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Messages - ciox

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16
Suggestions / Re: Improve maps
« on: December 19, 2023, 09:35:27 am »
There are buttons to center the map on the player and to auto-center, I think the auto-center might not be on by default and it should be if it isn't.

17
Bugs / Re: Todd on Ferryman's submarine tranforms into Ferryman
« on: December 19, 2023, 09:34:15 am »
I remember chuckling at that. For the future it might help if Todd had an extra exclamation mark or something, maybe more examples of copying if there aren't already.

18
Suggestions / Minigun Buff Thing
« on: December 15, 2023, 01:12:01 pm »
One interesting way to buff miniguns a little could be to let players lean into the playstyle fully with a heavy electric motor item. This would fit in the other weapon slot (or some other active slot if it's more fitting) and would need power cells to charge. While it has enough charge it keeps your equipped minigun at maximum stacks of windup. Energy efficiency would vary between electric motors, and it could also become lower the more stacks of windup are active.
That's about it, talk about a reason to use Long Game and Slow Starter now.  :P

19
Builds / Re: Need advice for Dominating Psi-Punchman w/ a shield.
« on: December 11, 2023, 01:31:34 pm »
If you are punching I'm pretty sure you will want Combo, it will stack with Boarding Up and can boost the damage of your Shield Bash significantly.
Shield Bash works much better against armor compared to fists, you can go from doing almost 0 damage to doing very good damage. You probably want to boost that even further.

I ran this fist+shield build on Hard and it went well, but its focus is somewhat different, less raw power and more crowd-control.
Unarmed 4 AP punches while using heavy riot gear with a tungsten shield, constantly triggering the incapacitate from Cheap Shots, stacking Boarding Up and Combo very quickly, and relying on buffed Shield Bashes instead of Expose Weakness for dealing with armored enemies.
https://underrail.info/build/?HggPBwQDAwYAWgDCoAAAwqAAZDIAfX1Lc8KCAAAAAAAAZCQxwoIgBsKowqoHS8KrT0VGDsKpwrN4beKhkALip4IB4qe-AeK2tQLitrYD4ra-Bt--

20
I thought Hank Wardell was dead? Not very Godamn-like.

21
Suggestions / Re: Long Game Minigun Barrel Rotator
« on: November 13, 2023, 07:57:26 pm »
Sounds good to me.

22
Suggestions / Re: Minigun/LMG specific feats
« on: November 13, 2023, 07:56:41 pm »
I agree, maybe if miniguns get a buff it will be in the form of a feat or contain a feat, first thing that comes to mind is gain more burst shots if you sit still, maybe costing some AP to activate if it's strong enough.

23
Suggestions / Re: More gas grenades, and perks
« on: November 13, 2023, 07:12:42 pm »
Not bad ideas, maybe it will inspire Infusion at least.

24
Bugs / Re: Fusion cannon bugs
« on: November 05, 2023, 07:31:19 pm »
effect alignment could also use some work


25
Bugs / Fusion cannon bugs
« on: November 05, 2023, 02:45:33 pm »
- can use 'aimed shot', and it doesn't do anything either
- doesn't seem to benefit from tricky trajectory, or its specialization, at least the damage doesn't change in combat stats


26
Crossbows have a dedicated skill but feel very neglected compared to Guns, and it seems this won't get addressed very soon, since the last devlog mentioned unique spears and another weapon type for the Guns skill. Thus I'd like to share some thoughts.

There is special ammo for crossbows, but if you look at how many special ammo types you can get with Guns (soon to be expanded further), it's not really that big of a difference.
Another big issue is that most crossbow models are not used, aside from Cyclon and Zephyr, and out of those two it's Cyclon that is truly essential. This is because Zephyr's crits fail to be useful against many enemies with high mechanical resistance, so the essential crossbow to craft for the endgame is always the Cyclon, while it's fine if your Zephyr lags behind in quality or if it's even just left behind at some point.

This makes it feel like there is just some variety lacking in crossbows, given how many models and ammo types and uniques there are for guns. The difference is a little overwhelming. So here's some ideas for improving this a little.

Concepts for making the craftable crossbows other than Cyclon more interesting:
- performing certain types of attacks with this crossbow will restore some action points
- has increased total damage output but only when firing special bolts, crits are less powerful
- attacks only incur X% mechanical resistance instead of 125%, if you attack while Focused
- get increased precision and damage output, but only when firing normal non-special bolts


Concepts for adding more interesting unique crossbows:
- a high-tech crossbow that uses a power source to heat up the bolt tips and increase the power and/or penetration of the attacks
- a mystical crossbow that grants bolts unusual properties or damage types, similar to what some sormirbaeren weapons can do
- a crossbow that synergizes with psi skills and is somewhat accurate even with lower perception stat


27
General / Re: Heavy Duty speculation
« on: October 12, 2023, 08:48:42 pm »
I think it's safe to say the availability of 44 and 12.7 rounds will change, otherwise most types of LMG and minigun will be unusable. Even then you will probably be trying to save those types of rounds for the right fights.

28
General / Re: Heavy Duty speculation
« on: October 03, 2023, 05:22:09 pm »
That could work. I remember old games like Laser Squad working like this, you could sweep machinegun fire between 2 arbitrary points on the map and fire an arbitrary amount of rounds. Things are rarely as granular these days.

29
General / Re: Heavy Duty speculation
« on: October 03, 2023, 06:43:39 am »
There could easily be a feat ability that changes the LMG/minigun's spread angle for the current turn.

30
Announcements / Re: Underrail: Heavy Duty DLC
« on: October 02, 2023, 08:10:04 pm »
The new heavy weapon sounds don't sound that great either, might be WIP of course.

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