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Messages - Hazard

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106
Could be that Upper Underrail, if it is as expansive as Lower Underrail (i.e. much more than what is shown in the game), doesn't follow the layout of Lower Underrail and the way between North and South is a lot longer there than it is on the lower level. Or perhaps the northern parts of Upper Underrail are so dangerous that even the Protectorate doesn't want/isn't able to use it as a regular supply route due to attrition. This is obviously pure speculation, but if Biocorp had any part in the apocalyptic event that forced humans to Underrail in the first place, the surface might be chock-full of things that make the local flora and fauna in Deep Caverns pale in comparison, some of which might have found their way to Upper Underrail. After all, it is at least a little closer to the surface.

107
General / NF F2500, where is it?
« on: January 01, 2016, 09:33:05 am »
I've come across almost all other unique weapons, and all other assault rifles, but this one is eluding me. Has anyone found it, and if so, is it any good?

108
Suggestions / Re: Thick Skull seems a bit dubious
« on: December 25, 2015, 01:49:25 pm »
Out of curiosity, what kind of character are you running with? I'm not an expert by any means, but Constitution 10 and crossbows aren't the first things that go together in my mind. That might just be me, though.

In any case, I agree with you that it's not particularly good for your attack power if you stay dazed for several turns. On the other hand, while dazed you're not a sitting duck with zero evade/dodge (assuming you have any) like you would be while stunned, which is pretty huge, and you can do quite a few things with 35 AP, depending on your skills. For example, heavy armor riflemen don't really care whether they have 35 or 50 AP: with a fast 11 AP assault rifle they can still burst once (or twice with Commando) per turn, which is often enough to put an end to constant stuns/dazes.

109
General / Re: Why the confusing non standard ammo calibers?
« on: December 24, 2015, 11:11:49 pm »
As far as I understand, Underrail takes place in quite a distant future so .44 is probably just .44 Magnum or some futuristic derivative (being pistol only), and the rest are universal one-cartridge-fits-all things that magically due to hundreds of years of firearm development can change their ballistic properties depending on barrel length. It's kinda pointless trying to match them to real world cartridges, even though they're clearly based on them: after all it's an RPG without much focus on particularly realistic weaponry.

110
General / Re: What counts as a "special attack"?
« on: December 23, 2015, 08:56:02 pm »
I think someone confirmed in an older thread that smart goggles (and presumably, smart module as well, despite its description) increase the damage of all firearm attacks that are not the default attack action. So burst, aimed shot, kneecap shot, snipe, you name it, all should benefit from the damage bonus, which makes smart goggles very useful for SMG and AR users. If your special attack crits, logically that should also benefit from the extra damage. No idea about special crossbow bolts, though.

The above was in the last alpha, so I suppose someone should check if it still applies in the release version. I'm also wondering if both smart module and smart goggles bonuses stack.

111
Bugs / [1.0.0.1] Hit chance changes after reloading a save
« on: December 22, 2015, 03:56:20 am »
I stumbled upon something a little weird.

Upon entering the area and aiming at an enemy:




And then after I save on the same spot and reload, CTH goes up:




Initiating combat doesn't change the hit chance at all. If I leave the area and come back again, it reverts back to 63%.

112
General / Re: A question about vision and weapon ranges
« on: December 22, 2015, 02:19:18 am »
I'm bumping this, because I'm still seeing these same accuracy inconsistencies in the release version. A pistol being more accurate than an AR at ten tiles without any clear reason doesn't seem right. If Styg or anyone else could clarify the accuracy formulas a little, I'd be grateful.

113
General / Re: A question about vision and weapon ranges
« on: November 08, 2015, 07:03:22 am »
No, I didn't. I double checked that with a fresh turn, and there was no change in hit percentages.

114
General / Re: A question about vision and weapon ranges
« on: November 07, 2015, 02:32:21 pm »
Another kinda weird situation just popped up. I'm ten tiles away from an enemy, a scoped Hornet and .44 Hammerer with a laser sight equipped. The Hammerer has 77% chance to hit, and the Hornet has only 69%. Why exactly is the rifle less accurate here? The laser sight gives a little more precision than the scope, but the enemy is inside the effective range for the AR, while for the pistol it's at the maximum possible range. Minimal skill requirement for the rifle is 50, but I have way more than that, so I don't quite understand what's going on here.

Apologies for double post, but with the forum being as quiet as it is currently I thought I might get an answer faster.

115
General / Re: A question about vision and weapon ranges
« on: November 05, 2015, 05:11:36 pm »
Is the effective range directly determined by the weapon's maximum range (a set percentage, for example)? If that's the case, I can see why the max range would be so much higher.

116
General / Re: A question about vision and weapon ranges
« on: November 05, 2015, 04:40:36 am »
While movement in combat is clearly possible on a finer scale, after some quick testing it does look like ranges are listed as tile-length units. On a straight line and with a pistol, I can't attack beyond 10 tiles without moving closer.

But a weapon class with 7 tiles of useless range seems like a pretty weird design decision... unless I'm simply missing something obvious.

117
General / Re: A question about vision and weapon ranges
« on: November 04, 2015, 10:52:56 am »
I'm not talking about chance to hit, but the distance at which you can actually spot a character or critter. Even in the well lit areas of the South Gate Station you can't see anyone beyond 13 tiles.

118
General / A question about vision and weapon ranges
« on: November 04, 2015, 05:28:08 am »
I bought the game a while ago (seems very promising! ;) ) and just now started playing, and one thing that strikes me as odd is the low vision range, only 13 tiles. I'm yet to leave the starting area, but I've been reading the wiki and searching the forums, and so far I haven't found any mention of vision range or ways to improve it. Can it be increased? And since sniper rifles have a max range of 20 (this is in tiles, correct?), how are you going to take advantage of it if there's no way to see nearly as far?

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