Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Maybe I'll make more versions of the armor then for more customization... because I do want to add something new that looks cool, but I'll see what I can do.
But more versions of armor would def be neat.
I do have an idea to throw your way in regards to Mudraptor helmets. "Hired Claw" tree has the skills at the very bottom. would custom mudraptor helmets with traits & stats related to those skills be possible? For example Medical and Engineer have goggles tied to their jobs to see vitals or electrical wiring figured that maybe it could be incorporated into the helmets. Would make specializing into the specific jobs give a nice bonus without sacrificing the helmets for the regular gear.
Oooh, I like this!
Not sure about the being able to see vitals or wiring (as in not sure it's possible outside the menus), but I could definitely make helmets that increase those skills or something like that.
MWAH, wonderful, that's what I needed to know.
I've always played the mudraptor so I had no idea about either of those items lol.
I need some input, should the new helmets (the two I'll be adding) be last in the tree or unlocked alongside the others in heat signature?
Edit: Leaning towards last in tree myself.
Edit: I also see thermal as basically being smell for the mudraptor since the enemy ones can absolutely hunt ya down so that's my perspective on it.
The medical helmet is live (with thermal)!
I'm not the best artist, but I tried to make it look good and had a fun time designing it!
I really liked the whole "nose mask" draped over the mudraptor.
And... I'm just now remembering I forgot to adjust the crafting recipe, it's... probably fine the way it is for now, lol
But
Currently looking through the human jobs:
Nothing sticks out for gear but lots of bonuses for the talents that the Mudraptor could take advantage of that they just don't get in regular gameplay if they choose one job at the bottom of Hired Claw. For example medical for humans offers big buffs on CPR, can drag people just bloody everywhere, (albeit this is Baro and grabbing is still janky) bonuses on making medical items and use of em. but also definitely tons of recipes for each job that you can never get.
May not hurt to take a look at em. I feel like Hired Claw if say its forced to put you into that specific job could throw in some boosts/recipes from the human jobs to really seal the deal you willl be the best beaky boy at that job.