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Messages - Gman

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31
Suggestions / Re: Maybe it is too much but...
« on: April 10, 2015, 06:20:08 am »
Underrail is a singleplayer, story RPG.  Comparing that to roguelikes is not even worth comparing.  The Pit, while it has a story, doesn't actually have one for you to experience in a single playthrough.  You find it out, if you Want to, while just constantly dying and going through it over and over.  That is not a story really, just an experience you can choose to participate in.

About randomness, can sort of agree.  Do wish there was a bit more 'living' vibe to the towns and travel.  A slight chance your train is waylaid by bandits and a cave-in?  PLEASE.  A random mugging one zone outside of Foundry by ironheads.  As it stands, pretty much after you deal with an area, you rarely have to worry about anything new going on when passing through.  Kill section of zoners, a worse gang doesn't move in after so long. It just stays empty.  This kind of emptiness gives me a Sad.

32
General / Re: Experience with new feats?
« on: April 10, 2015, 06:15:01 am »
I'm a dork and never even struck me to try making tabi boots with the kevlar/blast cloth yet. Doubt will use anyhow as I use high grade ninja tabi boots pretty much solely for the stealth bonus, so wouldn't need to use any others.  Same for balaclava.  Why we can't wear balaclava+goggles is beyond me, too.  It's extremely irritating that the two can't be produced together somehow/worn at the same time. I can understand helmets, but... a cloth mask and goggles? Come on....

As for the stuff sucking against energy, you are right. But that's what a personal crafted energy shield is for, heh.

33
General / Re: Experience with new feats?
« on: April 10, 2015, 03:20:06 am »
Crafting feats do wonders, my present build has most of them (have the one for leathers, fabrics, ballistic panel, and guns).  The fabric one is good if you use tabi boot variations or normal, light leather boots.  Sloping does nothing for vests afaik.  The 20% quality boosts is mostly felt with late-game things and the already high-quality things get that extra.  Got up to 40% / 12 mechanical armor stats going on while maintaining 100+ evasion/dodge and 0 encumberance thanks to self-crafted, quality materials.

By lowlife I think he means low constitution builds? Mine is 5 constitution btw, and other than some instances where I have to watch for annoying entangling+critically shot with a bow bullshit, don't usually have to worry about hp.

So far, I find kevlar/blast cloth to never be worth adding as the bonuses from them seem atrocious for the increased weight penalties, so cannot say how those might be effected by Tailor. Thinking on it too, really, the tailor feat might be a waste for non-entire crafter, because feels like fabrics are woefully underused so the feat slot might not be worth it to you.

34
Suggestions / Re: TNT and Components
« on: April 09, 2015, 10:03:03 pm »
My issue is not with the weight, but how rarely we get to use TNT after the first bunch of cave-in areas that initially block in the player at the start. Another slight gripe is their crafting; I never had a reason to craft TNT, ever.  Buying the components barely saves you anything and certain stores are basically oozing with TNT once they're available.  Need to cut down its generated rate in the stores or give a reason to make it craftable.  Unless, you count using it in combat, which sucks afaik without being able to rig a remote to it/get its damage upped by higher Traps skill or something.  The weights exist like that for a reason, which I approve, just like there is no universal storage box for a more arcadey-feel.  Having low carry-weight/not travelling economically has consequences, even carrying too much ammo adds up quite a bit.

35
Suggestions / Re: Maybe it is too much but...
« on: April 09, 2015, 09:58:33 pm »
Doubt such 'randomized' maps will be a thing with this and for a normal RPG-like game such as this, kinda like it how it is.  Now, editing tools I am all for, as I cannot be the only one who envisions certain quest lines going way beyond where they seem to end with several factions.

I've never had such repetition issues though play a crafter, so the only thing that I must return to continually is the various traders in 'sell' runs when looking for armor/weapon components and high-quality things.  Rarely had to farm respawning enemies either, as with repairing what other stuff looted, never needed MORE.  Fully-repaired things sell for a fuckton.

36
General / Re: Present story progress, maybe spoilery
« on: April 08, 2015, 01:36:43 am »
I think the cave-ins are a recent issue, just like the very start with SGS itself being stuck easily at its own doorstep (I'm actually betting on the whole Cube business being the cause for that too either directly or indirectly via Faceless tunneling towards CC), otherwise how does Fort Apogee(?) stay supplied, who in turn also supplies SRO (logically anyway I figure), who also supplies their interests such as Rail Crossing and the Junkyard Embassy?  They don't just cart in personnel, perhaps even more than that they are seen heavily moving all sorts of gear, which has to come in from their North territories via freight through the tunnel you pointed out. Blockade can't be there the whole game.... one hopes.   Yeah, had figured pipe dream, but would have been nice, even if just the first stop up the tracks from CC through the blockade.

And had not meant the entirety of the North, just something to give a feel of Protectorate and the Drone fight in their own territory, instead of just having to see the expansionist side of the Protectorate.

Given the border outposts location, Omega must be a bit past the Hathor location I think, far beyond what we got right now. All other locations remotely in that direction are quite derelict being why, and the Omega situation occurred relatively 'recently' given Gorsky is still alive and a participant for their facilities to have fallen quite to that level of disrepair.  The GMS thing could easily be argued for it except for it being way too close to SGS and kinda flouts the border outpost fluff.  WIsh could do more there, such a waste of a functioning base... damnit, Gorsky, whyyousoblind.

I'm patiently waiting for more to do with the Junkyard/Wyatt deal and that story, too.

37
General / Present story progress, maybe spoilery
« on: April 07, 2015, 08:34:04 pm »
Uh, didn't put this in suggestions because this seems like something you'd already be settled on and working towards.  Had to browse a little previous of the dev log posts to collect what I'd thought and was wondering for more, Styg.  Tchort is last urban area with deep caverns upcoming as I understood it, so there will never be a path to the North Underrail, with more free drone/protectorate issues?  I'd actually been really looking forward to seeing how they lived on the other side of the fence, as it goes. 

Other than that, it is looking wonderfully, but was also curious about the story progress implementation.  Does the game end in the deep cavern after a little more trial and tribulation?  The map and layout of the caves and tunnels feels great, deep caverns will probably add a healthy number of dank holes to spelunk, but nonetheless was hoping for a little more urban/cityscape other than Core City. How difficult to have the metro train (only viable method to get there?) go to the nearest United Station for extra political/anarchy, eh?  Or perhaps there will finally be more to do in SGS regarding claiming their right to power and doing more than just help the Black Eels a little? 

Pardon if seems ungrateful, but seems like so many quest opportunities in game regarding the whole 'build your faction' kind of thing given the many loyalties you come across.

Edit: Totally forgot even about the Omega Station (where is it? I want to seeeeeee) and more (Old era) Biocorp facilities.

38
General / Re: Where is easy money, where is any money?
« on: April 07, 2015, 08:07:39 pm »
I think this problem would vanish if health hypos and repair kits costed less, as almost all veterans of underrail sell these exclusively, while almost all newbies end up buying some.

Indeed, though never even craft them either; I make it a point to kill enemies that I know are equipped with them fast, at least one in the group, so as to loot the tasty drug stash in his pocket before he noms them all up.  Drowning in hypos and adv. hypos by late game.

The rewards, if you don't go the extra mile, early game are not much and can go fast if you don't have a feel for how to spend yet. I skipped Psi Empathy entirely on present play, and found it cut me off a few things such as I don't get the rathound quest from Quinton, and thus no free bow or xp from finishing that. You are right that repair kits do cost a lot, but am alright with this, because if everyone could repair their weapons so easily, it would not seem right either. 

The Degradation on armor/boots though needs to seriously be upped, that stuff breaks down so slowly, you will craft a better replacement most likely before you ever have to actually repair it...

When I did the quest I got experience, not a money. And, when I spent my ammo and bolts, I remained with anything...
Try not to buy too much ammo if you can, it's costly.  Conserve when possible early on by simply using the largest caliber/damage you got a viable supply of bullets for.  Crafting goes a long way to alleviating cost problems, while also being the sole way to get gear with the best mods.

39
General / Re: Missing Merchants
« on: April 06, 2015, 10:12:24 pm »
Well, found amnesiac wife and I just used logic to search nearby caves, kinda on path between CC through caves if one tried to get to SGS. 
Place where wife is (I assume she is wife, dunno for sure yet) is hanging rat bar, which was very much in that kind of direction. Figured I missed something between but could not find what it was. Seems we each had one half of the thing..

Anyway, cave is like, two east from hanging rat, and one north, or so. If coming from opposite direction, you go West from the abandoned Bunker where the Mutagen canisters are one or two zones. New cave, with body and little else but a keycard with the missing husbands name. Might be more if I'd found it properly perhaps. And no, there is no dorm room to look into with the keycard, only use could find was turning into vera with a 'I know nothing else or even where the merchants are' ending for me on the issue.

40
General / Re: Missing Merchants
« on: April 06, 2015, 06:14:48 pm »
You should put spoiler in your topic title too, really, because there is little info about this quest and it's only just recently fully implemented/finished afaik.

My own Spoilery Stuff: I was stuck myself on it; found the dead husband and his keycard, I think, but can't get much response out of the-what I believe- amnesiac wife with/without the card.  Can finish the quest by turning the card into Vera but this doesn't really feel like the ending I want out of this.
Who is this Gorge you mention?

41
General / Re: Where is easy money, where is any money?
« on: April 06, 2015, 06:08:06 pm »
Talking about what your focuses is on your build helps, otherwise it's very open and hard to respond without covering everything under the moon.  Early on?  You want easy money? Put some points into biology to break mindshrooms down, and/or spend some creds to get the blueprint to make Psiboosters from the pharmacist to make the blue-goo into Psi-boosters, both are which very easy to make and restocked pharmacists will always buy a couple. 

Biology in general is a moneymaker when you can use almost all the parts from dead rathounds to make medicine components.  Adrenaline Shots, finished product, sells real nice.

If having a hard time with your build, you might put a few points into melee too so you can knife rathounds to death and conserve ammo (what I did long time ago when new to the game).  Kneecap shot + Aimed Shot + Opportunist with even a crappy pistol will save you HP (as you easily outdistance the kneecapped enemy) and ammo as your opportunist and aimed shot increases your meager damage output, thus taking less shots to put down enemies. 

Bear Traps, cheap to buy really and even poisoned ones can save you lots when used on camped enemies. 

If you are really broke, you should probably just restart and try to utilize what you learned the previous time.  Repair kits are costly to buy from the shops and are best just made youreslf, unless you have real high mercantile I guess to cut down on your costs.  The Lurkers that are in the Underpassages just north of SGS (first real section you go into of this area, with the intercom leading to Blaines shop) respawn and have minor gear while being very low lvl.  At worst you can return there to routinely farm a pistol and other minor healing and such from them, as well as break down the knives into metal scraps, etc.

Mindshrooms grow back juts like store restockers, and you can always get a few from the Outpost area until the TNT opens up more passages.

42
Bugs / Re: 0.1.14 bugs
« on: April 06, 2015, 04:20:03 pm »
Made a great pair of infused-siphoner leather boots with hard padding, right.  Not sure where but it got the 'Immune: Immobilization' stat at some point, which is fine, but if that means what I think it does, being hit by a thrown net and being Entangled still worked against me(Carnifex is and always will be a cheap shit with that net, where I experienced this) so buggy somewhere.

43
Bugs / Re: 0.1.14 bugs
« on: April 03, 2015, 04:30:02 pm »
It would appear assault rifles fire 6 shots in a burst when the little icon on the bottom says it fires 5 shots a burst.  Tested this with a 8.6mm hornet I found along with a 7.62mm one I crafted just to see if it was mine, but no.  Not sure if this is intended and the button wasn't updated, or bug.

Onnnnee more thing: Olivia in Foundry isn't dying to the explosion in her lab, surviving with a sliver of health after several tries. Not that I had to at that point, but was removing the remaining evidence of my involvement after the fact.

Thirdly, it seems the barrels in the foundry, the mine area specifically are all empty for me and constantly getting rid of the (empty) status in ones I've looked in, after I leave the area and return.

44
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 03:36:30 pm »
Well it sounds a bit complicated, and tbh, should the early game really be difficult credit wise?  It's bad enough that new players tend to get stuck, as there is no replenishable source of credits.

A little biology and you can make psi-boosters out of mindshroom fluid.  Both are easy sells at any pharmacy, one of which is in SGS that usually buys a few of each.  The tunnels at the start of the game with the five outposts house a few, with two behind a agility-check mound of stones.  Another is Adrenal glands, constant source from rathounds, that make pricey adrenalin and then adrenalin shots that are easy to sell.  Even if I didn't make most of the combat drugs for use, they still serve a purpose from the start in selling and making relatively easy credits. 

15 biology I believe is all that is needed to distill Mindsrhooms, with the fluid selling for 100ish at the pharmacy. Easy.

Also, if you make your own repair kits, the return investment of them is usually 2-3 times the kits sell cost added to the repaired object. 

45
General / Re: Spray and pray: Aiming to miss
« on: April 03, 2015, 12:25:53 pm »
Even before the update with the (awesome) new feats to help as you pointed out, I played an smg and rifle burster anyway for pretty much this reasoning right here. Am finding it funny that you are just noticing, though it is indeed a bit easier thanks to finally some more mods and feats to alleviate the difficulties and make it more enjoyable, as a burster and crafter both.

I have to repair my smg constantly though, but it's only 5mm and doing 40+ damage a shot so I can't complain given how cheap the ammo is.  Expertise btw makes 5mm Impalas and Jackrabbits (I am using a self-crafted Jackrabbit right now, still, at lvl 20 despite its max damage not even peaking over 22) a lot more feasible, put a muzzle break for +2 bursting and it just eats unarmored targets right up. Along with my 5mm stacks.

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