Ultraviolet on 2/2/2006 at 04:25
Quote Posted by Hemebond
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.
And that's why OSA is so many orders of magnitude more difficult than the other branches. By some that might be considered "imbalanced." Now, what I think is that the game itself (without regard to the player's character choices) should be made more difficult to compensate for that, rather than, say, requirements for Marines and Navy being increased to make them as hard to play as OSA. TF's better melee hybrids in SecMod is a good example of the kind of change I'm talking about.
(In fact, Straylight, I don't suppose you could speed up that stupid hybrid underhand pipe swing like TF did, could you? It's SO ridiculous... I think using the modified fast hybrid attacks would be good all around, but I figure I could easily get people to agree on the underswing for a start.)
ctx on 2/2/2006 at 11:36
Quote Posted by Ultraviolet
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.
I mentioned that I wouldn't summon anything if I could, but anyway,
Well, it depends on your reflexes, really. In a long passage, you can just RUN to the wall in front of you, which is hundreds of feet away, and you can run backwards just before you're about to hit the wall, and you can get along without crashing to anywhere, since it acts like a braking mechanism. (I hope I could explain.) So you can run through the crew quarters in rec in about six seconds. I understand that it sounds weird, but why shouldn't anyone be able to use it, when there's a chance to do?
And in the tight walkways, you can just walk around instead of running, and it should be safe enough, imho. The fact is, I think it should be available, when there is something out there.
And, as a more sensible reason, marines and navy can just focus on their technical or weapon skills instead of spending CMs on Agility. If it sounds weird, in an Impossible game, you have to boost your primary skills, and CM costs are quite high, no matter what.
Quote Posted by Hemebond
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.
It sounds right, but do the OSA guys HAVE TO use weapons? I ran through the game PSI only on hard difficulty, but in impossible, it just gets nearly impossible because you don't have the chance to get vital skills like psi hack and invisibility at best before hydro.
Well these are only some minor points that shouldn't be taken seriously, after all. But I really insist on WormBlend, because it's one of the most interesting items in the game, and is quite useful in BOTM.
Hemebond on 2/2/2006 at 19:44
Quote Posted by Ultraviolet
And that's why OSA is so many orders of magnitude more difficult than the other branches. By some that might be considered "imbalanced."
Yes, it's more difficult, but PSI is also more flexible. You know how you have PSI, Navy and Marine paths? PSI contains all these again. You can be a PSI Marine, blasting your way through everything; PSI Navy with item replication, remote hack etc; or PSI PSI, using the enemy against itself, sneaky passed them invisible, etc.
PSI is not for new players. It
may be a little more difficult, but it offers another rich path to play, that experienced players will appreciate. PSI requires more focus and skill than the other paths. That's a good thing.
redrain85 on 3/2/2006 at 11:09
I've been replaying SS2 again recently, and decided to use Straylight's mod. Very nicely done. There are so many fixes, it's astonishing really. (Though it did turn my water pink, like it has for everyone else. :()
I might have another fix to add to the list. I noticed a mistake in the first log you find from Prefontaine.
[SPOILER]It's the one entitled Floating Psi-Users. The text of the log says "Their real source of power comes from a small control organism, which is usually located somewhat nearby." Obviously, this should read "somewhere", and is correctly stated in the audio.[/SPOILER]
steo on 6/2/2006 at 17:36
Have I got this installed properly or does anyone elses AR still require 6 standard? I used zombe's mod manager and just renamed the zip to .ss2mod and ran it like that. Other bits of the mod worked fine but my AR and shotgun requirements were still the same.
redrain85 on 9/2/2006 at 10:32
I was able to start using the AR at skill level 3, using the mod. So something must be wrong with your installation.
june gloom on 13/2/2006 at 08:56
quick question: does this use anything from hitorque's med/sci changes mod?
redrain85 on 14/2/2006 at 06:20
No, it doesn't use anything from HiTorque's mod.
RocketMan on 14/2/2006 at 17:14
You talkin bout the mod with the cool glass doors?
Kolya on 15/2/2006 at 00:08
Don't forget the improvements on the medsci morgue. :thumb: