Quasimorph

Quasimorph

Is Tunnel Rats too good and normal item rates too low?
In several attempts without Tunnel Rats, my upgrade progress for the ship was miserably slow.

With Rats, I'm upgrading 1-2 systems nearly every mission!

Do the Rats need a bit of a nerf and normal upgrade items need to drop more often?
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Showing 1-6 of 6 comments
Kanjejou Feb 20 @ 7:08pm 
i think do think tunnel rat is too strong... finding extra consumable is fine but with it often you find way too many tradable/upgrade items
Yeah. Maybe it should just be +consumables per corpse, and just raise the overall upgrade item drop rate so we don't have to rely on Rats.
Marauder (thats the skill in the tunnel rats class we re talking about). Will never be balanced the way it is. Or at the least not worth the dev time to exactly find the sweet spot.

Its the same as "item find" for most arpg

Only way to make it fair is to reduce its scope. For example

Rigger
Increases the amount of robots and turrets found. (pet class maybe?)
Kanjejou Feb 21 @ 3:50pm 
yeah maybe split marauder in different looting perk that boost chance of finding a type of loot?
Scavenger=Materials
Pillager=Tradable
Marauder= Amunition and weapons
Rigger= Turrets and robots + respectiv items

ETC...?
yeah, maybe give other classes something like "non 7.97 ammo stacks on bodies you loot have 25% chance to convert into stacks of 7.97"(and chance that 7.97 will aslo be converted into less usual 7.97 ammo subtype), maybe add flat chance to find grenades for grenades-heavy class?

also, in other games you get mf instead of combat stats, or when you already have everything minmaxed. In other games "looter" class is weaker at combat(Antiquarian in DD). In Quasi Rats have both more loot and incredible damage boost. Maybe strip combat perks so player has to upgrade through other means(augements, stat and gear upgrades) before they can focus on farming and until then use Rats to farm on easier missions?
Last edited by GreatPalm; Feb 21 @ 7:29pm
Maybe you could replace loot bonuses with a % chance to not use up a consumable. That way the Rat gets to be the class that gets more on average out of junk in their backpack, rather than one that's near-mandatory for the game economy.
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Showing 1-6 of 6 comments
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Date Posted: Feb 20 @ 6:43pm
Posts: 6