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Current version that each chassis keep its own stats are a bit too annoying. You have to put food without freshness in every chassis or food will spoil. And eating gears for just regen hunger is a waste especially in muti-player world.

I know there's storage drone can transport food, but I may not remember if the chassis I'm going to transfer is hungry or low health or what. And it takes 3 transfer actions if:

1. transfer and found its stats are low.

2. transfer back to transport food.

3. transfer again, it's just annoying. 

I really hope it change back to the former mechanism which stats transfer with consciousness by %.

 

Edited by hhhhddh
rearrangement
  • Like 10

This is like a double edged knife. If you keep the mechanic, then you can abuse it by eating everything on the low stat body. Like if you eat a meatballs with 100 hunger stat then switched to 200 hunger stat, you would gain 124 hunger instead of 62. But if you fix it like they did in last patch, then it's bad for gameplay loop. Have to find the middle ground i guess. But what would that be lol i have no idea

I think people like the idea of getting 4 bodies to max stats all at a boss location, and then using a switch as a full health heal. Seems kinda pointless to me though. I'd far prefer not having to faff around tracking backup body stats.

  • Like 1
37 minutes ago, David808 said:

This is like a double edged knife. If you keep the mechanic, then you can abuse it by eating everything on the low stat body. Like if you eat a meatballs with 100 hunger stat then switched to 200 hunger stat, you would gain 124 hunger instead of 62. But if you fix it like they did in last patch, then it's bad for gameplay loop. Have to find the middle ground i guess. But what would that be lol i have no idea

Show their stat on map interface. All chassis are under WX's control network, WX should be able to check their stats easily.

Edited by beyond human
  • Sanity 1
Just now, Jussatoon said:

Share some. 

Okay so I guess it’s less "fun uses" and more "interactions I find fun", but:

0) It eliminates "bad" interactions that would incentivise making the most of proportional shift in the first place, such as: taking a hit on a more fragile body being a huge loss for the tankier one, being on a default-hunger body burning through the hunger of the hunger-circuit using body. It also makes it so beanbooster circuits are actually good to have on your tanky body, as opposed to putting it on a weaker one for faster regen at "no slot cost"(for the tanky body, that is).

1) Having separate sanity stats means you can, for example, farm nightmare fuel on one body, without the rest having to deal with that, and not have to constantly raise/lower the stat when transferring between bodies in and out of lunar areas, if you have a body on lunar for example.

2) Separate hunger stats mean that a body with a bunch of hunger circuits actually doesn't have to care about hunger that often, instead of the hunger ticking down anyway from transferring bodies, and then having to fill it on low-hunger body just to compensate. 

3) Separate health stats mean that you can send out a more "expendable" body to go into a boss fight/risky area, and not have the hits it takes affect the other bodies, even if it dies.

Overall though, the reason I like this change so much is mostly about it just feeling better, for me. It feels more logical when it works this way, and I find it more fun when my robotic bodies actually feel like spare bodies! Magically transferring stats just break the "fantasy" right away and break it down to just a game mechanic, and nothing more.(+ it also brings some issues I briefly covered prior)

 

  • Like 1

I like that it inderectly buffed nutribricks and storage drones, because we need to bring them food and stuff instead of eating with another body and also nutribricks are a great food source that doesnt spoil.

But I dont like that the clones need charges to use circuits (they could have same effect as eating nightmare fuel and powering the battery), I often had 1 body on lunar island and when I wanted I would just send circuits and materials to it to construct chassis on the lunar island and make gestalts posses 2 of them and then teleport to my main body for instant 2 clones. Now I have to wait in the bodies to get charges for them to make use of plugged circuits.

7 hours ago, hhhhddh said:

Current version that each chassis keep its own stats are a bit too annoying. You have to put food without freshness in every chassis or food will spoil. And eating gears for just regen hunger is a waste especially in muti-player world.

I know there's storage drone can transport food, but I may not remember if the chassis I'm going to transfer is hungry or low health or what. And it takes 3 transfer actions if:

1. transfer and found its stats are low.

2. transfer back to transport food.

3. transfer again, it's just annoying. 

I really hope it change back to the former mechanism which stats transfer with consciousness by %.

 

Doesnt make sense. Them having their own stats is cooler. You can switch to a Chasis when your stats are low

  • Like 2
1 minute ago, Jakepeng99 said:

Doesnt make sense. Them having their own stats is cooler. You can switch to a Chasis when your stats are low

A lot more chores to do is not cool to me as I mentioned. Plus it ruined a lot of cool ways to make the best use of chassis both in battle and in other situation.

For example:

  1. Leave my 100 health body around when I start bee queen fight with a 440 health body, and during the fight I can transfer to the 100 hp body to gain 4.4x hp regen.
  2. After tough fight with 440 hp body I can switch back to 100 hp body and make bean booster circuit regen for all of the bodies.
  3. I can transfer back to body at home to revive temperature, and transfer back to body with season clothes to maintain the temp.

I'd like all my bodies interconnect to gain the maximum benefits, not just a bunch of independent chassis and only do their own jobs. And the % stats transfer is just the perfect mechanism to achieve the common interests of all bodies.

  • Like 2

I think this should have been there from the start. Switching to another body and continuing with the same hunger was illogical. It also fixed the situation where you could cheaply refill your stats by switching to a body with lower maximum stats. I don't know if inactive chassis currently have hunger drain or not, but I have a suggestion regarding this. If you have the skill that keeps beta circuits active (Warm Standby), and the beta circuits are running while you are not in that body, they could have a small hunger drain, such as 25 per day. When hunger reaches 0, the beta circuits should stop working. Since we now have separate stats, we can implement this.

  • Like 5
1 hour ago, hhhhddh said:

A lot more chores to do is not cool to me as I mentioned. Plus it ruined a lot of cool ways to make the best use of chassis both in battle and in other situation.

For example:

  1. Leave my 100 health body around when I start bee queen fight with a 440 health body, and during the fight I can transfer to the 100 hp body to gain 4.4x hp regen.
  2. After tough fight with 440 hp body I can switch back to 100 hp body and make bean booster circuit regen for all of the bodies.
  3. I can transfer back to body at home to revive temperature, and transfer back to body with season clothes to maintain the temp.

I'd like all my bodies interconnect to gain the maximum benefits, not just a bunch of independent chassis and only do their own jobs. And the % stats transfer is just the perfect mechanism to achieve the common interests of all bodies.

Thats part of the problem

5 minutes ago, Ugur01 said:

I think this should have been there from the start. Switching to another body and continuing with the same hunger was illogical. It also fixed the situation where you could cheaply refill your stats by switching to a body with lower maximum stats. I don't know if inactive chassis currently have hunger drain or not, but I have a suggestion regarding this. If you have the skill that keeps beta circuits active (Warm Standby), and the beta circuits are running while you are not in that body, they could have a small hunger drain, such as 25 per day. When hunger reaches 0, the beta circuits should stop working. Since we now have separate stats, we can implement this.

But the warm standby skill is already pretty weak, why give it a big nerf

  • Like 2
1 hour ago, hhhhddh said:

 

  1. Leave my 100 health body around when I start bee queen fight with a 440 health body, and during the fight I can transfer to the 100 hp body to gain 4.4x hp regen.
  2. After tough fight with 440 hp body I can switch back to 100 hp body and make bean booster circuit regen for all of the bodies.
  3. I can transfer back to body at home to revive temperature, and transfer back to body with season clothes to maintain the temp.

What you just described is the exact reason why they changed it

  • Like 5
33 minutes ago, Jakepeng99 said:

But the warm standby skill is already pretty weak, why give it a big nerf

I was actually going to add this before you replied. You're right; even without my previous suggestion, only a handful of circuits are compatible with this skill and their area of effect is very small. As an additional effect, I suggest increasing the range (AOE) of beta circuits while they are running in an inactive chassis.

Edited by Ugur01
Clarification
1 minute ago, Crazy Gorilla said:

What you just described is the exact reason why they changed it

And it's not bad at all. It's the reward to design the α circuit combination, and now all chassis use the same α circuit set to gain stability during switching.

It was allowed both people who want all chassis to be different and people who want all chassis to be same to gain their own benefit, and now there's only on option left.

  • Like 1

other people already said why klei make that change, but theres one more reason, with that change pople will see the chassis for it actual use of being a quick way of changin circuit or a help station instead of a lesser tp, if you look at the forum almost everyone was seeing it only as a tp with extra steps and now maybe they will see their actual use

4 minutes ago, hhhhddh said:

And it's not bad at all. It's the reward to design the α circuit combination, and now all chassis use the same α circuit set to gain stability during switching.

It was allowed both people who want all chassis to be different and people who want all chassis to be same to gain their own benefit, and now there's only on option left.

Im inclined to disagree that its not bad.

Sure its probably not game ruining, but the devs have clearly always avoided this being a free mechanic. You can still do it just not for free, it requires set up, either volt goat milk or bring chassis with you to the fight and swap during battle. Its inconvenient sure but its always been inconvenient, even before the skill tree I think a huge part in why they made it so difficult to hotswap with WX had to do with this exact issue.

I dont know the exact WX stats with health circuits but I think you can get about 400 HP right? If base WX is 100 HP then that means 2 pierogies = 320 HP, thats not a very minor difference.

The issue is just that its too easy to pull off, theres no trade off to swapping your chassis, so you could just tank hundreds of damage and heal it off with barely any healing, and thats on top of also being able to have passive regen, free stun, and all the other fun shenanigans you get pull of with this character.

  • Like 1
5 minutes ago, Crazy Gorilla said:

.

I dont know the exact WX stats with health circuits but I think you can get about 400 HP right? If base WX is 100 HP then that means 2 pierogies = 320 HP, thats not a very minor difference.

.

the max hp a wx can get is 440, 300 thanks to three super circuit and 40 for the base if you have seven slots

21 hours ago, hhhhddh said:

Current version that each chassis keep its own stats are a bit too annoying. You have to put food without freshness in every chassis or food will spoil. And eating gears for just regen hunger is a waste especially in muti-player world.

I know there's storage drone can transport food, but I may not remember if the chassis I'm going to transfer is hungry or low health or what. And it takes 3 transfer actions if:

1. transfer and found its stats are low.

2. transfer back to transport food.

3. transfer again, it's just annoying. 

I really hope it change back to the former mechanism which stats transfer with consciousness by %.

 

I think the change is good actually. Consider balance, you're in a middle of the ruins and for example and was slighly damaged without helining / sanity. You transfer conciousness and heal to full, transfer back and continue your adventure as if nothing happened. So you not only run away from fight with ease, but also have no any consicuences. 

Also a lot of people abuse "no stats body" to heal at low cost, which makes not much sense cause installing circuits should be always more beneficial than not installing it, but in this case not upgrading chassis provided more benefits.

You have drones to bring food already, so why to complain? Just share some gears / nutrient blocks and you'll be fine.

  • Like 1

It just seems annoying. Have you tried it much? The non-beta version feels great, the beta-version feels annoying. You aren't meaningfully changing the character just worsening the player experience, i.m.o.

Transferring is and never will be a teleport, since you anyway need different copies of clothing, armor, circuits, tools. That is A LOT already. Needing to track food as well is just annoying (and yeah, can just be solved via faffing with the storage drone, but the point is it is just irritating, i.m.o.). 

  • Like 1

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