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Messages - Hawk

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16
You weapons durability is low. Only explanation. Repair your weapons.

No, no! It's a brand new weapon!
I play UnderRail since 2016)))
I didn't do such a noob mistake)

Here, I will post all screenshots!

P.S. Moreover I crafted the minigun with an ergonomic handle ( as you may notice on my screenshot )!!! ( Which adds precision too (+3% general precision and +5% "Move and shoot" precision)! )

17
General / Re: LMG gameplay feels unsatisfying
« on: November 16, 2023, 08:08:10 pm »
I am completely agree with the author of the topic.
I found myself in the situation alike. I made a new run of the game, just to test this new class of weapons.
Conclusions: LMG and miniguns way less (if not say useless) effective than SMG and AR. I've posted a whole topic about it in General section.  And grenade launchers way less effective than simple Grenadier, because projectile nades have far wider area of the effect and there are EMP nades, which can immediatly turn off the shields of a whole group of enemies. Also, the new grenade launchers cannot shoot plasma or flashbangs/gaz (etc.) nades... And the MOST important difference is the AP cost, 15 AP (!!!) (for projectile) and 25 (25>15) for the 25mm grenade launcher. Not even to mention the 40mm shots AP cost (which is even higher)... Considering that one can have up to 4 different (projectile) nades at the hand, without switching ammo or any manipulations... The only drawback is the CD (2 turns with Grenadier perk), for the projectiles, but it's largely covered up by the advantages of this class of weapons (throwing nades).

18
My character has 140 (base) and 294 (total with buffs) Heavy Guns skill, and 17(!!!) (11 base, 14 with buffs+Brute Aim perk) perception, 14 strength.
I tried whatever possible, when I aim anything with minigun at the distance of 7 tiles, I get 16% (!!! ridiculous) unfocused aim chance at 7 tiles away from target, and ONLY 24% when focused.
I consider it being a complete nonsense. While I have 89% (!!! 89>16) hitchance with an assault rifle (which doesn't profit from Brute Aim PE bonus, so it's only 14 PE), with only 201 guns skill and being at the distance of 11 (!!! 11>7) tiles away.
 
Is my game bugged or am I just stupid? I have: Full Auto, Heavy Metal, Expertise and Concentrated Fire perks.
I can attach all the screenshots concerning that matter. I had to use AR character in order to be able to operate at the Compound. Because that "minigun" could only make enemies make fun out of me. I was unable to hit anything at any normal distances...

Please HELP! I would really appreciate if someone could explain to me this whole situation...
With my assault rifle build I am able to take out 5 enemies per turn (guaranteed) at significant distance, while with "minigun" (ridiculous) I can barely kill 1-2 (doubtful and not guaranteed) being almost in melee/shotgun range. And anticipating the question about gun quality and ammo used, I used 148Q Terminator, with 12.7 Contaminated ammo, Jump Starter MKII, while my AR was only Hornet 7.62... Not even Chimera or Huszar...

Concerning the outcome of the use of both mentioned above (AR and minigun build):

 - I use sniper rifle (yes, because it's a part of my AR build) for the first shot, with Shooting Spree perk (AP restore from the shot, inflicting 600-1000 dmg per hit=1 kill, 100%) in combo with Aimed Shot, that's -1 enemy right away, and full AP refund. Next I use AR + Commando perk + specialisation (3/3, +9 AP after 3 kills), first kill grants me a free burst, that's 3 enemies down already, and I've got remaining AP to kill one more (4th down), and for the last one I use adrenaline shot so I have enough AP to shoot one more time, and that's 1 more kill. I did it at the Compound, on Normal difficulty, can provide the screenshots too.

So the question, why would one use a (melee range) minigun, which requires being in 3-4 tiles away from target (and still you get only 40-52% hit chance) to be able to do any significant damage? I consider it completely ridiculous and nonsense.
Please help!

19
Bugs / Pascale dialogue bug.
« on: November 14, 2023, 04:39:02 am »
After finishing Patrick Pierce quest, there is still a dialogue line about investigation, with doctor Pascale at SGS.

20
Bugs / Minigun extra ammo belt bug.
« on: November 09, 2023, 04:33:26 pm »
When I craft minigun, and I add an extra belt to it, there is no price change. While all other add ons for guns increase their price!
Please fix.

21
Suggestions / Crossbow super string
« on: November 09, 2023, 04:32:04 pm »
I suggest that this item would stack in inventory, like other crafting items (which doesn't have quality mod) instead of occupying extra slots.
Would be nice to see that implemented.


22
Announcements / Re: Underrail: Heavy Duty DLC
« on: November 09, 2023, 04:26:43 pm »
I hope that in new DLC they will add some powerfull weapons to fight Six and Tanner)
Cuz I tried pretty much everything in the game, but none of the guns/spell was able to hurt em anyhow...
In the past, there were some shady / exploity ways to actually hurt and even kill 'em, but these were fixed. This means, game's creator's intention - is to have these two characters impossible to kill.

There are proper lore reasons for this, too. Knowing what i know (and also lots of experienced players know, too) - trying to hurt either of these two is no more sensible than trying to hurt / kill a mountain: just makes no sense.

Let's just say - i'm trying to avoid spoilers here - that Six and Tanner should be more impenetrable to any human combatant than an Abrams tank would be to any sort of a wolf. However much / long a wolf would keep trying and biting and scratching - he just can't do anything to a tank armor, 'cause the tank is way too advanced technology for a wolf. Same thing with Six and Tanner, see.

Oh, thanks for such an expanded explanation! Okay, I understood.

23
Announcements / Re: Underrail: Heavy Duty DLC
« on: October 22, 2023, 11:43:50 am »
I hope that in new DLC they will add some powerfull weapons to fight Six and Tanner)
Cuz I tried pretty much everything in the game, but none of the guns/spell was able to hurt em anyhow...

24
Bugs / Re: Error in Wiki description.
« on: August 10, 2021, 07:28:00 pm »
Oh, okay, I didn't knew that. Thanks!

25
Bugs / Re: No corpse description
« on: August 10, 2021, 07:25:12 pm »
I've loaded the automatic save before the fight. It's called "cp_BlackCrawlerBase" and we killed them again. This time all corpses had their description... So the bug didn't occur this time.

26
Bugs / Re: No description Junk pile.
« on: August 10, 2021, 07:18:08 pm »
Thank you! Actually it contained some low value craft junk and an oddity, but not a rare one, so I thought that it's just bugged. Now I see why.

27
Bugs / [Spoilers] No progression during the side quest.
« on: August 10, 2021, 07:15:35 pm »
I've been asked by Harland to check out who ripped off the camera, in under passages. I've found the issue, apparently it was stolen by the group of junkies, living in the hideout next door. When I came there, they were all "high", because they were fed of rotten mushrooms. I killed their "cook", because he went hostile, after we had a dispute about his actions on those poor junkies ( unfortunately it was long time ago since begin of my playthrough, and I don't remember anymore, what happened exactly).

So the current problem is that I've spent quiet a lot of time in game already, finished few important main quests. And those junkies are still "high", not available for dialogue or any interactions, despite there is no person now, who were feeding them with that rotten stuff. In the wiki there are mentions of 2 available scenarios. In my case none of it happened. I guess it's bugged...
Here is the screenshot of the NPCs ( it's been a while, since I killed the other NPC ).

28
Bugs / Re: No corpse description
« on: August 09, 2021, 10:49:42 pm »
It's happened only to this particular NPC's corpse, others work properly.

29
Bugs / No description Junk pile.
« on: August 09, 2021, 10:47:58 pm »
When pointing on this Junk pile or pressing TAB, there is no text appears.
Location: Core City sewers, the farthest drainage well, first ladder.

30
Bugs / Error in Wiki description.
« on: July 28, 2021, 12:27:35 am »
Low frequency shield modulator is described as "medium" one.

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