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Hi Game developers ,

I was a real fan of Fall out tactics after i palyed this game for a few weeks i think it could better,
This game is not as compliacted and indepth as Fallout tactics options and items - however i find this to be fine since its set in 1980's

First and foremost its a promising game - so i giving my two cents worth of opinons , hoping you guys can explore on it

1. A radiation level meter - on the dashboard when travelling on the map - it really sucks when you enter an area and dont know how radiated it is - i find it a pesky chore to find suddenly your character is radiated and now you in need of a cure ( Maybe a item to buy or find - should be plaenty due to a nuke fall out)

2. Include a craftable radiation suite - for entering areas of high radiation

3.I did not see an option to pick locks for locked boxes or lockers - i guess its automatically depends on your current skill to be able to open a locked box - i think you should have an option to pick locks - no matter what skill you have - ultimately the succss rate will depend on luck and lock picking skill

4.NPC joining - we should have full control of thier gear equipped and thier actions during combat - of course you can add an auto combat AI if players are too lazy to control and let the computer do it for them during combat

So far i think these lillte details couls make the game better.

Give me your comments - maybe one day it could be availabe as an update or expansion..
Thanks
like in Fallout2 there is a gieger counter device you can buy from caravans.

My suggestion for improvement:

What made fallout combat more interesting was status changes but in ATOM I can crit a guy in the arm and weapon doesn't drop or hit them repeatedly in the eyes and they don't go blind ... I guess it can get unbalanced quickly but still it gives aimed shots some purpose
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dinns72: Hi Game developers ,

I was a real fan of Fall out tactics after i palyed this game for a few weeks i think it could better,
This game is not as compliacted and indepth as Fallout tactics options and items - however i find this to be fine since its set in 1980's

First and foremost its a promising game - so i giving my two cents worth of opinons , hoping you guys can explore on it

1. A radiation level meter - on the dashboard when travelling on the map - it really sucks when you enter an area and dont know how radiated it is - i find it a pesky chore to find suddenly your character is radiated and now you in need of a cure ( Maybe a item to buy or find - should be plaenty due to a nuke fall out)

2. Include a craftable radiation suite - for entering areas of high radiation

3.I did not see an option to pick locks for locked boxes or lockers - i guess its automatically depends on your current skill to be able to open a locked box - i think you should have an option to pick locks - no matter what skill you have - ultimately the succss rate will depend on luck and lock picking skill

4.NPC joining - we should have full control of thier gear equipped and thier actions during combat - of course you can add an auto combat AI if players are too lazy to control and let the computer do it for them during combat

So far i think these lillte details couls make the game better.

Give me your comments - maybe one day it could be availabe as an update or expansion..
Thanks
1. Slightly annoying, but not THAT necessary since those areas of radiation are quite rare. Also you'll notice a slight noise like a rad detector as you near those locations (usually - definitely happens near the wreck near Ortradnoye - and that one's marked with a rad warning sign as well). There's only one area where radiation isn't rare, but that's really obvious. Also you don't get irradiated while traveling on the map, except in the obvious area I mentioned (in which case it will happen no matter where you go in that area).

2. Some kind of rad suit would be cool - but seeing as how you can easily raise your rad resistance to 100% using drugs (which are easy to find, and which last 1-2 hours IIRC), it's not really required.

3. Lockpicking - hold down the left mouse button, a menu should come up - then navigate to the "pick lock" option. Yes it's ridiculously clunky and I personally hate it, but that's how you pick locks. You can attempt to pick any lock - there's a slightly different message depending on whether you just failed, or whether it's way above your level and you have no hope (so you may have to do it multiple times). Having an item equipped (as your active "weapon") that has +lockpicking will help.

4. If you equip a character with a ranged weapon and a melee weapon, you can get them to switch between the two by holding down the mouse button on them and selecting the "ranged/melee" option (it's not called exactly that, can't remember exact wording, but it should be obvious). You can do this both within combat and outside of combat. Additionally, you can also select targets for your NPCs or locations for them to go to (but they only do one of those actions, and blindly - it's not ideal but better than nothing). You can also change them from "Defend" (stay close to you) to "Aggressive" (charge at the enemy) and vice/versa.
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dinns72: Hi Game developers ,

I was a real fan of Fall out tactics after i palyed this game for a few weeks i think it could better,
This game is not as compliacted and indepth as Fallout tactics options and items - however i find this to be fine since its set in 1980's

First and foremost its a promising game - so i giving my two cents worth of opinons , hoping you guys can explore on it

1. A radiation level meter - on the dashboard when travelling on the map - it really sucks when you enter an area and dont know how radiated it is - i find it a pesky chore to find suddenly your character is radiated and now you in need of a cure ( Maybe a item to buy or find - should be plaenty due to a nuke fall out)

2. Include a craftable radiation suite - for entering areas of high radiation

3.I did not see an option to pick locks for locked boxes or lockers - i guess its automatically depends on your current skill to be able to open a locked box - i think you should have an option to pick locks - no matter what skill you have - ultimately the succss rate will depend on luck and lock picking skill

4.NPC joining - we should have full control of thier gear equipped and thier actions during combat - of course you can add an auto combat AI if players are too lazy to control and let the computer do it for them during combat

So far i think these lillte details couls make the game better.

Give me your comments - maybe one day it could be availabe as an update or expansion..
Thanks
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squid830: 1. Slightly annoying, but not THAT necessary since those areas of radiation are quite rare. Also you'll notice a slight noise like a rad detector as you near those locations (usually - definitely happens near the wreck near Ortradnoye - and that one's marked with a rad warning sign as well). There's only one area where radiation isn't rare, but that's really obvious. Also you don't get irradiated while traveling on the map, except in the obvious area I mentioned (in which case it will happen no matter where you go in that area).

2. Some kind of rad suit would be cool - but seeing as how you can easily raise your rad resistance to 100% using drugs (which are easy to find, and which last 1-2 hours IIRC), it's not really required.

3. Lockpicking - hold down the left mouse button, a menu should come up - then navigate to the "pick lock" option. Yes it's ridiculously clunky and I personally hate it, but that's how you pick locks. You can attempt to pick any lock - there's a slightly different message depending on whether you just failed, or whether it's way above your level and you have no hope (so you may have to do it multiple times). Having an item equipped (as your active "weapon") that has +lockpicking will help.

4. If you equip a character with a ranged weapon and a melee weapon, you can get them to switch between the two by holding down the mouse button on them and selecting the "ranged/melee" option (it's not called exactly that, can't remember exact wording, but it should be obvious). You can do this both within combat and outside of combat. Additionally, you can also select targets for your NPCs or locations for them to go to (but they only do one of those actions, and blindly - it's not ideal but better than nothing). You can also change them from "Defend" (stay close to you) to "Aggressive" (charge at the enemy) and vice/versa.
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Hi fellow Atomite,

Many thanks for the pointers , i just gone in a few weeks so i maybe a noob at these features mentioned,

Was wondering i could be deaf ..lol but that slight noise i did not notice - i have a look at that -(hear) for it

The NPC controls you mentioned well that gives some control - but damn i still miss the full controls / item equipped like how fallout tactics did it .....

Appreciate the pointers ...

Maybe you should post this out for noob beginners like me...
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RadicalChaos: like in Fallout2 there is a gieger counter device you can buy from caravans.

My suggestion for improvement:

What made fallout combat more interesting was status changes but in ATOM I can crit a guy in the arm and weapon doesn't drop or hit them repeatedly in the eyes and they don't go blind ... I guess it can get unbalanced quickly but still it gives aimed shots some purpose
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Ohhh ... i missed those critical debuffs as you scored critical hits your enemies gets worse off...

Haaa....im feeling nostalgic now....any chance of a fallout tactics redevelopment ..hmm

Thanks for ypur comments fellow Atomite -- Radical
Post edited February 08, 2019 by dinns72
There already is a radiation level meter, you just have to buy it. And even when I did, I only used it once (travelling through the dead city, as I was too stupid to figure out you could just reach 100% rad resistance with 2 rad-x pills).

Someone else already mentioned how to pick locks, but I think the lockpicking skill should be nerfed. With a lockpicking skill of 70-75 at most I picked every single lock in the game, the vast majority of them without using the lockpick and crowbar too. And the whole "you failed to pick the lock" thing makes no sense, you just have to keep on clicking until you succeed. There being a chance of breaking the lock and making it impossible to pick in such situations would sort of make sense, but in my case it would just encourage savescumming extraordinaire.

I didn't really go deep into the NPC commands besides healing them, throwing guns and ammo at them and telling them to run away/stay close/wait here (although poor Fidel didn't even live long enough to get his first gun). I don't know if other companions are more reasonable with their ammo, but Hexogen just spends all the ammo on him in 2-3 encounters tops whenever he has an automatic weapon on him. Plus he uses burts from his MG to take down flies and rats.

There should also be an option to skip ridiculously weak encounters too. When my travels get interrupted by a bunch of wasps and rats which are incapable of dealing any damage at all unless in some very, very lucky criticals when they manage to take down 1 or 2 HP at most, it's just annoying. Even without the fact that Hexogen will spend half his ammo on them. The inhabitants of the Dead city are also like this, but the chances of avoiding them by using survival are much smaller too.

And the survival skill itself makes little sense (except on survival difficulty). Why would I waste skill points to increase the chances of avoiding an encounter altogether when I can throw them at any other skill (except for the utterly useless stealth, but I'll get to that in a minute) and increase my chances of surviving the actual encounter. Running away is pretty easy, and I have rarely encountered enemies which could kill me before I could run away if the situation called for it. Healing resources and food are also plentiful, so you are likely to be able to heal any damage you took immediately after you run away or win.

Now for the stealth. I know that it wasn't very useful in the original Fallout games either, but at least there were situations when it came in handy (sneaking past Bishop and his men after boning his wife or daughter comes to mind). At least you could activate a stealth mode and sneak around. The stealth in ATOM is solely for remaining undetected while stealing shit (although I'm open to the possibility that I'm just retarded and didn't figure out how to activate a stealth mode). And as someone who poured quite a lot of skill points into stealth at the early levels thinking it would actually help me sneak up on people, I found it quite disappointing. You'd think that since stealth in ATOM is all about stealing it would cover pickpocketing as well, but pickpocketing is a skill of its own! Which I haven't tried using even once so I won't say anything about it.

Also forgot to mention, aimed shots don't really make much sense if you can't cripple limbs. The only similar thing in ATOM is blinding, but I didn't notice any dramatic consequences to it (I still had a 99% chance of hitting anyone next to me with a machete).
Post edited February 09, 2019 by T-Rexvs.Skenderbeg
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T-Rexvs.Skenderbeg: There already is a radiation level meter, you just have to buy it. And even when I did, I only used it once (travelling through the dead city, as I was too stupid to figure out you could just reach 100% rad resistance with 2 rad-x pills).
Wait, what? There is an actual rad meter to buy? I never saw one my entire first playthrough - so I guess it appears randomly?

Which is pretty damn annoying - some randomisation of items I can deal with, but it seems they've gone a bit far...

I think (but cannot confirm, since I hardly used it) that stealth is checked along with pickpocketing when attempting to pick someone's pocket. It can also be used to escape from encounters (manually, as in running away once the encounter starts) - but it's difficult to tell what stealth does versus how stupid enemies are at seeing stuff.

I also miss the ability to cripple limbs - even more so, the crazy over-the-top critical from Fallout 1/2 where you could blow their limbs right off! That's seriously missing here, no matter how crazy it is.
Post edited February 09, 2019 by squid830
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T-Rexvs.Skenderbeg: Now for the stealth. I know that it wasn't very useful in the original Fallout games either, but at least there were situations when it came in handy (sneaking past Bishop and his men after boning his wife or daughter comes to mind).
You are joking right? Stealth was the skill to use , it lets you position yourself pretty much wherever you wanted and also pickpocket enemies before combat or get to NPCs you wouldn't be able to talk to otherwise.
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T-Rexvs.Skenderbeg: Now for the stealth. I know that it wasn't very useful in the original Fallout games either, but at least there were situations when it came in handy (sneaking past Bishop and his men after boning his wife or daughter comes to mind).
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RadicalChaos: You are joking right? Stealth was the skill to use , it lets you position yourself pretty much wherever you wanted and also pickpocket enemies before combat or get to NPCs you wouldn't be able to talk to otherwise.
It has its uses on occasion, but only after investing a considerable amount of points, with no reliable feedback on how visible you were at any given moment. The only way to know if it was any use at all was trial and error. Simply painting the hexes you are going to be spotted passing through red when stealth mode was on or having a detection level system for enemies like in Underrail had would have made a lot of difference.
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RadicalChaos: You are joking right? Stealth was the skill to use , it lets you position yourself pretty much wherever you wanted and also pickpocket enemies before combat or get to NPCs you wouldn't be able to talk to otherwise.
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T-Rexvs.Skenderbeg: It has its uses on occasion, but only after investing a considerable amount of points, with no reliable feedback on how visible you were at any given moment. The only way to know if it was any use at all was trial and error. Simply painting the hexes you are going to be spotted passing through red when stealth mode was on or having a detection level system for enemies like in Underrail had would have made a lot of difference.
It definitely bugged me that there was no separate "sneaking" action or animation. Sure it's not technically necessary, but it would have been nice to have. It's likely exacerbated in combat due to the cover mechanic being very basic (like in the original Fallouts). By the same token, you can be in direct line of sight but far enough away and you're practically invisible (which generally resulted in me moving a few paces at a time so I could get the first shot off the as-yet-unaware enemy - which naturally sometimes didn't work, and instead resulted in the enemy effectively getting a free first turn).
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T-Rexvs.Skenderbeg: Now for the stealth. I know that it wasn't very useful in the original Fallout games either, but at least there were situations when it came in handy (sneaking past Bishop and his men after boning his wife or daughter comes to mind).
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RadicalChaos: You are joking right? Stealth was the skill to use , it lets you position yourself pretty much wherever you wanted and also pickpocket enemies before combat or get to NPCs you wouldn't be able to talk to otherwise.
I thinking this game settles to make things simple , damn i missed those sneaking and going for close quaters...
Thanks for the reply....
I would like to add
Improvements to follower pathing
Please look at follower friendly fire
Please add a party formations
Direct access to follower inventory in shops and when accessing the means of transportation
Area map for Red Fighter village

I beat this game and really loved it. Looking forward to more. Great Job! I personally compare this game more to Wasteland 2 vs Fallout.