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Topics - Raven

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General / "Shooting spree" feat question
« on: July 23, 2019, 07:36:21 pm »
This new feat will reduce CD of aimed shot by killing enemy with sniper rifle, so here is a bit theory crafting, please tell me if I get it right or wrong:
What's in my mind is a build with aimed shot in center, if this feat works like I understand.

1)Spearhead sniper rifle = 2 shots per round (you can make it 3 with adrenaline +blitz, but it will be redundant for this idea, since it would need 4 attacks then)
A)You use aimed shot>kill>CD-1>Aimed shot 2CD
B)Target sure kill enemy>kill>CD-1>Aimed shot 1CD
C)You can use adrenaline to spend 22AP for utility/meds/etc, or use it before B) to soften up the targets, or go stealth to use snipe. End of round>CD-1>Aimed shot recharged
D)Use Aimed shot>kill>CD-1 bla bla bla

So in theory you can spam aimed shot every round if this feat works like that. Add specialization of aimed shot +50%crit power and bonuses from critical power feat, or sharpshooter feat and full equipment bonus. That can be fun))

Does someone already using it? I'm stuck on work, so I have no time to play for the moment((((

2
Suggestions / Update idea to feat "Snipe"
« on: July 22, 2019, 09:46:50 pm »
Have an idea to make this feat more usable, since right now it's 1 use per battle because of it's strict conditions, mainly - have to be in stealth and it's too much AP/MP to get back in stealth to use it again.

The change I propose is quite simple:
1)When used from stealth - no change
2)If you use it without the stealth in battle, then stealth bonus will not apply. So it will be 225% non crit shot.

It's quite logical, that a person can snipe with xbow/sniper rifle even if he is revealed, you just not gonna get surprise bonus.

What do you think? Is it gonna be too OP? Should we lower dmg to 200%, or 150%?  :-\

3
So we don't have any mods to respec our character in game. if we not sure how much throwing would be good, or how some feat will work etc, then it's a risk to go blind and screw your build to the point of restart. The devs don't want to release coding for modders to use and that's their right, but maybe they can give us in game a room for testing all this?

The training room in SGS can work as such:
1)You talk with NPC that you want to test yourself.
2)He opens the door and when you get in the door will close. Or could be black transition screen, that transport you to the room
3)Now you can add levels, change stats, skills, feats whatever. There should be some dummies to shoot/pickpocket/etc.
4)When you done you call via wall phone to open the door and this will reset everything back (so no cheating), or another black screen transition.

What do you think? I think it's not that hard to implement it and this place losing it's meaning after the initial trial at the start, so why not give it extra purpose?


4
Suggestions / The mercantile skill extra feature and merchant's clock
« on: July 10, 2019, 10:01:03 pm »
First of all underrail is a great game, got it and love it. The crafting is good (could be better) but it has a big problem - it's hard to find needed items to craft. It gets much worse with long REAL time stock reset for merchants. Specially at the start, when you don't have too much traders, so some builds are screwed for HOURS of real time, before you can get/craft needed items (like sniper rifle)

I suggest 2 things, that can make gameplay much smoother:

1)Option to "order" items from merchants based on your mercantile skill. It can be double price,but the quality of item will be identical to mercantile level (or what's best for ballance)
You can order only 1 item per merchant and you will have to wait restock to order again (so no spamming/getting everything)
Item type have to match merchant's speciality (weapon dealer will provide gun parts etc)
With this you are not spending hours waiting, running/reloading to check every trader for the last needed part, or cursing bad RNG/luck

2)Put a countdown clock in merchant's menu to see, when it will reset. I had so many infuriating moments, when I didn't had enough money, or skill - went fast to level up/get some quest - return to see all reset to a new stock with needed items gone.

The gameplay is great, but after restarting many times (new ideas for build/screw some builds/etc) I got many times this invisible wall of "can't progress properly with this build, cause I can't craft @@@ item" And the point of this game is to make a specialist, which is crippled until RNG bless you with needed parts. A sniper build without sniper rifle, or heavy melee build without metal armor, etc.

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