Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tygrende

Pages: 1 2 3 [4] 5 6 ... 26
46
General / Re: Abyss Zero Station L2
« on: July 25, 2019, 11:24:09 am »
Blistering Shores, is all I'm gonna say.

47
General / Re: Where could I buy Pesticide Gas Grenades (UHI-X-400)?
« on: July 24, 2019, 06:50:23 pm »
I don't believe there's any other source of them, so you will either have to wait and pump your skills on the next level up, or simply accept that you won't finish this quest. Don't worry, as far as I'm aware it is not essential to finishing the game.

48
General / Re: (Spoilers) Expedition question.
« on: July 24, 2019, 04:47:44 pm »
There's 2 ways. One is to go to Ray's shop and have a nice little talk with him about his skis. The other is to think if there's anyone at the Black Sea who could help.

49
General / Re: "Shooting spree" feat question
« on: July 23, 2019, 10:13:40 pm »
Your steps are pretty hard to follow, but if I understood them correctly, you got it right.

Normally, Aimed Shot (AS for short from now on) has a cooldown of 3 turns. Which means you can use it every 3rd turn, with 2 turns with no AS in-between.

Shooting Spree triggers and reduces the cooldown of AS on every sniper rifle kill (unless there's no cooldown) including the AS kill. So if you kill someone with AS, the cooldown becomes 2 instead of 3 turns already. So AS every 2nd turn, with one turn with no AS in-between, as long as you hit and kill with them every time.

Yes, it is possible to use AS every turn if you manage to kill another enemy with regular sniper rifle attacks or Snipe in addition to the AS kill. It happens from time to time, but not nearly as often as you would expect.

Let's go through an usual scenario with a Rapid Spearhead:

Turn 1: Snipe + AS. Snipe kill doesn't reduce the cooldown in this case, since AS is not on cooldown yet and you have to start with Snipe. AS kill reduces the cooldown to 2 turns.
Turn 2: AS coldown down to 1. Now you have 2 shots to take. If the first of those shots kills an enemy, the other one can be an AS this turn. If not, you have to wait for the next turn. Keep in mind, it's not often that you manage to kill a full health enemy with one regular sniper rifle shot, unless it happens to crit or the enemies are really weak.

Then there's Limited Temporal Increment, which reduces all cooldowns by 1 turn every 3 turns. Or every 2 turns, with Future Orientation. That makes it significantly easier to use AS every turn. But that's a whole different matter, and it's not that easy either.

50
Bugs / Missing map connection
« on: July 23, 2019, 08:15:17 pm »
There's no orange line connecting cvw8 and xpbl_rig2 after you move between them.

51
Bugs / Re: Lance's Skimmer
« on: July 23, 2019, 08:12:58 pm »
But he moves if I attack him. And the funnier part is, the skimmer is gonna get destroyed even if I kill him instead of the ski, since it has 0 durability.

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

53
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.

54
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.

55
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.

56
Suggestions / Re: Dissambling
« on: July 18, 2019, 10:13:32 pm »
Try pressing Ctrl + F5.

57
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.

58
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.

59
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.

60
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.

Pages: 1 2 3 [4] 5 6 ... 26