Labs are /dangerous/ now

Hook swords, monoblade bracer (made from monomolecular blade CBM, but modified to be worn on the forearm rather than implanted), sword-chucks.[/quote][quote=“chevil, post:51, topic:7124”][quote=“The Lone Badger, post:50, topic:7124”][quote=“kingorkami, post:49, topic:7124”]We need more ways of wasting batteries/gasoline such as chainswords or tesla gauntlets.[/quote]

Gasoline-powered ghetto power armour. Motorcycle engine worn on the back, big slabs of steel over the limbs, and a hilariously-overcomplicated set of linkages (requires Mechanics 14) controlling and distributing the power.[/quote]

Someone please make Ghetto power armor a thing.[/quote]

Dunno about that armor, but I’ll try my best to do said things. Though hidden blades seem hard… Maybe use some code from the CBM force-replace hands?

Hook swords, monoblade bracer (made from monomolecular blade CBM, but modified to be worn on the forearm rather than implanted), sword-chucks.[/quote][quote=“chevil, post:51, topic:7124”][quote=“The Lone Badger, post:50, topic:7124”][quote=“kingorkami, post:49, topic:7124”]We need more ways of wasting batteries/gasoline such as chainswords or tesla gauntlets.[/quote]

Gasoline-powered ghetto power armour. Motorcycle engine worn on the back, big slabs of steel over the limbs, and a hilariously-overcomplicated set of linkages (requires Mechanics 14) controlling and distributing the power.[/quote]

Someone please make Ghetto power armor a thing.[/quote]

Dunno about that armor, but I’ll try my best to do said things. Though hidden blades seem hard… Maybe use some code from the CBM force-replace hands?[/quote]
you could make it a wearable weapon on one arm. When activated it could create a “blade” that uses the unarmed skill and cannot be removed naturally (there is already support for this, just look up monomolecular blade).

I assume your character has 12 strength (needed to use reflex recurve bow with no penalties), so maybe for him it’s not too hard. But my characters are typically 8-8-8-8. Playing with high stats is not !!FUN!! enough.

I think he meant this kind of (industrial) plasma cutter. Disable the safeties and hook it up to a milspec power source and you could do some serious damage to something. Plus fry the retinas of anyone trying to attack you without welding goggles.

I assume your character has 12 strength (needed to use reflex recurve bow with no penalties), so maybe for him it’s not too hard. But my characters are typically 8-8-8-8. Playing with high stats is not !!FUN!! enough.[/quote] i have 10 strength only + muscule augmentation cbm

but other bows will be good too for labs because you need it mostly for sniping manhacks or bio operators and sometimes skitterbots everything elsle can be killed in mele

I wonder if Judo will help against those bio-operators’ slamming throws.

So … the Machine Guns and placeable turrets finally have a purpose? Time to find an M249 and lots of ammunition + some turrets.

Cakewalk!

Knowing where lava pits are are very useful for getting rid of those pesky tougher zombies. Melt, my pretties… MELT!!! BWAHAHAHA!

What about those precious cbms D:

Hook swords, monoblade bracer (made from monomolecular blade CBM, but modified to be worn on the forearm rather than implanted), sword-chucks.[/quote][quote=“chevil, post:51, topic:7124”][quote=“The Lone Badger, post:50, topic:7124”][quote=“kingorkami, post:49, topic:7124”]We need more ways of wasting batteries/gasoline such as chainswords or tesla gauntlets.[/quote]

Gasoline-powered ghetto power armour. Motorcycle engine worn on the back, big slabs of steel over the limbs, and a hilariously-overcomplicated set of linkages (requires Mechanics 14) controlling and distributing the power.[/quote]

Someone please make Ghetto power armor a thing.[/quote]

Dunno about that armor, but I’ll try my best to do said things. Though hidden blades seem hard… Maybe use some code from the CBM force-replace hands?[/quote]
you could make it a wearable weapon on one arm. When activated it could create a “blade” that uses the unarmed skill and cannot be removed naturally (there is already support for this, just look up monomolecular blade).[/quote]

What I said.

If you’d ever read descriptions, they do.

It does, but the closest it gets to saying as much before you test the theory is that Judo makes you immune to being thrown or knocked down.

(But only if we coded it to do so, and I’m sure there are places we missed. The Bio-operator and the Jabberwock definitely respect judo-users (judoka?) though.)

If you’d ever read descriptions, they do.[/quote]
I learned not to put 100% trust in descriptions because, like KA101 says, in blanket cases like this (all throws) there are likely to be occasions missed by the devs. Glad to hear the bio-operator isn’t one of these occasions.

So this seems to have been mostly reversed. Labs are safe again now.
I rather liked having a dangerous area to explore.

[quote=“The Lone Badger, post:73, topic:7124”]So this seems to have been mostly reversed. Labs are safe again now.
I rather liked having a dangerous area to explore.[/quote]

problem is, the rewards were broken.
i’d like some of them to be as dangerous as when this was posted, but not all of them, and certainly not with so many bionics drops…

[quote=“jcd, post:74, topic:7124”][quote=“The Lone Badger, post:73, topic:7124”]So this seems to have been mostly reversed. Labs are safe again now.
I rather liked having a dangerous area to explore.[/quote]

problem is, the rewards were broken.
i’d like some of them to be as dangerous as when this was posted, but not all of them, and certainly not with so many bionics drops…[/quote]

Mmmm, they are back to pretty easy again, upping the skitters and manhacks while keeping the biooperators and scientists down could be a more happy medium.

I read a bit ago that spawns become harder the deeper you go to make it more realistic.