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16
Bug Reports / Marine Wk1, cannot apply a second P-mod to AV3 energy pistol PA
« on: May 07, 2020, 23:15 »
The pistol has 4 mod slots, of which only 2 are used.
Am I misreading something?
Am I misreading something?
17
Requests For Features / Why do containers and abysses stop drones? Using them to extend FoV.
« on: May 03, 2020, 16:57 »
They should be able to fly above.
This may bring more tactical variety into the game. A bit of 3rd dimension. Especially if the direct control is implemented :D
Even if not, if you hack a drone, this will add a bit of usefulness to them.
They would be even more useful if they extended your field of vision, because what else are war drones good for.
Currently, drones are boring, they don't add a new tactics, they feel just like reskinned weakened grunts. Sure, EMP, but how often do you carry EMP grenades?
This may bring more tactical variety into the game. A bit of 3rd dimension. Especially if the direct control is implemented :D
Even if not, if you hack a drone, this will add a bit of usefulness to them.
They would be even more useful if they extended your field of vision, because what else are war drones good for.
Currently, drones are boring, they don't add a new tactics, they feel just like reskinned weakened grunts. Sure, EMP, but how often do you carry EMP grenades?
18
Bug Reports / Why is yellow elevator (like to Callisto levels) blue on a minimap?
« on: May 03, 2020, 15:29 »
That I cannot understand at all. I keep getting confused by it.
19
Requests For Features / Remote bot/turret control. Upgrade bots with mods. Name them!
« on: April 28, 2020, 19:40 »
Bots now can follow you and fight for you, and that's awesome.
It would be more awesomeness if you could directly control them.
I imagine the mechanic to work this way:
* only done from a terminal. You need to come to a terminal and already have a bot hacked.
* Bump into a terminal and have extra menu items: "Remote control bot c3p0", "Remote control bot r2d2", etc.
* It costs 3-10 sec to start the direct control session, and 1-3 sec to stop it.
* You leave the JHGuy body at the terminal and start controlling the bot's body. JHGuy is too busy (maybe is wearing a VR headset?..) to sense anything around, so the body is completely vulnerable.
* You get back to JHGuy body by pressing Esc, or if the bot is destroyed, or when JHGuy's body is attacked. Maybe the smarter enemies can even track the terminal that's used to control a bot, or maybe Fiends are enough to make it a risky game.
* This feature could also be balanced by reduced bot's speed or field of vision (the controls are clunky).
* This can probably be done with turrets too. I have not idea why, but why not.
It would be more awesomeness if you could directly control them.
I imagine the mechanic to work this way:
* only done from a terminal. You need to come to a terminal and already have a bot hacked.
* Bump into a terminal and have extra menu items: "Remote control bot c3p0", "Remote control bot r2d2", etc.
* It costs 3-10 sec to start the direct control session, and 1-3 sec to stop it.
* You leave the JHGuy body at the terminal and start controlling the bot's body. JHGuy is too busy (maybe is wearing a VR headset?..) to sense anything around, so the body is completely vulnerable.
* You get back to JHGuy body by pressing Esc, or if the bot is destroyed, or when JHGuy's body is attacked. Maybe the smarter enemies can even track the terminal that's used to control a bot, or maybe Fiends are enough to make it a risky game.
* This feature could also be balanced by reduced bot's speed or field of vision (the controls are clunky).
* This can probably be done with turrets too. I have not idea why, but why not.
20
Bug Reports / Keypad Enter doesn't work on Mac
« on: April 11, 2020, 13:38 »
I have an external keyboard, so keypad enter still makes sense.
21
Requests For Features / Reload Dance should produce a reloading sound
« on: April 11, 2020, 13:36 »
Reloading with Reload Dance should still produce a reload sound. It didn't for me.
22
Post Mortem / [0.8.10|U|Ma|YASD] Couldn't tank the Armory
« on: March 31, 2020, 19:07 »
My best result so far. While I have bought the game for myself and a friend, and played it since Kickstarter, I'm still horrible at it.
And since Doom II times I don't consider anything below Ultraviolence a worthy challenge, so I almost always play on Hard... and die somewhere at the end of Europa.
This time, I decided to dump all the 9mm auto rifles, not try to stock ammo for later, and go with a chaingun for the everyday use and rocket launcher for weapon #3.
Worked surprisingly well!
I cannot stand having less than 2 stacks of ammo, so sometimes I had to pick up an enemy's chaingun instead of my own, to utilize their ammo on other, lesser enemies. With this tactic, I always had at least 140 of 7.62s.
This took me all the way to the CRI Armory. Flynn was a Field Medic and Ironman with a health pumped up to 150 with a help of a few med stations.
I even left a couple of medkits behind.
Before CRI Armory, I had 2 stimpacks, 3 small med-kits, a full 150 health and 5 multi-tools for a P-modded red armor.
But the damned Armory ate through all of them! Plus, I didn't have too many keycards, and cleared it only for the love of the art. I got an extra A-pack and a multitool from a tech station, and that's all.
I entered Io 5 with 23 health, and was chewed by a trio of exalted reavers.
In DRL, you can outplay your enemies and exterminate them without getting a scratch. I haven't figured out a tactics for this yet in JH, unless you fill the air with rockets, or spend a ton of other ammo shooting into a darkness. Well, you can almost always take the turrets out safely.
Unless I'm mistaken, in JH you have to trade some of your health for theirs, each time or each other time with Hellrunner, even if you always try to shoot from a cover.
And since Doom II times I don't consider anything below Ultraviolence a worthy challenge, so I almost always play on Hard... and die somewhere at the end of Europa.
This time, I decided to dump all the 9mm auto rifles, not try to stock ammo for later, and go with a chaingun for the everyday use and rocket launcher for weapon #3.
Worked surprisingly well!
I cannot stand having less than 2 stacks of ammo, so sometimes I had to pick up an enemy's chaingun instead of my own, to utilize their ammo on other, lesser enemies. With this tactic, I always had at least 140 of 7.62s.
This took me all the way to the CRI Armory. Flynn was a Field Medic and Ironman with a health pumped up to 150 with a help of a few med stations.
I even left a couple of medkits behind.
Before CRI Armory, I had 2 stimpacks, 3 small med-kits, a full 150 health and 5 multi-tools for a P-modded red armor.
But the damned Armory ate through all of them! Plus, I didn't have too many keycards, and cleared it only for the love of the art. I got an extra A-pack and a multitool from a tech station, and that's all.
I entered Io 5 with 23 health, and was chewed by a trio of exalted reavers.
In DRL, you can outplay your enemies and exterminate them without getting a scratch. I haven't figured out a tactics for this yet in JH, unless you fill the air with rockets, or spend a ton of other ammo shooting into a darkness. Well, you can almost always take the turrets out safely.
Unless I'm mistaken, in JH you have to trade some of your health for theirs, each time or each other time with Hellrunner, even if you always try to shoot from a cover.
Flynn Taggart, level 12 Marine, killed on
IO L5 by a exalted reaver.
He survived for 17916 turns.
The run time was 4h 17m 26s.
He scored 2898 points.
He liked it HARD!
CALLISTO L4 -> Military Barracks
Military Barracks - cleared
EUROPA L4 -> Refueling Base
Refueling Base - cleared
IO L2 -> CRI Laboratory L1
CRI Laboratory L2 -> CRI Armory
CRI Armory - cleared
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
He killed 394 out of 404 enemies.
8 former commandos
3 former CRI soldiers
24 fiends
4 corrupted sergeants
6 former soldiers
14 combat drones
10 former sergeants
6 corrupted soldiers
33 CRI marines
14 cryoreavers
4 hellish commandos
4 corrupted heavys
5 cryobeross
1 former CRI sergeant
10 security drones
5 exalted reavers
9 exalted fiends
2 kerbeross
3 hellish sergeants
2 armored ravagers
12 CRI commandos
16 security bots
19 turrets
11 archreavers
23 CRI bots
5 corrupted commandos
16 CRI soldiers
2 reavers
1 former CRI grunt
1 CRI bot MkII
2 corrupted guards
1 CRI sergeant
1 military drone
26 fire fiends
16 CRI turrets
13 former guards
7 former grunts
29 ravagers
7 hellish soldiers
4 former heavys
13 rocket turrets
2 toxic reavers
Traits
Hellrunner L2
Ironman L2
Reloader L1
Sustained fire L2
Focused fire
Whizkid L1
Field Medic
Incoming!
Trait order
Hr->Hr->Iro->Iro->FMc->SF->Inc->SF->
FF->Rel->Whk
Equipment
Slot #1 : ADV chaingun P
Slot #2 : CRI plasma rifle PA
Slot #3 : ADV rocket launcher
Body : red armor PA
Utility : ADV shotgun damage amp
Inventory
energy cell (x100)
energy cell (x100)
energy cell (x100)
energy cell (x51)
rocket (x10)
rocket (x8)
7.62 ammo (x100)
7.62 ammo (x87)
EMP grenade (x2)
krak grenade (x1)
23
Bug Reports / Google Chrome/Mac gets very slow when JH is running
« on: March 30, 2020, 21:48 »
Sounds crazy, but I think I actually see this. JH is running in a window.
Videocards on a Mac: Radeon Pro 460 4 GB, Intel HD Graphics 530 1536 MB.
Chrome was running before JH. After JH was closed, Chrome is fast enough again.
Videocards on a Mac: Radeon Pro 460 4 GB, Intel HD Graphics 530 1536 MB.
Chrome was running before JH. After JH was closed, Chrome is fast enough again.
24
Bug Reports / When a default system audio output changes, JH stays on the old one
« on: March 29, 2020, 23:57 »
This happens, when I connect headphones (if children come nearby, for example).
As far as I can see, it's the application's responsibility.
As far as I can see, it's the application's responsibility.
25
Requests For Features / "No room!" voice when picking up a part of ammo stack: add reload click as well
« on: March 28, 2020, 17:27 »
Currently JHGuy grumbles "No room!" even if he picks up a part of an ammo stack.
"No room!" makes sense, but if something was picked up, it makes sense to play BOTH sounds, the voice and the pickup.
"No room!" makes sense, but if something was picked up, it makes sense to play BOTH sounds, the voice and the pickup.
26
Bug Reports / Crate: walkable, ammo dropped on it, but looks unbroken
« on: March 28, 2020, 17:08 »
Happened in a vault in which the mobs probably stumbled into it while the vault was lockd.
27
Requests For Features / Highlight class trait names on trait screen
« on: March 28, 2020, 16:53 »
Currently, the highlighted words in class traits description are "Active" or "Passive". It's important, but the names of the traits being described also need to catch an eye.
28
Bug Reports / Two 3x1 containers side-by-side
« on: March 28, 2020, 16:40 »
It's not exactly a bug, but it looks bad.
There is a black (unseen) space 2 tiles size in the middle of such group, even if I have seen them from all sides.
There is a black (unseen) space 2 tiles size in the middle of such group, even if I have seen them from all sides.
29
Requests For Features / Crazy ideas thread
« on: November 19, 2019, 02:40 »
I'm getting some ideas, and not all of them are horrible (I think). I feel the need to share and believe this could actually be productive, so let me start this thread.
Let's start:
* Scavenger can disassemble (Shift-G) a 50+% armor into a repair kit.
Let's start:
* Scavenger can disassemble (Shift-G) a 50+% armor into a repair kit.
30
Post Mortem / Almost there: YASD Tech/Medium
« on: October 12, 2019, 22:52 »
First time I got that far. Didn't know there won't be any ammo Beyond, so didn't have enough with me, so became reckless.
Technician's Field Medic is really OP, I didn't even use his activated abilities much.
Didn't figure out how to activate Scavenger.
Bringing 6 keycards to Vaults would be really tough; clearing them wasn't. I figured I can shoot beyond range with a Hunter Rifle and take out those pesky turrets. Why isn't Hunter Rifle a Sniper Rifle? Is there a better one?..
Took most of my Saturday. Taking a break from JH for a while now.
The mortem format lacks the armor's percentage.
Technician's Field Medic is really OP, I didn't even use his activated abilities much.
Didn't figure out how to activate Scavenger.
Bringing 6 keycards to Vaults would be really tough; clearing them wasn't. I figured I can shoot beyond range with a Hunter Rifle and take out those pesky turrets. Why isn't Hunter Rifle a Sniper Rifle? Is there a better one?..
Took most of my Saturday. Taking a break from JH for a while now.
The mortem format lacks the armor's percentage.
Flynn Taggart, level 14 Technician, killed on
BEYOND L3 by a archreaver.
He survived for 19590 turns.
The run time was 5h 21m 54s.
He scored 3106 points.
He took MEDIUM risks.
CALLISTO L3 -> Valhalla Terminal L1
Valhalla Terminal L2 -> Valhalla Command
Valhalla Command - cleared
EUROPA L2 -> Conamara Chaos Biolabs L1
Conamara Chaos Biolabs L2 -> Containment Area
Containment Area - cleared
IO L2 -> Io Black Site L1
Io Black Site L2 -> Black Site Vaults
Black Site Vaults - cleared
BEYOND L1 -> The Arena
The Arena - cleared
BEYOND L2 -> Limbo
Limbo - cleared
Awards
CRI Star (bronze cluster) (+25)
* 25+ kills without taking damage
Explorer Ribbon (+50)
* Visited all encountered special levels
Conqueror Ribbon (+100)
* Completed all encountered special levels
He killed 431 out of 448 enemies.
18 former soldiers
2 former CRI guards
47 fire fiends
4 corrupted sergeants
3 corrupted grunts
9 former CRI soldiers
31 turrets
14 rocket turrets
5 corrupted heavys
7 toxic reavers
3 former commandos
16 former grunts
12 cryoreavers
15 former guards
6 siege ravagers
11 CRI marines
11 reavers
2 corrupted guards
3 military bots
2 plasma ravagers
1 former CRI grunt
24 security bots
1 former CRI heavy
1 former heavy
3 combat drones
1 corrupted commando
41 fiends
22 security drones
3 exalted soldiers
34 archreavers
6 exalted fiends
20 ravagers
9 CRI bots
3 former CRI sergeants
2 hellish commandos
30 armored ravagers
4 corrupted soldiers
10 former sergeants
Traits
Ironman L2
Packrat L1
Son of a Bitch L2
Whizkid L3
Gun hoarder
Scavenger
Tinkerer
Field Medic
Overkill
Equipment
Slot #1 : ADV rocket launcher
Slot #2 : .44 hunter rifle PB
Slot #3 : ADV 7.62 assault rifle A
Slot #4 : CRI plasma rifle P2BA
Body : red armor PB
Utility : CRI rifle power control
Inventory
energy cell (x34)
rocket (x10)
rocket (x1)
7.62 ammo (x32)
.44 ammo (x31)
krak grenade (x2)
smoke grenade (x2)
CRI phase kit (x1)
military stimpack
military stimpack
stimpack (x1)
large medkit