Mike_GSG

Mike_GSG



06 Feb

Comment

Originally posted by GreedyRadish

Maybe a beer? The beers already offer abilities that would be too good if we had permanent access to them.

Something like that, yeah. We have not decided on a design yet but a jump beer could certainly work.

Comment

Originally posted by Zexis

I guess the takeaway here is we don't want any dwarf outside of Scout to be too mobile. I get it, but I will miss JB nonetheless. Made me feel like I was playing Metroid or somethin

I really liked it too but I think the game as a whole is better without that perk. That said, it was super fun so we will definitely look into doing something like this in the future, just not as a perk or a mod.

Comment

Originally posted by TheCatCubed

Developers: "Ah shit here we go again"

Ha! Literally what I though as I saw OP's post.


30 Jan

Comment

Originally posted by NetLibrarian

Thanks!

It would have been awkward to research that on my own. And if it did stack, I imagine it would have been way too strong.

Yeah.

Comment

Originally posted by Seekofsleep

Am I missing something like the one that reduced the intake damage while around Molly just in the last rank? Cause I find Deep Pockets one of the useless ones. You just call Molly and deposit.

That was Veteran Depositor and it now has the damage reduction from the first rank.

Comment

Originally posted by Choleric-Leo

This is just speculation on my part since I've not had a chance to play the new perks yet, but from the description my assumption is that the active portion of the perk is that you get to perform two power attacks in a row, and the regular melee damage buff is an all the time passive.

Can anyone confirm?

Nope, there are no passive effects on that one.

Comment

Originally posted by horizon_games

The in-game description doesn't say anything about boosting normal melee attack power though?

Will double-check tomorrow.

Comment

Originally posted by Psychogent30

I know this isn’t the best place to put it, but some of the perks are stated to have “{minutes} minutes long cooldowns”, with the brackets things and all

Which ones?

Comment

Originally posted by NetLibrarian

I want to know if the passive for shield link stacks if multiple dwarves have it.

It does not.

Comment

Originally posted by GSG_Jacob

I think this is pretty much a page straight out of the designers notes, except it has more skulls but also ponies.

Do not question our methodology!


29 Jan

Comment

Originally posted by SockMonkey1128

So you can't go down and wait 1 or 2 minutes before deciding to use it? If you don't use it within 10 seconds you are down until revived?

Correct.


28 Jan

Comment

Originally posted by CaptainReginaldLong

I didn't read anywhere in the patch notes or dev posts that if a whole group is downed that IW can be activated. As far as I can tell, a whole group downed, IW or not means missions failed.

Just to confirm. If any of the players have an unused Iron Will you get a delay before the mission is failed.

Comment

Originally posted by Something_Syck

I forget, is 18 dmg enough to one shot a swarmer on haz 5?

It is.

Comment

Originally posted by Krakanu

Why not? Is there some bug hidden feature where the weapon gets double loaded with ammo and shoots twice as fast?

I hope not!

Comment

Originally posted by Something_Syck

Should make you throw grenades further as well IMO

I have considered that but it it technically a much larger task and I am also unsure if it is the right move so for now it's going to stay just flares and Gems and other throw-able objects but I will definitely revisit this at a later date, but no promises.

Comment

Originally posted by ArcticFlava

Do you have to use Iron Will within a certain amount of time from death under normal circumstances?

Yes, I you have about 10 seconds to make the choice.

Comment

Originally posted by AReaver

I have seen talk about OC changes but I don't recall a single change on them since they launched. I'm not even saying they're bad devs, just that given this very recent thing that is arguably similar there is little reason to believe we will see differing results. But it's possible I've missed the patch notes.

Fixing game breaking bugs is important but isn't the same things as balancing new features to get them to a solid place.

I understand your frustration with OCs and weapons not being fully balanced yet, it frustrates me as well as I've been tweaking these things for over a year now since Update 19.

We will get there eventually and I hope to do some more OC and weapon balancing for Update 29, assuming the perk system does not catch fire. Balancing DRG has been, and will continue to be, an ongoing process while new systems are being implemented.
And yes, disagreement is neither an attack nor an insult. Feedback is always welcome. Rock and Stone!


27 Jan

Comment

Originally posted by Shubishu

so will they change the unequip reload mods on weapons like the boomstick?

Nope those are staying though you should not use them on characters that you run with the Born Ready perk

Comment

Originally posted by EidolonHue

Jems and other heavy objects get a 20% bonus throwing force.

But what about Gems?

*sigh*