Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - kamax3

Pages: [1]
1
Bugs / Music cipher text in bold
« on: August 25, 2020, 04:46:11 pm »
In latest playthough I noticed parts of the octave key text is now in bold, whereas before there were actual asterisks in the text. If you copy-paste the test, it still shows the asterisks however. It looks like the asterisks are being processed in game now and converting the text to bold? I only bring this up because without the asterisks it makes the puzzle much harder to solve for those brave enough to solve the puzzle by sheer intellect alone

Mickey's keys:


Copy-pasted output

::Mickey

Interval key: minor seventh, perfect unison, perfect fifth.

Octave keys:

Key 1: 6304****74*474737446*4
Key *: 6303****47*7714444774*44
Key *: 6307****771*777647
Key *: 6307****47*743734446*776::

[Updated with image]

2
Playing on the latest patch, this area is brutal, and I haven't figured out a way to get past the first guards at the entrance. Right off the bat, there are 2 snipers, and 2 shock troopers who easily one shot me (Also 2 heavy gunners and 1 shield dude). The real issue is that there isn't anywhere to really take cover here, so you're forced to take the blunt of all attacks, and I haven't made it past round 1 yet....  lvl 23 & build for reference: https://underrail.info/build/?HgULAwQLAwnCoGEAAAAAZFA-ACFgbklHYABYI0YAAG0xASsmTcKaWhYqSxHCh2cCM8KkwrMp4qe-CuK0lAXfvw:

Normally my solution would be clever usage of Force Field + zone control. Give yourself cover while at the same time, forcing enemies to path a certain direction towards you, causing groupage, easy 'nade combo's, etc. However with the new Force Field change, this strat just isn't possible anymore. Literally, Its almost completely useless now (or maybe just useless on dominating). So far its gone like this: I deploy FF -> sniper one shots FF -> other sniper or shock trooper 1 shots me.

Doesn't it seem a little heavy handed that Force Field went from being invincible, to being easily 'one-shot'able by most enemies? Doesn't it seem like there should be a middle ground? At least give it enough hp to guarantee that its not gonna fall over like a house of cards the first time an enemy touches it. I'm OK with it being destructible, but I think it deserves a significant bump in HP. 3x hp? Even then it would only take a few enemies to destroy it.

This post turned into half suggestion, half desperate cry for help 8)
What are thoughts on the new FF?
What are some strategies I can try to dominate these protectorate cans? send help

3
Suggestions / Treat Psi Reserves Like Gun Durability
« on: July 28, 2020, 07:50:39 am »
Others have brought up the issue that 500 total reserves is too limiting and final. Especially for pure psionics where running out equates to a death sentence. It feels so final and sudden, especially on certain psi-focused builds.

Suggestion - Why not change the penalty to behave more like gun durability? You could do something like, As the reserves go below < 20%,  chance to hit with psi spells start to lower, all the way to 0 psi reserves where the chance to hit is 50%. This would bring the system a little closer inline with the durability system used by guns, and also not be so final, in the sense that fights can still continue even when reserves hit 0 (just not very efficiently, like using a broken gun). I can see how some may not like this, as the last 100 psi reserves introduces a new 'chance to hit' penalty for psi spells, but I think its a good compromise that would allow long fights to not necessarily end so abruptly. I'd like to think of Psi Reserves as reflecting mental fatigue, not an empty gas tank.

Another thing I'd suggest while we're on the subject. Psi Reserves feels like something that should increase with level, and/or willpower. It seems a bit strange that a level one greenie would have the same amount of mental/cognitive reserves as a level 30 vet. Or that a mental wizard with heroic willpower wouldn't have a greater amount of psi reserves than a lovable brain-dead oaf who can punch guud.

All in all though, I appreciate the refinements in the last two hotfixes. Keep it up.

4
Suggestions / Psycho-temporal Contraction Nerf
« on: July 26, 2020, 06:40:18 am »
Its way to harsh. All the other changes I could have lived with. It literally changes this spell from being one of the best hybrid psi support spells, to one of the worst. The debuff is often huge and much worse than what you would get from using adrenaline shot.

I really hope this change gets reverted, but if not, lets talk about some possible alternatives. Clearly Styg thinks PTC is too powerful, so how can we tone it down a bit without make it completely unusable as it is on latest patch? Some options:

  • Debuff still exists, but change "Psyco-temporal Acceleration" feat to completely drops the randomized AP debuf, instead of granting +5 AP.
  • AP from PTC now scales with skill invested in Temporal Manipulation(TM) skill. Therefore it won't be as strong unless you invest more heavily. Not as easy to get all that free AP now.
  • New quest from Ethan (TM teacher) where you can talk to him about TM side effects (debuffs) and he offers you a quest where reward for completion is - tada - no more PTC debuff

There you go. I think we're off to a fair compromise here.

5
General / First Dominating Attempt - Salvage my run
« on: June 10, 2020, 01:36:49 am »
This is my first play-through on dominating. I've played through on normal multiple times, and it was challenging enough. But this - with this difficulty it feels like a completely different game. I'm stuck on Newton's quest with the psi-beatles. They three shot me. Meanwhile I can't even get one of them to half hp....

This is the build I am going for: https://underrail.info.tm/build/?HgULAwUKAwnCoGEAAAAAZFA-ACFgbklHYAB7AEYAAG0xAStNOsKaWjMWSyY1ESrCh8KzKcKF4qe-CuK0lAXfvw
Its basically an energy pistol focus with sniper sidearm and psi for utility. However I was completely unaware at how crippling the lack of early game resources combined with the sheer toughness of enemies would be. I literally have no money, my SMG does not penetrate psi-beatle carpace at all, and I don't know what to do.

Save file linked for anyone inclined to help a poor soul navigate dominating for the first time. What should next steps be? Or should I just start over and buy better weapon somehow?

https://www.icloud.com/iclouddrive/0PQddoiWfMdtzwQWasmHlDNNw#Dominate_Me_Broh

6
Suggestions / Dodge/Evasion bonus cap tooltip/explanation needed
« on: May 06, 2020, 10:03:36 pm »
There really needs to be more text/tooltips/guides in game around how exactly dodge and evasion work. For example, how these skills only work up to a cap (I've heard 60% accuracy reduction), so popping Evasive Maneuvers feat with 90mov doesn't really do anything for characters already high in those skills with high AGI bonus. I can easily hit 500+ evasion with my build and still get hit very frequently with ranged attacks.

How about adding additional text on these skills and feat to explain the nuances of how they actually work, since it's not obvious and not common sense? Very frustrating to find out through trial and error half way through the game that your build may be broke because you didn't do an hour of research online to figure out hidden mechanics.

7
Builds / Rate My --Jedi-- Build
« on: April 23, 2020, 02:01:27 am »
Going into my 2nd playthrough and looking for some feedback on my Jedi build (currently lvl 5): https://underrail.info.tm/build/?HgUOCgMDBQYAAADCoMKgwqBCAEgAHsKMWhUWwokAwo4AUAAAACskOTHCjAwGEw8SS8KHXCpHQcKxdeKeiAXinqYC4p-EAeKhuAXisokC378

I'm obviously using psionics, but didn't opt for high will/int or Force User perk since I'm using psi mainly for support, and felt better served with high Agi/Dex. For anyone that played Knights of the Old Republic, I'm going for more of a Jedi Warrior build rather than Jedi Disciple. Knowing how insane this game's difficulty is I'm opting to take dodge/evasion perks early on. I took deflection early because I plan to switch to my "unarmed" offhand between rounds... will that work? lol

One thing I wasn't sure about for sword users was the order of perk section between Cheap Shots, Critical Power, Ripper and Onslaught. Obviously they all have amazing synergy, but in what order would you rank them? I went Cheap Shots -> Crit Power -> Ripper, and (opted not to take Onslaught, since seems like it could leave you in the cold when you miss...). I definitely could be wrong, looking for opinions.

Pages: [1]