Kolya on 30/12/2005 at 03:36
Remote Circuitry Manipulation (common: PSI Hack) costs 110 CMs on Impossible including the fee for tier 4.
That basically means a PSI agent has to buy non-PSI skills in the beginning that rival his/her corresponding PSI disciplines lateron.
What I would like to see would be a general drop in tier cost and slight raise in individual PSI discipline costs to make PSI more attractive.
RocketMan on 30/12/2005 at 05:21
Psi always seemed too expensive to me to go "all out" with....it was fun dont get me wrong but i always missed the fact that i couldn't do more....with the other careers you can explore much more of the career with the same cyber modules. Unless of course you just max out on tier 1 and 2 disciplines...but how fun can that be? ther's some cool stuff in the upper tiers
Hemebond on 30/12/2005 at 05:26
Are there enough CMs to buy every PSI power?
Snarespawn on 1/1/2006 at 03:47
Quote Posted by Hemebond
Are there enough CMs to buy every PSI power?
Well, if you were on Easy and neglected your other stats you could probably do that. You can't do it while maintaining you stats though.
Besides, why would you want to? "Look, I have three self-heals, two of which aren't very good compared to the last! Look, I have the choice between putting people to sleep or changing their loyalties! Look, I can spend psi points to attempt a half-assed version of what the Recycler can do reliably for free! Look, I can choose between a 5% shield and a 15% shield!" Of course, I might have gotten a couple numbers wrong there, but you get the idea. :tsktsk:
TF on 1/1/2006 at 12:03
Quote Posted by Snarespawn
Besides, why would you want to? "Look, I have three self-heals, two of which aren't very good compared to the last! Look, I have the choice between putting people to sleep or changing their loyalties! Look, I can spend psi points to attempt a half-assed version of what the Recycler can do reliably for free! Look, I can choose between a 5% shield and a 15% shield!" Of course, I might have gotten a couple numbers wrong there, but you get the idea. :tsktsk:
There are two heals, one for level 2 and one for 5, getting both is kind of mandatory in my book due to the distance between them. Lvl2 is good because it's early, 5 is good because it heals a lot and it helps save your life later on when you have around 50hp.
The Transmutation gives you more nanites than the recycler, ex: 3 frag grenades - 6 with recycler, 8 with transmutation.
The two shields are four levels of psi tiers away, getting them both is mandatory,
especially since they stack. And getting the numbers wrong is a little important because they're 15% and
50%.psst check your facts next time before turning on the rambleomatic
Snarespawn on 5/1/2006 at 00:25
Quote Posted by TF
psst check your facts next time before turning on the rambleomatic
Yeah, I know all that. There are several powers that I would never ever take and I couldn't remember what they were, but I was in a bad mood when I made that last post and I felt like ranting. Sorry to subject you to it. :sweat:
I was thinking of Soma Transference as a heal, actually. I suppose it doesn't really count. Honestly, after some experience with that power, it falls under the "never use" category for me.
I'd give some
valid examples, but I don't have my disk with me and I don't really feel like Googling for a power list. :p
I still consider that having all the powers would be less than useless, though. It'd make it hard to cycle to the right one for any given situation (unless you only used 12 powers) and many of the powers wouldn't get used in your entire career.
Unless... Hmmm... is it possible to bind keys for "quickuse" (or whatever it's called) for numbers higher than 12? If so, I might have to play OSA all over again. I could bind up to "quickuse 22" on the regular number keys and it would be mighty handy. Anyone know? :confused:
Edit: Many, not most.
weirwood on 15/1/2006 at 23:25
>The Transmutation gives you more nanites than the recycler, ex: 3 frag grenades - 6 with recycler, 8 with transmutation.
yeah, but the benefit is less than what the psi points you spend are worth in nanites. That power, like many others, could do with a little balancing.
Straylight, I'm curious as I didn't find it in your changelist: have you fixed the bugged double damage that the crystal shard gets in overhead mode?
ctx on 1/2/2006 at 19:48
congrats for your efforts for developing this terrific game to a further level.
downloaded it from strangebedfellows, and I can only say it is awesome. : )
I really liked to see that the AR doesn't put down a rumbler in three hits. I especially appreciated the tweaking on [SPOILER]the Polito scene, "username: GODDESS"[/SPOILER] : )
I'm currently running through it at normal level and have been to ops. there are some issues. as Kolya mentioned, all the waters are pink, both at the medsci and hydro decks. When I hacked a security computer and a crate in medsci 2, there were description texts appearing on the hack interface but they were spreading towards the dots you press on, but I didn't see any on engineering. and when I looked at the Malick and Yount logs at the central room of Ops, there wasn't any text or picture appearing.
I'm sorry if here's a wrong place to post bug reports.
and could you please tweak the psi discipline CM costs? maybe lowering the tier costs and increasing the individual skills? if you had done these, the mod would make the game more balanced for every strategy.
keep up the good work!:thumb:
and btw, it's my first post on ttlg. I've been reading the forums before and it seems like a nice place. So, hello to everyone.
edit: I forgot to say, could you make RunFast and WormBlend implants available in some place of the game? Like, WormBlend in the corpse in the radiation water in BOTM, there was WormHeart in it, and you could change it with WormBlend, since the players already have a chance to get the wormheart from [SPOILER]Diego's corpse.[/SPOILER]
RunFast is definitely the best implant in the game, imho (swift is the second, i like going fast : ) ) and it's the only cause for me to cheat, at times when i can't resist the cancer and try to remove it forcibly : P. Should it be in somewhere secure, like in a high security crate?
Ultraviolet on 2/2/2006 at 03:00
ctx:
The problem with RunFast is that it can KILL you if you're maxed on speed and run into a wall. You don't even have to have room to reach full speed, really.
Try this: Do the ubermensch cheat. Summon a swiftboost, put it on, and recycle it. Summon a runfast, put it on, and recycle it. Cheat to get the cyber modules for any psi disciplines relating to agility, get them, and turn them on. Summon a speedbooster and use it. Pick a direction and run into a wall.
Now, that'd probably save you from some really far falls, but falling speed is limited, I think by your agility stat, and thus keeps you from smacking the ground really fast. Running speed has no such limit.
You don't have to do all of those steps in order to be so fast you kill yourself, but it's the best way to make the point.
TF:
The only problem with using the stacking psi powers is that in order for them to become reasonably useful, you (almost) have to pop a psi booster, use a psi-boost implant, do a recursive psionic amplification (all the way up to critical charge), and then enable the two shields. I think there was an FM once where I ubermensch'd and then did that, and greater overlord shots still killed me in 2 or 3 hits. (I think it was Proov. The one where if you trigger an alarm EVER you're FUCKED.)
General audience:
HOLY MOTHERFUCK, how did I not notice this sooner??? My eye is ON this. Straylight, give us blue water again so I can download this!
Hemebond on 2/2/2006 at 04:14
Quote Posted by ctx
and could you please tweak the psi discipline CM costs? maybe lowering the tier costs and increasing the individual skills? if you had done these, the mod would make the game more balanced for every strategy.
The idea behind high tier/low power costs is so the player
can't just pick and choose from any tier. That would make PSI much more powerful than the other disciplines because they basically have to choose between, and focus on, the different weapon classes.