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The 5% damage resistance was just kinda a small little extra bonus because the main draw and impactful part of the talent is still unlocking the Exosuit itself. Even in its nerfed state its still a very popular option from my own server hosting for becoming practically invulnerable. I specifically didn't keep the speed boost for it on there because that defeats the point of the rebalance of it being slower by 30% swimming speed and 20% walking speed respectively.
Might Makes Right I have changed up to focus more on the now 50% melee damage and a smaller boost of 5% health so it stands apart from Swole and compliments the brawler tree even more.
Similarly +1 stackable materials feels unimpactful to the point of non-existence, it's like one or two extra single items in most cases which still isn't enough to reduce the slots the 8+5 incendium takes.
I suppose my main gripe is that the current talents do not feel personally impactful like the vanilla talents. A situationally useful 25% bonus feels much better than a universal 5%. It would also feel like a more meaningful choice for whether the player would get into those occasional situations.
The metal crate move speed is a QoL feature, and provides a choice between combat and non-combat roles. Personally I'd rather have that talent than any other in the current MECHanic tree due to how often I need to transfer resources, especially with how slow mech suit is now.
I still think Might Makes Right is too weak for the downside especially compared to the removed vanilla talent Multifunctional (+50% wrench/crowbar damage). The stat penalty significantly affects repair speed, weapon accuracy, and medical item use in the early game, growth rate in the midgame (can't craft fentanyl etc. quickly) and masterwork items late-game. It could apply crew-wide like Crew Layabout, or the damage is increased to +100% wrench/crowbar damage.
Alternatively if you are a bit file editing savvy, multiplayer saves have characterdata.xml files you can edit and by removing talents from the lists for characters, it refunds the points when you next boot up the save. (Make a backup of the files if you do this in case you break them)
I don't think the new heavy lifting is really worst but really to be truthful its no longer the same talent just the same name, I just cut the old talent entirely.
The melee bonus is more appropriate for the tree, and considering there is no penalty to speed for moving with crates it was a bit weird to now be faster because you picked one up, I think gun runner is a better example of what the talent was trying to be as it actually makes you move at a normal speed when carrying heavy objects instead of suddenly becoming faster.
Mechanics like most classes needed a mix of buffs and nerfs where applicable, which is what I've tried to do across the board for all classes, assistant probably being the most buffed if you don't include patching exploits.
Patchwork/Heavy Welder: I'd say its def less of a power bonus than portable pumps when set up right. The heavy welder is mainly useful for a really destroyed ship, where you can have one on standby ready to quickly patch up everything. I reckon I will increase the range a bit more on the heavy welder, as that is meant to be one of its main benefits but it usually doesn't feel much bigger than a regular tool.
Also fyi steel bar does same stats as scrap in scrap cannon, and uranium is even better.
That being said I do agree its a bit of a pain to carry or do it while there. So I'm thinking of changing it to be able to go into the inventory, but not stackable, this way it can be something to bring back and break apart in downtime.