Xmodule999 on 15/4/2018 at 15:31
Quote Posted by H3H3
Yeah, this makes sense. What makes the vine arrow so bad? :p
Vine arrow is shorter than rope arrow.
trefoilknot on 15/4/2018 at 16:19
It is? I had no idea! Interesting... I'll have to look into this!
Aemanyl on 15/4/2018 at 20:13
Quote Posted by trefoilknot
I still don't get rating vine below rope. If you had to choose one or the other, who would ever choose rope? Vine is identical, but with the added ability of attaching to grates. I agree that's not a huge improvement, but it certainly isn't worse!
If I remember correctly, you get first vine arrows very late - in Trail of Blood mission. They aren't worse than rope arrows, but the innovation with grates is not useful whatsoever. I rate the scale of improvement, not their basic function (which is the same as in rope arrows).
Grandmauden on 15/4/2018 at 21:41
Actually, being able to attach to grates comes in very handy in places like Angelwatch and Soulforge, where rope arrows are virtually useless. Wooden textures don't make sense in Mechanist-themed areas, while metal grates fit right in.
Yandros on 16/4/2018 at 00:57
Quote Posted by Xmodule999
Vine arrow is shorter than rope arrow.
Incorrect. Both have a length of 30. The only difference in a deployed vine vs a deployed rope is the model.
downwinder on 17/4/2018 at 06:10
dew drop works only against 2 or more mech humans=it make a transparent version of dewdrop appear above head and blinds the mechs for a short time,i tested it on t2 and it works
Tommyph1208 on 17/4/2018 at 09:46
OP forgot lockpicks... 5/5
Such a brilliant piece of game design... Plenty of other games have had lockpick mechanics, and through various little minigames tried to make interesting gameplay with them... Settings individual tumbler pins, breaking lockpicks, aligning patterns, what have you...
Thief 1 and 2 shows just how simple and brilliant it can be done.
You would think that the fact that you need to do nothing apart from holding a button to use them would make them boring, but to me, nothing beats sneaking up to a half lit door on a guards patrol route and frantically picking away at the lock before the guard returns (one of the brilliant aspects of the picks are that the picking happens in real time while you can remain observant of your sorroundings). The sounds of the lockpick working at the lock, the satisfying click of a tumbler setting in place, that moment when the final one does and the door opens... All brilliant in execution.
User 205 on 17/4/2018 at 10:39
I don't know why but I never could get Dewdrop to work :tsktsk:
Yandros on 17/4/2018 at 11:52
The relevant script:
Quote:
DewDropDoll
miss10.osm 2
If the container of this object is being attacked by at least three Mechanist type AI, and one of the attackers is within 10 feet, then the ghost is activated. The ghost object is linked to with ScriptParams with the data set to myghost. It is teleported 4 feet above the location of the container, a blinding flash is triggered, and the message PowerOn is sent to the ghost. The check is performed every 3 seconds until it is activated.
Iceblade on 17/4/2018 at 15:08
Quote Posted by Tommyph1208
OP forgot lockpicks... 5/5
Such a brilliant piece of game design... Plenty of other games have had lockpick mechanics, and through various little minigames tried to make interesting gameplay with them... Settings individual tumbler pins, breaking lockpicks, aligning patterns, what have you...
Thief 1 and 2 shows just how simple and brilliant it can be done.
You would think that the fact that you need to do nothing apart from holding a button to use them would make them boring, but to me, nothing beats sneaking up to a half lit door on a guards patrol route and frantically picking away at the lock before the guard returns (one of the brilliant aspects of the picks are that the picking happens in real time while you can remain observant of your sorroundings). The sounds of the lockpick working at the lock, the satisfying click of a tumbler setting in place, that moment when the final one does and the door opens... All brilliant in execution.
Even TDS carries this mechanic well, since the lockpicking aspect is still simple. In fact, it is better since timing is more in the player's hand rather than static by the lock.