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Messages - Tygrende

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46
Bugs / Lance's Skimmer
« on: July 23, 2019, 06:52:57 pm »
Has 0 battery and, what's more interesting, 0 durability.

47
Suggestions / Re: Update idea to feat "Snipe"
« on: July 22, 2019, 09:53:45 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.
But that's just not true. I restealth and use Snipe in the middle of a fight on a regular basis. You don't have to actually make enemies lose sight of you to use Snipe, entering stealth is enough. So as long as you have 10 AP required to go into stealth (you lose all AP and MP when you enter stealth, so make use of them beforehand) and can go the whole enemy turn without getting attacked, it's perfectly viable to use Snipe again.

48
Bugs / Re: Report spelling/grammar errors
« on: July 21, 2019, 09:37:01 pm »

I think "That was enough to kill him" would be better. He is already dead after all.

49
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 20, 2019, 09:41:03 am »
And one more question, I noticed on Omni build that past level 25 it is possible to choose regular feat over veteran feat. Is it correct?
Yes.

50
Suggestions / Re: Dissambling
« on: July 18, 2019, 10:13:32 pm »
Try pressing Ctrl + F5.

51
General / Re: Forum Ranks and Colours
« on: July 18, 2019, 01:42:37 pm »
I'm pretty sure the Zoner/Scavenger/Tchortist/etc. thing depends is based on how many posts you made, but I don't know the numbers. Oculite is reserved for alpha (well, beta at this point) testers.

52
There are many situations where leaving the zone repeatedly to fight enemies is not possible. You will regret too much investment into initiative when they happen.

53
Suggestions / Re: tacvest x3 DT for other projectiles
« on: July 05, 2019, 10:46:10 pm »
But they're definitely not class IV, nothing in Underrail stops AP rifle rounds.
Ah, armor level ratings are bit more complicated than that. They are neither progressive nor inclusive, as one would assume. They stop what they are rated at, anything else is a big maybe. Level IV is usually worn not because it can stop .30-06 AP, but because sufficently hot loads of the common 5.56 can actually go through level III, despite the fact that it's rated for the more powerful (but generally slower) 7.62x51. Velocity is very important when it comes to armor penetration, that and sectional density.

Which would actually make an interesting mechanic for tac-vests! Something like, say, reduce the armor penetration percentage of W2C rounds by the armor's damage threshold. So a high-end anti-rifle vest (40 DT) could reduce W2C armor penetration from 65% to 25%. Just to make W2C slightly less of an universal solution.
That could be interesting. I agree that W2C pretty much trivializes armor at this point. Then again, it is quite easy to run out of, especially on burst builds and/or if you can't craft them yet or at all.

54
Suggestions / Re: tacvest x3 DT for other projectiles
« on: July 05, 2019, 09:52:30 pm »
Nah. Ballistic panels are designed to stop bullets.
They are, but hard armor (so level III and IV) will still stop a crossbow bolt every time, guranteed. Soft armor (IIIA and below) is only rated for various handgun rounds, while intermediate and rifle rounds are in an entire different realm of velocity with entirely different characteristics. They go through IIIA like butter.

In Underrail, I suppose the ceramic plate would be the equivalent of level III and IV. But even with the ceramic plate, tac vests are anything but crossbow-proof. Adding a bonus multiplier to ceramic plates against crossbow bolts would certainly be realistic, other considerations aside.

55
Suggestions / Re: tacvest x3 DT for other projectiles
« on: July 05, 2019, 09:12:29 pm »
It would realistically, but I don't think Styg wants tactical vests to offer such a broad range of protection. They are already pretty good against shrapnel though, seeing as the damage is usually low enough to be heavily reduced or even completly negated even with base DT. That said, there's still the explosion itself.

56
Bugs / Re: Report spelling/grammar errors
« on: June 30, 2019, 11:24:44 pm »
I think anytime someone says "Institute of Tchort" they should be saying "The Institute of Tchort".
Not necessarily, both forms can be correct as long as they are being used consistently. There are many exceptions where you do not need to use "the", an obvious example being countries (and even then there's expections to the exceptions, like the US). The are many actual real life institutes and universities whose names are not preceded by "the". Articles are a big can of worms. 


57
Bugs / Re: Report spelling/grammar errors
« on: June 29, 2019, 09:22:09 pm »
incursions are as
is*, as it describes the singular "purpose". Also, missing comma after said "is".

We don't know what the purpose of these incursions is, as they are clearly not trying to flood their troops into the city.

58
General / Re: Expedition alpha testing
« on: June 03, 2019, 06:57:17 pm »
Oh, come on! Enough of testing! Let the people play the game!!!
It's all fun and games until you experience a game breaking bug that makes it impossible to progress any further. Imagine being one step away from fighting the final boss or ending the game, only to find out you can't and have to wait for a fix. Both did happen in the past.

59
General / Re: Expedition release date.
« on: April 13, 2019, 01:53:58 pm »
Doesn't Expedition only add 5 levels? That sounds like a lot of content for just 5 levels.
Veteran levels require 60 XP each on Oddity, so it's like 10 regular levels (starting from level 14).

I expected something more modest.
It's anything but, which is why it's taking so long.

60
Suggestions / Re: Simple Gun Nut Change
« on: March 31, 2019, 05:23:29 pm »
I like this idea. Gun Nut is definitely one of if not the worst crafting feat right now. The damage increase is a pretty generic bonus, it's rather low and its only the upper range, making it unreliable and much less attractive to some guns, like sniper rifles. Putting more points into PER instead of INT gives much better results and saves a feat. Having both max PER and 7 INT just for an underwhelming and unreliable damage increase is hardly worth it.

A bonus mod slot on the other hand is much more creative and allows for various different bonuses in different playstyles. I believe one more slot is still not enough to install all useful mods and rob the player of meaningful choices since guns have a lot of good mods available. Quite the opposite, it would give the inferior and rarely/never used mods an opportunity to shine. Even sniper rifles, which have one more mod slot to begin with and fewer mods to choose from wouldn't suffer from lack of options. As an example, end game sniper rifle is pretty much always a spearhead with an Anatomically-Aware Scope, Rapid Reloader and Smart Module. The only mods left are Barrel Retractor and Extended Magazine, both not even worth considering in comparsion to Rapid Reloader and Smart Module. With one more slot, I could easily see myself choosing between a more close range-friendly rifle or saving some APs in big fights with fewer reloads.

At the same time I don't think it would be overpowered since most powerful mod combos tend to be mutually-exclusive as is, like, say, muzzle brake and barrel compensator.

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