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Messages - mattu

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31
General / Re: Once I go to Deep Caverns (possible spoilers)......
« on: March 27, 2019, 04:35:02 am »
You're stuck. No going back until you're done with DC. Rewind to an earlier save or make the best of it.



32
General / Re: Help me appreciate chemical pistols
« on: March 17, 2019, 02:35:50 pm »
Trashos, I've seen pyro pistols work to very good effect. They go well with Ambush. Setting living things on fire is a huge bonus. You can use a pyro pistol every round, unlike grenades. Porque no los dos?

33
General / Re: Help me appreciate chemical pistols
« on: March 17, 2019, 02:31:49 pm »
Quidam, that is quite an interesting hybrid build. I had kind of written off Versatility, but this is a clever use of it. I like it a lot.

You must be better at inventory management than I am; I don't think I could play a build that relied heavily on both traps and caltrops with 3 STR and no Pack Rathound.

34
General / Re: Skill/Stat Breakpoints?
« on: February 15, 2019, 04:14:17 am »
I don't believe there is any vendor in the game that carries them guaranteed. One will turn up eventually, but you might have to wait a while.

I'm 99% sure I've seen Old Jonas carry them. In the early game he's worth stopping by every time the vendors reset, he often has a piece or two of uncommon loot.

I think I've seen Colton and/or Gort (Junkyard) carry them. Nothing you can rely on, sorry.

35
General / Re: Skill/Stat Breakpoints?
« on: February 15, 2019, 01:07:25 am »
I'm not aware of any chat hub specific to UnderRail.

No harm in posting small questions here. Maybe roll em up into the same thread, but I think the regulars will see a new comment anywhere here in General.


36
General / Re: Eviscerate and Cut-Throat any good?
« on: February 12, 2019, 12:08:30 am »
Thanks for the video, that was fun. I didn't know it would cut through Second Wind, that's is a nice perk. Still seems pretty situational to me, but maybe worth it for the fun factor.



37
General / Re: Character motivations
« on: February 10, 2019, 06:41:51 pm »
> because the player's options are very limited for no real reason.

Every player has the option to leave M'Lan sitting in the dark and ratshit and complete the quest with only 3 or 4 outposts powered up.

Every player has the option to not kill Elwood, to not kill Vilmer, to not kill Grover. None of them are any threat to the PC. None of them needs to be killed to finish the drill parts quest. But they always end up dead in my games, and I suspect in most player's games. Like Altos said, it's a little unsettling if you are doing any roleplaying in your game playing.

38
General / Re: Character motivations
« on: February 09, 2019, 11:03:46 pm »
Usually I play RPGs as a generic nice guy boy scout type, with a possible exception for kleptomania. Usually RPGs are written encouraging this, and I'm going with the flow.

Occasionally I try playing an evil character but I have trouble sticking with this. I carve out exceptions for NPCs that I like and next thing you know I'm saving kittens or whatever again.

UR pushes you pretty strongly toward playing a self interested survivor. You can be an extra nice guy if you want, but it's extra work and you aren't getting any medals for it, as you're told in so many words. There are no good guys, everybody's in it for themselves, and you'd better be the same. By the time I get out of Junkyard I've murdered several people who never gave me any trouble, just cause I know there's something in it for me.

("Curse those Protectorate imperialists!", he muttered, dragging M'Lan's corpse out into the cave, away from the light of the outpost doorway.)

A lot of post apoc games promise grittiness, but if they deliver at all it feels forced: INSERT GRITTY SCENE/MORAL DILEMMA HERE. In UnderRail it's perfectly natural. I can't think of another game that pulls it off as well.

39
General / Re: Is Gorsky ever satisfied with your speed?
« on: February 09, 2019, 05:45:08 pm »
I don't know for sure, but I would bet money that Gorsky is never satisfied. Gorsky's a jerk. The character is a great character--I love his story arc--but he's a total asshole.

40
General / Eviscerate and Cut-Throat any good?
« on: February 09, 2019, 05:42:56 pm »
A little chatter while we're waiting . . .

I thought playing a knifer was a lot of fun, but I wasn't too impressed with Eviscerate or Cut-Throat, especially in comparison to the best unarmed feats. I don't think I even took either of these. Was I wrong?

(I'm assuming knifers are always going to take Cheap Shots, which figures into the thinking. Vile Weaponry is also likely and relevant to Eviscerate.)

Eviscerate didn't seem like it would really do that much damage--base weapon damage on a knife isn't that high. Once in a while it would be handy for a guy who's already bleeding a lot, fairly close to death, and isn't incapacitated by Cheap Shots, but this seems like an uncommon scenario.

Cut-Throat sounds cool, but the AP cost is pretty high (30 AP). By level 10 your knife attacks are 8 AP or, if you get lucky with TiChrome, 7 AP. You can get about 4 regular attacks in for the price of one Cut-Throat. That's quite a bit of opportunity cost (especially with Cheap Shots). Stunning doesn't stop an actor from calling for help, so if you don't kill a solo guy immediately you've drawn aggro. Against a solo guy I think I'd rather go for a first round kill or hope Cheap Shots procs. Maybe against a group, use Cut-Throat against the toughest guy with the idea of keeping him stunned for 3 rounds. Again, pretty situational.

Wondering what other people think. Maybe there's angles I'm missing.

41
Suggestions / Re: Feats and items improvements
« on: February 04, 2019, 11:31:16 pm »
Sheeeit, Sure Step is awesome. Caltrops are awesome (if you can afford to carry them).

I don't think I've ever taken Dirty Kick, but I could at least imagine doing so. Barely misses the cut. Yes, I'd usually prefer a taser, but I could imagine not having the utility slot, or wanting both together.

I doubt I'll ever take Disassemble, although I can believe what TAG says about $ on Dominating. I am curious about the meta repair process TAG is talking about, also.

42
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 30, 2019, 02:25:21 am »
> and 25% of your health isn't a price too heavy to pay if you postphone the pill for later when you have health to spare.

I basically agree, but it may be a little interesting with a character that is already low CON. I've enjoyed playing 3 CON characters that try to avoid taking damage, but they still get hit some. You're going to notice that reduced margin of error. (I've got plans for one like this, eventually.)

43
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 07:33:11 pm »
The new PSI school is for me the most exciting character offense change in the expansion. (Although machetes and shotguns are pretty damn cool too. Spears? shrug, we'll see.)

The first char I'll play will be quad-psi. Yeah, that does spread you kinda thin: I'm looking at 12 different skills, maybe a 20 point dip into Chemistry for a 13th as well. But sometime around the midgame the choices will get simpler and I can catch up with a smaller core set (unless maybe there's a bunch of new crafting options that are too tempting . . . which would be OK with me).

Others have remarked on this, but I am really excited about TM because I think it will make PSI hybrids (other than punchers) become more attractive. Cooldown acceleration, extra move and AP, yes please. Stasis could come in handy for hybrids too, depending on how it actually works. (And once I've decided to pay the HP tax, I'm going to think real hard about 30 PK for Force Field.)

The next couple characters that I'm musing about will very likely be PSI hybrids with low WIL but investment in TM.

> TM actually is more powerful than any of the other three schools.

This is interesting! I had kind of planned to lag TM on my quad-psi char, but maybe I'll reconsider.

> 75 points in Thought Control, by the way, is more than enough to crush every resolve check

That's surprising, too. Perhaps that's where those TM points will come from.

> Overall I'd still consider levelling all 4 for that synergy bonus, I think they all need to be maxed too for the synergy to work properly..

At least if the build tool is accurate (I believe it is) you only realize a bonus for skill synergies if the skill is NOT maxed. Try it out.

44
Suggestions / Re: Make 1.0.4 available on GOG?
« on: January 24, 2019, 12:53:07 am »
Awesome, thanks.

45
Suggestions / Make 1.0.4 available on GOG?
« on: January 21, 2019, 11:52:50 pm »
Sometime a few days ago it was confirmed that 1.0.4 isn't available on GOG at all (even on the Experimental channel).

Not a big deal, it can certainly wait, but if it's trivial to fix, would be nice for us GOGers.

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