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Messages - TheAverageGortsby

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31
General / Re: Mercantile skill
« on: November 07, 2020, 11:52:00 pm »
So can i use hypercerebrix for 105 mercantile (to pass a dialogue check) and just unlock Hanna's Tier 2?   
Yes

32
Bugs / Re: Enemies respawning
« on: November 03, 2020, 12:53:55 am »
The Azuridae and Crawlers in those caves do indeed respawn, and have for pretty much ever.  It's *probably* not a factor of you completing the quest, and rather a factor of you taking long enough for the respawn timer to tick over.

It's about as out-of-the-way as a place can get, and it's a great place to farm up better quality psi beetle shells and crawler poison for endgame.  Hopefully it is, as it appears, intended.  If it's too much of a hassle, there's a southerly path out of Dude's caves that will bypass the Crawler map, though you'll have more Azuridae instead.  Six of one.

33
Builds / Re: Crafting Calculator spreadsheet
« on: October 22, 2020, 10:21:48 pm »
Cool.  Thanks for taking the time to make and share this.

34
General / Re: How to get back to legacy version?
« on: October 22, 2020, 09:44:13 am »
Open up your Steam game client and go to the Library; make sure you're in Online mode

Right-click on UnderRail and select Properties

On the window that pops up, go to the Betas tab

Where it says "Select the beta you would like to opt into:" click on the field below (for me, the drop down arrow doesn't work) and press the down arrow until you see "legacy - Version 1.1.1.6"

(you may need to restart the Steam client.  You shouldn't need to, but you may need to anyway.  If after you select the beta you still end up playing 1.1.2.4 then try closing Steam entirely and restarting it)

That should do it

35
Builds / Re: Give me ur psi builds!
« on: October 19, 2020, 09:00:43 am »
There are a whole host of psi build threads on the forums; you could just search through them rather than wait to see if anyone posts replies.

I believe my psi guide is relevant: https://stygiansoftware.com/forums/index.php?topic=4149.msg23828#msg23828

36
Development Log / Re: Dev Log #68: The Psi Question
« on: September 29, 2020, 04:12:25 pm »
Psi reserves seem like a chore and a potential hard cap on your performance in the hardest encounters, and the spell slots are quite restrictive no matter how you look at it. With only 8 slots I'll die from analysis paralysis.
Psi reserves really only heavily limit low level characters, and newer players.  If you understand the mechanics, and you add grenades and traps into the mix, then you'll always have plenty of psi to get through a fight.  If it's truly a concern for you, make sure you pick up a tiny bit of stealth.  You can always break combat partway through, stealth up to get away, and huff a paint can real fast.  By the time you get solidly into the mid-game, you'll start to pick up some psi cost reduction and though you can't stack it to 60-70% all the time like you used to be able to, you'll still have plenty of effective psi pool and reserves to get through the beach invasions and Lurker map clears and Emporion and the other big fights.  If you're really worried about psi reserves, play Tranquility.  With Meditation and Neurology, plus Philosophy a little later on, you'll have lots of reserves.  And there are a lot of psi inhalers in the game; you won't run out.

Spell slots just make the game less fun, not harder.  Increased cost for cross-school use just makes the game less fun, not harder.  The only reason psi might be less Dominating+Ironman viable now is because Force Field, Enrage, and ThermoD were automatic "I win" buttons before and now aren't quite as guaranteed to get you out of sticky situations, and that has nothing to do with psi reserve or spell slots - they were always highly psi point efficient and still are.  Don't worry about choice paralysis - just load up your 6-8 most broadly effective abilities and keep cruising on through; and if that happens to mean you're using three schools, well, there's a feat for that. 

Or, as you correctly point out, play the legacy branch and avoid this poorly thought out change entirely.

37
Development Log / Re: Dev Log #68: The Psi Question
« on: September 28, 2020, 04:17:31 am »
Quote
you're limited in the number of innervated psi slots (1 + 1 per 3 intelligence, up to maximum of 6)
That's 15 Int for just 6 spells?
You're a little late to the party and that info is somewhat outdated, now.  You only need 12 Int to get the max of 8 slots, and with the current New Psi system 6 slots really is plenty for a full psi build.  I updated my guide several weeks ago and it's still accurate: https://underrail.com/forums/index.php?topic=4149.msg23828#msg23828

I'm not saying you're wrong to dislike this massive change - I certainly don't like it - but it's not quite as bad as when it rolled out and psi is certainly still DOMINATING-viable, and possibly even still DOMINATING Ironman viable.

38
Suggestions / Re: A better psi fix
« on: September 21, 2020, 01:38:19 am »
Again the major issues as I understand it is that psi abilities are cheap, always available, 100% reliable, and in general more useful/powerful then the non-psi weapons and utility items. For example fireball is simply much much harder hitting then a grenade, somewhat from the synergy power boost and somewhat from the fact you can with the right build throw multiple fireballs in a turn. Something you can't do with a grenade (far as I know/played).
But the tchotchke (the glove) does nothing about any of those things.

Your explanation is all about how to limit psi powers either in strength and versatility, but the New Psi clearly shows that the innervation mechanic can do those things.  The glove, the physical object, does nothing.  That's unlike a weapon; you can't just throw bullets at your enemies and have an effective outcome.  And your opportunity cost of having something taking up a weapon slot isn't an opportunity cost for psi users, only for dabblers, who don't get the raw power out of psi because their stat profile doesn't support it.  They're not the ones Styg set out to nerf.

My point is that if you're trying to float ideas to limit psi, go at it as a fix to psi.  Adding A Thing to the mix gets you all wrapped up in the thing and you end up - as you did in your OP and your explanations - changing effects with The Thing without addressing the underlying concerns.

BTW, pyrokinesis ("fireball") has a cooldown that can't be LTI'ed away so, no, you cannot throw multiple in a turn.  OTOH, you can throw up to three grenades a turn, and with LTI plus Grenadier, you can even throw two of the same type (so long as that type is direct damage) in back-to-back turns.

39
Suggestions / Re: A better psi fix
« on: September 19, 2020, 11:14:32 pm »
I'd rather the four psi schools scale half or fully off of different base stats, and perhaps reduce the synergy.  You could still have your generalist build, you could still specialize, but you would address what, to me, was the real source of overpowerment in psi - if you optimized for one school, you optimized for all of them, and strengthening one strengthened them all.  Then it was simply a matter of the correct choice always being "more psi" because you were already optimized for all of it.

The new system doesn't change that optimizing for one optimizes for all, it just adds a delimiting factor that is so bizarrely arbitrary that it feels like a joke.  So the core mechanics still push your character one way, but the new psi is a janky mess that pulls you another way and results in artificial limitation, which is always a bad way to design a system.  Doubly so when the rest of the core game mechanics are so - comparatively - elegant.

The current psi system is a bit like nerfing ARs by taking the Guns skill and dividing it into Long Guns, Pistols, Energy, and Burst Weapons; then making magazine changes cause some of your inventory ammo to vanish.  Sure, you took away options, but you didn't address any of the core reasons - and both the division and "fix" are nonsensical.

The problem with your suggestion of having a tchotchke to Do The Thing is that it completely ignores the fundamental causes of the problem Styg wanted to solve.  But so does the patch, so maybe you're on to something.

40
General / Re: Chemical Pistol Hit%?
« on: August 13, 2020, 06:15:07 pm »
Your hit chance is contested by the opponent's Dodge or Evasion (Evasion, obviously, for ranged weapons) so you'll generally see a lower hit % on a target than your base hit chance; Cooked Shot, however, is an AoE and isn't contested but rather has its damage mitigated directly, which is probably why you see the hit chance higher for that.  There are other complicating factors like lighting or weapon durability.  If you haven't yet, you should take a look at this wiki page: https://www.underrail.com/wiki/index.php?title=Precision

41
Bugs / Re: Spiders can disarm gas grenades
« on: August 07, 2020, 01:25:45 pm »
It's not really disarming a grenade; it's stopping the spread of the gas.  You can "disarm" a smoke grenade by putting a bowl over it; recently we've seen that you can use traffic cones to great effect as well.  Why wouldn't an intelligent spider with the ability to spin webs just wrap up the offending grenade in sticky silk to prevent the gas from escaping?

42
What do you all think?
Sorry to be late on the reply.  A Neural Overload nuke build works just fine as long as you've built in a way to deal with mindless enemies like robots.  Thought Control is very strong, and if you spec into it, N.O. does impressive damage even on DOMINATING.  Your Arena fights will be a lot tougher if you're going TC single-school, though, unless you rush to get Hoddorform then come back to finish the Arena.

I lament the one-trick nature that psi builds are getting pigeonholed into, but as one-trick builds go, N.O. nuke is quite viable.

43
Builds / Re: Question about Thought control+throwing build
« on: August 05, 2020, 04:44:11 am »
Just a final question, is it possible to ditch meditation for those 25 psi points and instead go with quick pockets? Considering the investment in throwing, i would certainly use the extra slot.
Sure.  TC abilities tend to be fairly costly so the extra psi pool can be nice, but if you're planning on being mostly throwing with the psi as support, then you'll probably be fine. Plus you can always pop a psi booster if you need to.

44
Builds / Re: Question about Thought control+throwing build
« on: August 04, 2020, 04:55:44 am »
I've never been impressed with Mental Subversion.  By the time you get good stacks of it on target, that target is dead.  I'd much rather take Cerebral Trauma at level 4, and swap out Mental Subversion for Meditation since you've already gone with Tranquility.

If you do put those leftover stat points in Intelligence, you'll be able to free up enough skill points to get Hacking again.  Also, you don't need quite that much Biology, and certainly not by level 20.

https://underrail.info/build/?FAMKAwMDDwgAbgAAAAAyPDIAPEZkVVVkbgAAAAAAACsoJz8FKhY-ZCFYXlHfvw   With either housing crafting bonus or Hypercerebrix, that's enough Chemistry to make MkV grenades/mines, enough Tailoring to make top-tier leather armor, and with both housing bonus and Hypercerebrix, enough Electronics to make a shield generator of highest quality (and if you squeeze in Under Pie, enough Biology to use Heartbreak poison, as well).  It's a bit more restricted in where you need to be standing to craft the top-end stuff, but if that's a sacrifice you can justify, it frees up a nice chunk of skill points.

To answer your question about Will, you should try to get your effective skill up around 200 ASAP.  I wouldn't try to ride out the game with 10 Will as a psion.  With TC effective skill values under 200, you'll see some resolve checks and resists on your abilities.  Since they're mostly all-or-nothing, it's best to minimize the chances that your enemy gets the "nothing" option.

45
Builds / Re: Questions about fist opportunist versatility
« on: August 02, 2020, 05:57:02 am »
9 Con is so close to being able to take Thick Skull, though.  Do you really need 6 Int?  It sounds like you could get by with 5; that's enough for Versatility, Cheap Shots, and Expose Weakness, and 6 isn't enough for any crafting feats you'd want anyway.

Wrestling is only worth it if you intend to leave your targets alive at the end of the turn.  Rather than worry about getting your Strength up, maybe worry about getting one more point of Agility for Fleet Footed, since you'll be getting a lot of attacks per turn and probably will want mobility.

Remember that Int doesn't actually increase your skill points, it only increases your effective skill in the crafting skills plus Mercantile and Hacking.  I wouldn't worry about going higher than 5, from what it sounds like you want to do, unless you want to go to 7 Int for crafting feats.

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