not, whether your team member is on full health or not when they have stacks of the Fragile armour.
Example: I was in the middle of the fight and decided to use some meds to lower my stacks. Unknowingly for me (visually), I was 1% off the full health, so I wasted that medkit on 1% and didn't get rid of the stack.
Example 2: If I play Future Initiative, I can't visually tell whether my teammate is in full health or not when they are under the effect of the Fragile Armour and whether they can benefit from the Future Initiative buff because they can be this one tiny % off the full health (visually unnoticeable) and won't get the buff.
This directive needs better health bar colours, or we need a separate UI function for that. Let's say if you are not in full health, then your or your teammate's health bar is red. Alternatively, it would be nice to have a UI setting for buffs visualisation on your group.
3) The skills often don't follow you when players use ropes/jump down/climb up or use ladders. This is annoying because most of the time, skills follow you even through these obstacles. However, sometimes you get into a fight and realise that your skill is stuck somewhere, so you have to destroy it and wait for the cooldown. It would be nice if this minor inconvenience could be fixed.
I'd say it happens four times out of ten when you perform these actions on any map that has obstacles in place.
4) Associated bug with healing and tech skills, I have noticed that sometimes Restorer Hive uses a large number of stacks 10+ to fix a tiny fraction of someone's shield or active tech. It happens in a matter of seconds. You drop the Hive, and it spams someone's Turret in a fraction of a second with lots of charges at once. That is very inconvenient and wasteful. It occasionally happens on any map when players use active tech skills.
Can we have a toggle for healing skills to prioritise players and not tech skills, or to ignore active tech skills completely? I really don't care whether Jonnys' turret is in full health. Only in situational circumstances.
Separate Suggestion 2:
We have a damage meter at the end of the round, sometimes glitchy, but does the job to understand the overall performance (mostly).
Can we have a healing meter too, I'd like to know how I performed as a healer.
All Snipers are very viable and very dependant on your playstyle.
Mantis is good because you can spam shoot faster, which is much more forgiving if you are not accurate. However, in my experience, the harder the content, the harder to get your chain killer going. Especially when the zone is filled with armoured enemies. That is because the overall damage is lower, and thus sometimes, the kills are not guaranteed, which causes you to lose your Chainkiller stacks. Mantis is also less accurate.
Nemesis is slower, needs to charge, and misses are much punishable. However, it's easier to get the chain killer going in harder content because most of the elites die in two headshots (without any Chainkliller stacks). Most of the kills are guaranteed once you have your stacks. Even armoured enemies, the first shot breaks the helmet, you finish them off with the second one and have your Chainkiller stack back. The overall damage numbers are also much bigger than any other sniper in the game 60+ mil headshots are no joke. Nemesis is very accurate too.
Another thing to note is that you don't need to fully charge Nemesis once you get your Chainkiller (it comes with practice). Therefore, you can slay enemies much faster.
I typically run Nemesis and occasionally Mantis.
Three-piece Aces+Eights (Why not 4? I don't like inconsistency in my builds)
Providence Mask (15% Headshot)
Backpack of your choice either Apollo 10% Sniper Dmg or Horizons for 5% extra dmg to the armour (set bonus with Chainkiller) + Vigilance Talent
Max weapon damage
37-45% Weapon Handling
300%+ Headshot dmg
Tech of your choice.
I like Tactician Drone with Fog of War
Self res is a must (usually)
Achilles - especially good against armoured enemies, Mantis also resets the cooldown.
Hey Folks, I hope you are doing wonderful. I recently (a little over a month ago) picked up this game and decided to give it a go.
Here is my feedback and suggestions on some of the game features.
a) Fragile Armor - if you are playing as a healer (future initiative), it's very hard to understand whether the target is in full health or not when they have Fragile Armor stacks. It would be nice to have a visual UI effect that tells me if the target is full and can benefit from the 4 piece set.
b) Scavenged Skills. I don't understand why you would block people from using entire sets of gear. Why would you add something like this into the game? This directive benefits gunplay only and make pure tech builds rather uncomfortable. Additionally, it makes Hard Wired set disabled entirely. It seems like a weird game design when you exclude certain builds or/and make them much more challenging to play than the others. In my understanding, this is your way to control the meta. However, without additional new gear sets and guns, it feels unnecessary and forced. It would be nice to see challenging directives that make the game harder but do not exclude entire builds or make them unplayable.
It's hard to find active guilds that would accept newbies and take them to the raids. Why would you not have an "Advertisement Board" in the main city hubs where people can make an event for other random players to see and sign up. Something like, "Dark Hour's raid at 20:00 (Time Zone) everybody welcome, using discord - sign up". Additionally, it can be used to fill in absentees for active raids. Also, it would be cool if the Raid Leader could see how many times someone cleared the raid to understand the experience. It sounds like a good and fitting idea for the post-apocalyptic world. (I am sure you can find a way to block run sellers).
It would be cool to have an "Undo" button. Sometimes I sit at the base and Theorycraft the build. Trying to fit pieces together and see whether it would work. However, once you change Core Attribute, Attribute or Talent, essentially you are stuck with it, but then I change my mind and think that this and that could work better, but now I have to go and re-farm or stick with whatever I have. Not perfect, but can be fixed through simple "Undo". To balance such a feature, you could allow players to undo changes only within the first two hours since the first change or only undo 1-3 times. Then it becomes permanent.
New items and Season Rewards
At this point of the game. I've tried a lot (maybe even most) of the builds I could put my hands on, and learned a lot on youtube and theorycrafted myself. However, I've noticed that new seasons bring nothing new apart from some directives and new investigations. To make the game season more exciting and make people come back and try something new. Why don't you introduce two brand new four-piece sets and a few legendaries each season? You can take Future Initiative, Foundry chest and backpack, raid legendaries, fit them into the open-world and discovery raids, and add them into the Season Reward. Then re-fill the old raids with new legendaries and a four-piece chest and backpack, also add other parts into the open world. It will make people raid again and more. It will make people come back and try old or new legendaries and sets. Each season will fill like a Christmas present, and it is probably cheaper than designing an entire raid and gives people new content until bigger updates (such as new expansion or raid) arrives into the game.