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So I guess it is a stilistical choice.
I agree with the whole armore deflection thing being nonsense.
On dialogs etc... I will hold off until those skills get implemented. Before judging.
Now I understand why this has to work like any other weapon for code simplicity etc.... But why is psionics and melee hand to hand mutually exclusive. I would seriously consider making psyonics usable as sort of a third weapon.
I know that the interface might lack the slots to accommodate so many skills. Still wearing a glove and not being able to punch someone feels wrong.
Also anyone who played further into the game. Right now even with 10 in the psychic attribute the damage for AP seems to fall off rapidly vs guns. Do we get better focus items later? For higher damage?
The higher lvl gloves seem not to boost damage but the ability number. But that has little impact on damage so the basic glove with higher base damage seems to be better than the more advanced gloves.
What is psychic fatigue? After using psychic attacks at somepoint a message pops up that your character is psychologically tired. But this is really not explained. How many attacks can I do before it kicks in? How to recover from this? What is the penalty?
I would suggest the devs consider moving away from damage dealing psyonic abilities towards more specialised ones like stuns debuffs and crowd control. As balancing damage around weapons and ammo seems a bit complicated.
Yes, this struck me as odd as well
Precisely why I was saying the AP for just the basic Psi Attack is too "expensive" for what it is. I was going to suggest that the basic Psi attack cost 1 AP but I thought I won't suggest that due wanting to avoid causing a stir so early after the update heh ;P
I think I can answer this one; after seeing the "exhausted" floating text briefly pop up on the screen over your character, you'll see an icon next to your portrait in the top left corner of screen. You'll notice that your character is "Psi-Exhaustion".. I generally cast Psi attack twice in a row and I get 2 ticks of exhaustion, each tick it seems is about 5 seconds. Two ticks last for about 10 seconds and each second I get hit with -3 initiative, +25 fatigue, +10 hunger and +10 thirst.. I'm not too sure, but I think Resilience also plays into countering the "harder" effects of the exhaustion.. on my new run through I've taken guts 5 (6 if I keep the food buff running) and Psyche 10 and picked the Hard Boiled perk because cryolasers are cancer and I'm noticing since I picked Hard Boiled I'm not suffering as bad effects of Psi-exhaustion (except the -3 initiative, which honestly doesn't really make much difference as my character has initiative for days, except when I get hit by those eff'n cryolasers) as my other crappy Psionicist MC
To recover from the Psi-Exhaustion its just your basic character stats for Fatigue; fizzy drink and or coffee, Hunger.. food, Thirst.. water etc... the penalties though do show up after you keep draining yourself consistently and you don't address your characters statuses as the hungrier and thirstier you get the more your Attribute stats take a hit (but oddly you get more initiative the more you starve... how does that work o.o?)
I tend to agree with this point. The basic attack could be a shove or stun attack dealing no damage but pushes target away and or stunning them for 2 rounds.. I still think a Force Choke / Force Grasp is a good one to have and would be a DoT... Darth Vader can do it so gosh darn it so should I! :) (my MC is basically Darth Vader......)