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Author Topic: Quick questions thread!  (Read 444172 times)

Creepy

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Re: Quick questions thread!
« Reply #345 on: March 17, 2012, 12:00 »

Whizkid's wiki entry says "The second rank of Whizkid additionally allows any assemblies made afterwards to be modded once."

Except I can't mod my high power pistol, or my nanofiber cybernetic armor even with two ranks in whizkid. This is sort of aggravating.

So how does whizkid ACTUALLY work, since the wiki doesn't quite have the right info?
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Uranium

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Re: Quick questions thread!
« Reply #346 on: March 17, 2012, 12:26 »

Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.
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Pricklyman

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Re: Quick questions thread!
« Reply #347 on: March 18, 2012, 13:56 »

Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.

Can't disagree, can we actually get this fixed? (Either to have to better explained as opposed to just a forum secret - or to have it so WK2 is the prerequisite for the assembly - not a prerequisite to the making of the assembly which you want to mod further...)
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skarczew

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Re: Quick questions thread!
« Reply #348 on: March 18, 2012, 14:00 »

Whizkid allows you to add an extra two mods to a weapon or one mod to armour/boots for each level you have. In addition, if you have WK2 before you assemble something, you can add an extra mod on top of it. So if you made another high power weapon now, you'll be able to mod it a further time. Has been explained before, but I can't blame you for asking as it is quite fiddly.
Actually, this is bad, illogical and stupid. Should be always possible to add extra mod on assembly (as long as you have WK2).
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shark20061

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Re: Quick questions thread!
« Reply #349 on: March 18, 2012, 14:12 »

It's probably due to the way it's implemented.  One of the programmers can correct me if I'm wrong here, but when the assembly is made, it probably sets the non-moddable flag on it so that it can't be modded.  What whizkid 2 does is change that to another flag, the single mod flag, that allows 1 mod to be added on (usually used for specific unique items).  In order to allow all assemblies to have a single mod on, the game would probably have to check all of your items (and every item on the ground) to find the assemblies (which, by the way, are not specially marked to my knowledge) and change the flags around.  I'm sure it COULD be done, but it seems like it would be a lot of work.

E: A quick glance at the item flags shows that there is in fact one for assemblies.  It would still have to check every item in the level, inventory, and equipment for assemblies.
« Last Edit: March 18, 2012, 14:27 by shark20061 »
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AlterAsc

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Re: Quick questions thread!
« Reply #350 on: March 18, 2012, 15:09 »

Actually, this is bad, illogical and stupid.
Quite logical.You(DoomRLGuy) were stupid when you made an assembly without WK2 so you ruined any possibility to mod it again.
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Klear

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Re: Quick questions thread!
« Reply #351 on: March 18, 2012, 15:22 »

Let's say its explainable. I wouldn't go so far as to call it logical.
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Mogul

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Re: Quick questions thread!
« Reply #352 on: March 18, 2012, 18:00 »

Does Onyx-modded medical armour still regenerate your health?

If it does, will it lose hidden durability and need to be repaired?
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shark20061

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Re: Quick questions thread!
« Reply #353 on: March 18, 2012, 18:50 »

Does Onyx-modded medical armour still regenerate your health?
Yes.

If it does, will it lose hidden durability and need to be repaired?
Yeah, it does lose durability, so yes you'll need to repair it.
« Last Edit: March 18, 2012, 18:55 by shark20061 »
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ultimate26

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Re: Quick questions thread!
« Reply #354 on: March 19, 2012, 12:50 »

Assembly out of an assembly?

I saw some videos with people using Assault cannon, 200 bullets with 10 shots, how to get this weapon?

Whats the best mods to add to nuclear plasma rifle? nuclear hyperblaster any good? i always add 2 bulks and 3 power mods to make it good.

Burst assembly any good? -2 to accuracy makes me not want to make it so much :(
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shark20061

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Re: Quick questions thread!
« Reply #355 on: March 19, 2012, 12:59 »

Assembly out of an assembly?
Not possible in this version.

I saw some videos with people using Assault cannon, 200 bullets with 10 shots, how to get this weapon?
Assault Cannon was replaced with the Assault Rifle assembly.

Whats the best mods to add to nuclear plasma rifle? nuclear hyperblaster any good? i always add 2 bulks and 3 power mods to make it good.
(Leaving this one for someone else)

Burst assembly any good? -2 to accuracy makes me not want to make it so much :(
But it fires more shots, and it really depends on what weapon you make it out of.  Eagle Eye will probably offset the penalty some.
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AlterAsc

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Re: Quick questions thread!
« Reply #356 on: March 19, 2012, 14:57 »

Quote
Assault Cannon was replaced with the Assault Rifle assembly.
I think you mean burst cannon not assault rifle.
Quote
Whats the best mods to add to nuclear plasma rifle? nuclear hyperblaster any good? i always add 2 bulks and 3 power mods to make it good.
I prefer B3T2 or something like that.For MAc user with SoB5 S1T3F1 is probably the best.Iirc you can make hyperblaster only out of normal plasma rifle.
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Burst assembly any good?
Once you get SoB4/5 it's no good at all, untill then not sure.
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Sihoiba

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Re: Quick questions thread!
« Reply #357 on: March 21, 2012, 04:12 »

Doing an Ao100 run, and have a choice

Ony modded Nanofiber skin cybernetic armour or Agility modded Cybernano Cybernetic armour?

7 Armour, Infinite Durability, 25% resistance vs all, -30% move speed, -30% knock back
or
11 Armour, Infinite Durability, 0% resistance, -15% move speed, -30% knock back
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ih8regin

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Re: Quick questions thread!
« Reply #358 on: March 21, 2012, 05:41 »

Maths say 7 damage +25% res are better than 11 damage and 0 res if the incoming damage is greater than 16... which is the case with Mancubi and Archviles, and sometimes with Revs and Barons too. For me these are of main concern, so take 7 armor over 11, especially if you have some antigravs handy to compensate for lost speed.
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ultimate26

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Re: Quick questions thread!
« Reply #359 on: March 21, 2012, 13:36 »

Possible to get army of dead and survivalist? they dont interfere with each other.
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