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Messages - ciox

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1
I mean truly useful as in it lets you accomplish something that you couldn't do just by sneaking around.

That's a pretty narrow definition of "useful", more like "required". I remember only one place that may qualify: hacking two SGS room doors closest to Tanner's if you don't have Burglar. You could also destroy the camera with a TNT (standing in the bathroom doorway while arming it), but that feels like a bug since normally dealing damage to SGS cameras makes SGS hostile. BTW, Waylon comes out to investigate the destroyed camera, and I like to use this moment to pickpocket his keycard and lock him out of the surveillance room. The same prank also works with Masha at Engineering Level, but you don't even need to destroy the camera, just start doing something suspicious like arming a trap, and Masha will come out to investigate once you're detected (and in contrast to Private Quarters, being detected here won't turn SGS hostile).

Potentially, Camera Jammer could also be needed to steal the Freighter from Ray's pier, but sadly, the weird anti-theft mechanic there allows you to spend only a small amount of game ticks riding a stolen jet ski in the camera range regardless of whether you're seen, and the Freighter speed is capped so you can't bypass this limit even if you install the best engines in the game. You still need Camera Jammer to steal the Scrap Jet since you have to be in the camera range to hotwire it, but there is no reason to do that given that you can steal the Skimmer or the Scooter instead.

Well I phrased it like that because what Camera Jammer does by default, is more like a small QoL boost, as cameras are rarely that hard to sneak past.

I was hoping there's more stuff you can do but thanks for the input anyway guys, at least we'll have a reference thread on Camera Jammer or something.

2
Suggestions / Re: n16 refurbish suggestion
« on: April 27, 2024, 05:51:37 pm »
Yeah, that would be quite cool.

I believe there would be a question about "but... how do you load 2 ammo types in one gun???"
This part could be made to work the way Protectorate Gun Lube works, since that already lets you enhance a weapon separately from the ammo used. Or maybe it's just another invoker ability to load a 40mm grenade into the M16. Whatever works.

3
General / Any special places where the Camera Jammer is really useful?
« on: April 25, 2024, 09:47:17 pm »
What are all of the places where the Camera Jammer is useful? And I mean truly useful as in it lets you accomplish something that you couldn't do just by sneaking around.

From my experience trying to make something happen even with a very high Hack skill, it kinda doesn't do anything interesting. Maybe it helps a little if your character is very slow or something and can't just dodge camera cones. But that's about it.

4
I've never used it, but I guess internally the grenade actually tries to use the player's stealth mode ability, rather than applying stealth directly.

5
Development Log / Re: Dev Log #8: Weapons and Trash
« on: March 21, 2024, 01:32:44 pm »
Nice. Very interesting update.
Is it safe to say that more abilities that would have relied on cooldowns in Underrail, will instead use this new stamina system?
And additionally that some abilities will have shorter cooldowns if they consume stamina as well?

6
Let's Plays / Re: Dominating IronMan Run
« on: March 14, 2024, 11:09:43 am »
Cool stuff, once again confirmed that Chimera is the way.

7
Suggestions / Re: JetSki Arena
« on: March 14, 2024, 07:46:05 am »
This suggestion was written into the game's lore itself, unfortunately the devs didn't take it.

8
General / Re: What build did you imagine Dread Lord having?
« on: February 08, 2024, 07:36:34 pm »
And something like Yell obviously though I dunno how that would be special since there's other gladiators that use Yell.

9
General / Re: What build did you imagine Dread Lord having?
« on: February 06, 2024, 05:34:37 pm »
Sounds evil, probably some heavy armor, melee weapons, and Thought Control psi.

Do a timelapse vertigo and maybe we still have a chance to fight im

11
General / Do we have a list of the places where you can snipe at 20 range?
« on: February 01, 2024, 10:09:33 am »
So we all know that sniping beyond range 13 is usually not possible due to the sight range limitation on the player, but you can sometimes do it if a cutscene gave you vision, for instance when going to Deep Caverns and fighting the final boss or the mushroom boss.

What are all of the cases in the game where you can do this?

12
Bugs / Re: Line of Site in combat
« on: January 03, 2024, 02:07:03 pm »
it would be nice if this was fixed already, but if we made it this far...

13
Suggestions / Minigun Buff Thing 2
« on: January 01, 2024, 07:06:00 pm »
Realized it's fairly limited what you can do to customize a minigun's behavior by selecting a motor when crafting. It's pretty much either Jumpstarter or "really slow thingy".
It could be possible to allow minigun crafting to include an extra slot for various electronic components that already exist in the game (like Circular Wave Amplifier or High Efficiency Energy Converter) and have those modify the motor behaviour, like letting wind up stacks persist for an extra turn and other things. This could be more palatable than Minigun Buff Thing 1 since you wouldn't need to create any new items.

14
I'm playing on Dominating difficulty.
I can see a change in prices when I equip and unequip Waist Pack (+10 Mercantile), but there's no change when I upgrade my Mercantile by 10 or more.
Also after levelling up and upgrading my Mercantile skill, equipping and unequipping Waist Pack does not change prices anymore either.

Cap on sell price on DOM is quite low (25%) so you can reach it relatively quickly. I do not know exact numbers from top of my head.

Strange, I wouldn't have guessed there's a cap that works like that, it's called "sale value modifier" after all. Also there is still buggy behavior with Waist Pack vs. levelling up.

15
I'm playing on Dominating difficulty.
I can see a change in prices when I equip and unequip Waist Pack (+10 Mercantile), but there's no change when I upgrade my Mercantile by 10 or more.
Also after levelling up and upgrading my Mercantile skill, equipping and unequipping Waist Pack does not change prices anymore either.

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