#Broseidon's List of Comments/Noticed Things

1 messages · Page 1 of 1 (latest)

past vault
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Notes:
-Molotovs can be melee'd by bat/axe/sword/sledghammer, not by brass knuckles
-Stun grenade does nothing to Sammy
-Weird Text on Cost
-Sometimes voiceline sounds like through ingame speaker, unsure whether because my upgrades or audio glitch
-Movement/action between levels carry over, similar to first game
-Enhanced Electrical Mod: Incrases reach of electrical weapons. Makes it sound like it works on all weapons equipped like there's synergy but only applies to weapon with mod
-Speed up the currency collection on Sammy
-Powerfist when not in use hangs below ground. Doesn't show up on Sawyer's sprite
-Shield makes Tess Steckle fight very easy, can just block all shots, wait for reload, attack, repeat
-No captions on replaying Brief
-Can't check stats during or cancel Install Mainframe Protocol
-Sniper rifle can stunlock Big Arms until Half Health
-Remote Bomb did no damage: 6:42:48, 6:46:370, all shotgunner immune to remote bomb, so are big hammer guys
-Skyhook doesn't show up on euqip6:50:40
-Unclear what hookshot can or can't harpoon. Worked it out so that it doesn't work on big targets, but not clearly communicated in game

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Weird text showing up on Implosion Grenade in shop

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Depending on what you select for buttons, prompt goes off screen

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Weird text with cost

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Can't save midrun. Must start at beginning every time. Maybe could be offset by having option to skip to later gang but not as many upgrades as you would during a run from the start

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Ability to reload would be good

timid tusk
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The GOAT

Thanks a ton Broseidon, I’ll take a closer look at all of this tomorrow🙏

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Melee + ledge above enemies = easy cheesin (Obi Wan having the high ground)

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It is straight up overhealing

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Also applies to armor too

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will still damage Sawyer normally

stiff jewel
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stiff jewel
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Only way to switch weapon order is with mouse when playing with keyboard. kinda odd

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Possible Bug: Is it intentional that if you kill an armored enemy with the flamethrower, upon removing all the armor, it kills them, essentially bypassing their orange health?

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might just be when they are taking cover

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Possible Bug: If you enter the crowd just as Sammy Sixfingers dies, crowd will just endlessly jump towards your character. When all the money calculation is done, character immediately knocked out onto the stage, possibly damaging them as well. Possible to get killed after killing boss?

past vault
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For grenade launcher, having Dual Projectiles Mod uses up two ammo. For RPG, Dual Projecticles uses the only one ammo

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Visual indicator for when you get critical damage with Spine Breaker Mod on melee needed?

lyric kelp
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Honestly, im ok with that, but id rather it was a 20% chance of doubling shots, cause at its current iteration it just renders the 30% rof upgrade obsolete

past vault
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I like the idea of 20% chance, maybe they try it out sometime

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Visual: RPG looks like its ready long before the reload bar is complete

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Possible Bug: With Cyber Holster Augment and Boomerang, if you only have one boomerrang, you throw it and catch it while the seocnd boomerrang is reloeading/refreshing, resets proigress

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Visual: For the Perk where you get money back for completing a section with a dropped weapon on the ground and you get 20% street cash for it (Recycler 9000), in addition to showing the green numbers, maybe flash the icon for the perk to make it more clear to the player that it triggered. that icon can be transparent.

stiff jewel
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Its kinda triggering me

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Easy triggering me

past vault
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Gameplay: Slightly obvious when enemies are about to appear as cover and throwables will appear.

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Gameplay: For the Torque Connector Augment, maybe a level 2 that allows you to carry the object for a bit, albeit you're slowed with bigger objects. Also get to throw cars (but can't carry those)

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Gameplay: Threw Electrical Box at enemy behind barrel, should electric ground trigger explosion?

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Gameplay (Lightening Justice): Is it supposed to go through and affect multiple enemies or just the first one?

past vault
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Bug (no video): Game screen froze while cuffing, but cuffing progress continued

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Gameplay (Conductive Compliance): If you hit Ronny Bull's Eye with the Compliance and the charges haven't gone off once he's entered the door, the damage does not occur when they do go off. Unsure if intentional or not

lyric kelp
lyric kelp
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lyric kelp
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(...or was it the other way around?)

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not necessarily a bug, more like interesting interaction

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Fire Axe air down attack will not reflect molotovs

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Gameplay: throwing molotov at Van Mini-boss, fire on ground does not affect it

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Gameplay Bug: Reaper enemies in Area 2 can't be kicked

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Gameplay: with Dual Secondary Augment, you can throw a second landmine on top of a first one to prematurely detonate them both

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Gameplay: Dashing after charging power fist allows you to release charged fist immediately after dash

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Bug: CIRE upgrade machine says NEW! even after purchasing all available options

past vault
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Visual: When you get the Implant Malfunction of Half Health, no indicator on the health bar itself that you are limited to Half Health. Player may try to heal up lost health uselessly not realizing limitation

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Some sort of graying out would help

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Gameplay Notice: Molotovs thrown at Boom Boom work fine

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Gameplay: Got Footage of crowd damage after boss kill

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Gameplay: Note that Tackle Dash II can go through and destroy car cover, but the implant that lets you throw cover does not let you throw car.

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Gameplay: Crowbar standing attack causes bleed but description doesn't say that

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Gameplay: Thrown barrels do less damage than barrels that are shot

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Gameplay Bug: Molotov enemies will keep throwing molotov short when trying to target palyer if player is below a ledge

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Visual: If Otis is frozen when he grabs a big rock, the rock disappears from his hands momentarily before it reappears when he throw it

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Gameplay: Even when frozen, melee kick does no damage

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With just one Stimpack and no CIRE upgrades, was able to make it to and beat Second Gang. Had lvl 3 Uzi with Explosive shots, Shotgun with Cryo and Mouser. Felt like I got really carried by explosive bullets, as it allowed me to stunlock much of the enemies in the second gang, even with armor. Mainframes I went for is 1 damage, 2 health.

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Really had to play lame with the second gang as they hit harder and the less available healing overall. Should be more healing options in second gang, but say maybe only the full health before final boss and any other healing opportunities being stimpack selling stations

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Bug: If you haven't bought any items in Dorothy's Shop besides 8 and there are 8 purchases available, upon beating the Second Gang's main boss, no other licenses unlock

past vault
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One thing I want to think about more in depth later, and why I think i'm trying runs with minimal upgrades: what is the developer's intended goals for players?

Do they want to make it that even with the gear you start with, you can get through the game? That you can pick a favorite early on? Ir that, because of the ramp up in damage and enemy health the farther into a run, you need to swap to higher powered weapons to have a decent chance of surviving?

The last true roguelite platformer i played in a significant amount was rogue legacy several years ago, so dont know the genre indepth

lyric kelp
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IMO the best rougelikes for me are the one's that let me upgrade something further if i grab something that i like, if i don't have something i like i can always keep searching until i find something that i do at a relevant power level, but the agency to keep what you like and not get punished for it should always be there.

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Im ok with paying extra for upgrades but they should be there

past vault
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Idea: In the Zone, for Elite version of machine gun enemy, have him with the old bullet pattern (no early ricochet)

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With Shockwave Black Market Implant, if Secondary Weapon is disabled, can't use Shockwave

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Possible Bug? Money that falls into pit not collected, even with autopickup upgrade

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Audio Notice: Ringo's music, when Sound and Music are equal, much louder than him. Persists, even if Music set to 20, Sound to 50

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Audio: when killing with tackl/electric dash, voiceline based on current weapon plays (ex, "Meet my protable apocalypse" while holding mini-gun)

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Gameplay: Couldn't activate shockwave ability when seconday buttons are semicolon and quote

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Note, if thrown while crouching, cluster bomb does damage as normal

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Bug: If unarmed, first of Melee Mastery implant doesn't grant further dash distance

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Update: It takes 5-10 minutes to punch Ronny Bull's Eye to death

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Game?: Unarmed, Power Fist IV available in New Detroit Shop for relatively cheap?

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Was able to get 1/4 health on Sammy when I died with just fists

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Game: On Billy Big Guns, Charged Powerfist doesn't go through, gets you grabbed

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Gameplay Suggestion: Charge Powerfist should hit molotovs farther than regular attack (think jumping sledgehammer)

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Does Faster Swing incrase Boomerrang distance?

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Bug: Melee Hammer Guys don't take fall damage when frozen midair, either when attacking or jumping

lyric kelp
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Suggestion: Manual reload shouldn't empty grenade launcher clip, given that we're loading shells one by one after reload bar

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Suggestion: Frozen falling bodies taht take damage should explode barrels

lyric kelp
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Bug?: Shotgun not deflectable with Melee Mastery Lvl 3

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Charged Power Fist also doesn't deflect bullets

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lyric kelp
upper hawk
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upper hawk
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those weapons seem really cool, is there a way to downpatch the game?

honest bough
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Check Build ID through game settings, properties, updates

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Also you might need SteamDB to find the version that had those

upper hawk
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what am i supposed to do with the build id?

honest bough
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Build id = specific version of the game

upper hawk
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ok thanks

honest bough
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You’re welcome 👍

upper hawk
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i've messed around with the skyhook and its quite buggy

past vault
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Feels faster to let shotgun reload automatically than manually reload

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brazen sluice
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as far as i am aware malfunctions have a chance to be cleared by a level up as an upgrade

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