Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is Berserker 2's extending effect too strong?
How tedious is collecting ammo with smuggler?
Are you feeling under ammo pressure with Ghost Gun 1 & 2?
How is the melee weapon only start?
What skills don't feel worth taking?
The berserker extending effect is not too strong, but it is very counter productive with perks such as Juggler since there'll almost be no point in swapping weapons that fast due to you being locked into melee with berserk activated anyways. I wonder if Juggernaut would be a more suitable perk to compliment Juggernaut.
For Ghost Gun, one issue I noticed with it wanting to fire your entire magazine is when you have a bottomless gun. Such as Void.
One thing that the inmate struggles to deal with is those CRI Bots. Those chainsaws render berserk's damage resistance pointless. Perhaps something along the skill trees to encourage guard and stuff of that nature similar to how the technician's melee works. Since in terms of melee capabilities, the berserker ends up feeling like a worse dual weapon technician late game.
Berserk and Grenadier for example.
Grenadier is completely pointless with how berserk currently works because of the fact that you cannot throw grenades while in a berserk state to begin with. Perhaps allow the berserk mastery to allow the throwing of grenades while angry?
Interesting, he should have between 75 and 90 pierce resist depending how much skilled you took which should significantly reduce the CRI bot chainsaw damage
I think so yes. I want to rework the level 2 and level 3 benefits and so I'm thinking of making grenade throwing part of the level 2 effect. To be consistent with how other masteries remove downsides at higher levels.
I have a bit of an idea for the inmate. What if you were to make "Improvised" weapons for the grenades. Weaker versions that do the same thing, but can be used while berserk.
Instead of napalm, a molotov, instead of a frag a pipe bomb.