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strawdonkey

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Everything posted by strawdonkey

  1. It does, though some have struggled with it. If you are not having any luck, give Pluvio's Floor Reader a go: https://psu-clementine.net/wiki/index.php/Floor_Reader
  2. This is a known issue and is on the list of things to be fixed during the next maintenance.
  3. The Partner Machine "Talk" option and Vision Phone "Help" options are not translated, and are unlkely to be any time soon due to the sheer amount of work involved for little gain. However, for the Vision Phone entry you can view full translations on re-PSUPedia: http://re-psupedia.info/Your_room (look for Glossary (script) and Play Guide (script) The Partner Machine option is meant to take you into cutscenes but these do not function correctly, and again are not high on the priority list to resolve.
  4. There's currently no benefit other than how they look. If/when the NPCs are able to be invited to your party (currently not working, no ETA for resolution) it can alter their combat behaviour, but they were all kind of useless anyway.
  5. A couple of things that tend to be under-utilised in the official missions are multiple fields (like in SEED Express, where the first two blocks are in the Train maps, and block 3 is in AMF Metro Linear); and also mixing creatures from different regions in unexpected ways. I'd like to see a mission that starts during a flight to one of the planets, where it's discovered there are SEED-forms on board; the final block is in one of the planet-based lobbies featuring a mix of native creatures and SEED-forms, as you aim to exterminate the SEED-forms to stop them from infiltrating the planet further. I'm not sure what mission areas could pass for the inside of a spaceship so this might be a non-starter if they don't exist, as it's difficult to explain away "we are getting the train through space" I guess. Also I'd like to see new missions where the wiki page takes very little effort to put together
  6. Some decent suggestions here - I don't see why listing current boost info on the wiki wouldn't be possible, other than it being a manual process and us not forgetting to do it. There aren't any boosts at present, but we do update the luck whenever there's an event so next time something comes up will have a play.
  7. Functionally, yeah - the variance calculation (https://psu-clementine.net/wiki/index.php/Formulae) takes the maximum possible damage, then determines a variance value at random within the variance value of the weapon, and then subtracts that from the max damage. So a weapon with NV would perform find the max damage, and then subtract zero from it, which means that it always outputs the max damage value.
  8. The NV prototype gives the weapon a Variance value of zero, and doesn't affect the elemental percentage at all. https://psu-clementine.net/wiki/index.php/Prototype_Weapons_System Variance is what causes the varying damage numbers when using a weapon - if you've ever used an Ank Piko you'll have noticed that its damage numbers are effectively completely random. Reducing Variance to 0 means that you'll hit the same amount of damage with each hit.
  9. The online story missions were really heavily scripted and featured a lot of NPCs, both of which are things that are still proving pretty problematic. Never say never, but also don't hold your breath...
  10. Humans and Newmans still won't outdamage CAST and Beast in those classes, and won't have higher ATA than CASTs either. Don't read too much in to the hybrid bonus removal :)
  11. This is long out of date. The game is in a released state and while not everything from official is available (mainly story missions and scripted missions) you can see what is available on our wiki. https://psu-clementine.net/wiki/index.php/Main_Page There's also a handy list of things that are deliberate changes from official: https://psu-clementine.net/wiki/index.php/Differences_to_Official
  12. This is a known issue, at the moment there's no way of scaling the UI.
  13. We put together a getting started guide, aimed at covering off some of the most commonly-asked questions new players have: https://psu-clementine.net/wiki/index.php/Getting_Started_with_Clementine
  14. There's a Looking For Group channel on Discord. If you aren't seeing it, make sure you've reacted to the post in the Rules channel, as if you haven't many of the channels won't show up.
  15. Yeah please don't multibox Resta / Reverser parties are a thing, you'll often find them in Hill of Spores next to the... smog turret things, as they deal percentage-based damage very rapidly but also inflict confuse, so are good for both. Your best bet would be to try and get one going using the #looking-for-group channel on the Clem Discord.
  16. New version fixed it for me - I was having the same issue as a lot of people above, where you'd boot PSU but wouldn't be able to get the overlay to display.
  17. We've updated the wiki to reflect this behaviour while it's worked on. In the meantime Marm has suggested they're happy to change the colour of the clothing to what you originally requested, but there might be a bit of a delay until time can be found to go through the requests.
  18. Update: it does. I find that I have to switch armour at the start of every block (if I'm holding the Missouri at the end of the previous block) and if I switch away from the Missouri to use another weapon, when I switch back to the Missouri I also have to switch armour again to get the set bonus back. Switching between two Quebbler Suits works the same as switching away from a Quebbler Suit to a different armour and back. I'm doing this using the chat macros - the only pain is that if I'm already wearing the armour element that I want to switch to, I have to switch away from it first as running the command to switch to the armour I'm currently wearing doesn't seem to unequip and re-equip the piece of armour.
  19. I've just purchased an S012 and can confirm that this behaviour occurs for me too. You can work around it by carrying a second armour of a different element and using macros to switch to the other armour and then back to your Quebbler Suit - appreciate it's not ideal but trivialises the faff required. Wonder if it activates the bonus if you switch from one Quebbler Suit to another. I only have one and have logged off for the night so won't be checking for a little while
  20. This looks pretty good to me - the main concern I have is that it may turn the game into an MP farming fest (more so than now), and it does affect people who like to level a lot of classes more than people who stick with a handful. In all honesty I'd just be grateful to have something so this solution is something I can get behind. Only criticism is that I'd like to be able to upgrade tech level caps - LV50 bullets on PT or LV30 skills on AT for instance. If we're already tying progression to a specific class, then altering the parameters/limitations of that class for yourself would be desirable.
  21. Noticed this morning that Machineguns now have PP Regen. Happy days. Unfortunately they also seem to be regenerating chunks of 100-500 PP seemingly at random to the extent that I managed an entire run using only two Greaseguns and didn't have to use a single photon charge. Don't have footage but happy to discuss further. I didn't find any specific actions that were able to trigger the regen but will have more of a play tonight (UK time) if any more info is required.
  22. This also happens on Beach Bum Beasts, on certain maps - the spawn of Bal Sozas/etc after the island don't take hits from Sturm Attacker.
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