#Rework talents please
122 messages · Page 1 of 1 (latest)
The only real problem I have with talents are that assistant gets an evil talent tree, but no husk tree, other than that yeah, some of them are just useless
the clown tree was nerfed?? when
A long time ago
I want Tinkering back
For my crew I am a madman who tinkers with components and tries to squeeze every bit of efficiency.
Tinkering mechanic will be very suitable for me.
76th talent rework
TINKERING MY BELOVED
What did it do?
Basically let mechanics tinker with any device for a period of time boosting its stats for the duration
faster fabricator, faster pump, faster engine, more damage with a turret ect ect
For the turret did you have to exit the sub?
Also I assume replaced with the over repair talent?
From loader
I would reduce its values for modern baro but the idea is great
As it adds so much more interactivity and cooperation
I feel it could be added back in and put mass production into the tinker thing
Like this is what I did for my mod
For values I was a bit limited due to the only way to directly change them via xml was a multiplier
I couldnt do specifics for each
So halfed them
Idea
Every one of mechanic talent trees have it so it has 2 multi choice ones expect machinist
What is we make let it drain a multi choice
imo 2 multi choices one should be in every tree
The only reason I can think of that not being the case is because of time constraints and lack of ideas for a new talent
In just saying for mechanic add a lot of multiple choice
And do let it drain or tinkerer
You'd have to buff let it drain to make that balanced
Unless tinkerer was heavily gibbed instead
Oh wait they just remade tinkerer
modern version sucks ass yeah
They kept quick fixer and tinkerer but remade it
What better quick fix or tinkerer modern ones
Modern tinkerer isnt a bad idea on its own, but replacing old tinkerer with it was an insult
What elce can we call tinkerer either new or old to add it in so let it drain becomes a multi choice
Call the new enhanced durability tinkerer "Durable"
Sure
ye
Where did you put tinkerer in your mod
So got rid of defence bots?
Moved them to engineer in the full rework
Which is this
So you have just reworked every guy
ye
wtf is heavy welder?
Are the grey ones still the same?
ye
I like didn’t hear no bell but also why remove speed bonus with mechanic
With exosuit?
Because exosuit is already faster than most diving suits
While being thrice as tanky
I redesigned it to at least be slow instead of reducing its protection
Also as engineer now it’s not granteed to be gordan freeman with crowbar damage
Yeah you get to choose if you want to go down the cranium crowbar smashing route
Or get the slightly less team killing now volatile rods
Also wait he can make fuel rods 2 quality higher with the default one and danger zones
Yep
First one is mainly a help for early game fuel
Second one is declaring your love torwards your radiation poisoning job
Also I assume you also programmed which ones allow endocrine boosters
Also you jsut made egghead worse by making it weaker having less health and a tier 2 talent
Its an xp speed run talent
ur talent rework is so cool i cant wait to play it in a modded campaign over summer 🙏
What did you do with prodigy
Similar to other "Until lvl 5 gain bonus xp" talents
Also does research station give you power to craft eny guns by finding one?
Gotta find multiple and not any gun but yes
Its limited to "regular guns"
Which is:
Revolver,
Machine Pistol,
SMG,
Shotgun,
Rifle
does response crew have a cooldown?
Nope
Though I'll probably adjust the medic boost
so if you're under constant attack everyones constantly buffed
Can you research the ammo for the gun?
Yep
Same thing as needing a lot of them
That is useful I usaly get a bot to handle it
Yeah
I wanted to design it so engineer can over time provide basic weapons if you dont have security
while security is quick access + bonuses on top related to the weapon
For example, shotgun gives 10% more damage on close enemies.
SMG gives bandolier which itself boosts firerate
i love ur gunslinger class, me and my friends were annoyed at the fact it was kinda geared towards "you're better with revolvers and dual wielding" then the last perk is you get a weapon that can't be dual wielded
Bandolier always needed a buff
its quite funny that vanilla gunslinger lone wolf buffs melee
So I changed that to buff firerate
exactlyyy
Also wait what frogman gives rifle now? I want crusty seaman but I need slip suits
Mabye put shotgun in boarding party
Hard choices
Rifle is down that talent tree to match with specops
Which does 100% more damage on first shot
Rifle doesn’t really make sence for a boarding party in my opinion
Fair enough but still feel shotgun makes more sence
getting shotgun that late would be meh tho
Mabye put slip suit in spec ops
My focus was
First tree: high accuracy/high damage per shot: harpoons/rifle
Second Tree: frantic kill weapons: grenade launcher/autoshotgun
Third tree: sustained firerate weapons: assault rifle
Also why protect and serve no longer give rep did you think it was too op
Nah I like how its a hard choice between "selfish" tankiness vs crew wide great diving suits
Yeah I did try to reduce rep gain across the board
That one was extremely problematic due to stacking
Even captain's rep talents didnt go untouched
With the one boosting rep being the one that also decreases rep heavily
So you cant as easily sit the fence
damn i didnt know this would get so much attention
It is every baro unstable frequenters civic duty to complain about talents
A beautiful tradition.
Me making a full rework is my way of complaining
Some of the best complaints so far.