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Messages - hilf

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286
General / Re: Low precission
« on: April 01, 2016, 07:40:47 am »

@hilf - I'll check ambush, even I heard it's very... occasional feat ;)

Sure it is and that's why it's either UP or balanced. But you can be smart. You can be creative! You can help yourself with molotovs (they are pretty good anyway) and make Ambush useful much more often. Put your SGS credits to good use and buy molotovs from Quinton.
Flares can work too, but they don't generate as much light.

If you don't mind a small spoiler you can watch it in action vs Lunatics in Upper Underrail.

287
Suggestions / Re: Wrong firearms weight (some of them are too light)
« on: April 01, 2016, 06:18:26 am »
In practice pistols don't need any STR but in practice you want 6 for Steadfast Aim almost always.
Even after a nerf to Steadfast it's STR requirement wasn't lowered/removed.
):

288
General / Re: Low precission
« on: April 01, 2016, 06:13:40 am »
Good work Wildan, but how about enemies in Depot A, where OP currently struggles?
Black Eels are surprisingly strong so i would not be surprised to have low THC when aimig at them.


Oh, BTW there's a feat called Ambush that halves enemy evasion. With Ambush, 10 PER and +5% aim from laser i had no problems hitting thing through entire game.

Yeah, Ambush is tricky to use - it's not clear when it's gonna trigger, but if you stay in relatively shadowed place and enlighten enemies with a molotov it will work pretty much always. I've completed the game with Ambush and i can assure you it can be used in at least 90% battles.
Human opponents really like to gather around those burning barrels }:>

289
General / Re: Low precission
« on: March 31, 2016, 04:17:09 pm »
I have 5 STR. Can AGI affect it somehow? My char has only 3.

It can't.
There's only one more thing i can think of: your guns are damaged.

290
General / Re: Low precission
« on: March 31, 2016, 11:37:46 am »
For pistols and SMGs your problem can be range. Weapons have optimal range which is maximum range without penalties but you can also shoot beyond this range, with penalties to THC.

Sniper rifles have heavy penalties if you first move and then shoot.

Your perception is fine. You should have lvl 8 for Depot A. Dogs are relatively hard to hit.

Is your weapon skill maxed?

291
General / Re: Why do you did this location?
« on: March 31, 2016, 09:03:40 am »
Let me suggest a name change:

Faceless -> Countless.

292
Noise emission from weapons doesn't work, it appears. I've fixed the bug, but we'll have to test this extensively to make sure the fix doesn't break something else. And, oh boy, this might change some encounters quite a bit. :)

Consider a silent option for energy/chem guns, they can't mount silencer like firearms.

Quote from: OP
Another issue is that Tchort himself is really weak: I killed him with two shots from my sniper rifle

That's what you get from shooting in the eyes. Like in old good Fallout.
(:

293
General / Re: My SMG/Sniper build
« on: March 26, 2016, 06:32:18 pm »

INT 3

Skinner


In Underrail a person who wants to skin animals, like our neanderthal ancestors did, needs same intelligence as neurologist, chemist, physicist or electronics engineer.

Ambush


But, but ... it's situational!

294
General / Re: Requesting crossbow build from Wildan
« on: March 26, 2016, 06:11:22 am »
Another surprise is that game saves longer than it loads (:
But YMMV.

295
General / Re: Pistols versus SMGs
« on: March 21, 2016, 07:16:16 pm »



My theory is screenshots like this and talking about big single hit damage numbers from pistols scared StygSoft and made them overnerf this weapon type. Pistols got nerfed in several different ways in the same patch. Turning many knobs at the same time is asking for troubles, Firaxis already know this and i wish more devs did.

Big numbers have very strong psychological effect, not many can see through this mind trickery. Doing 16k damage seems insane but i'd rather do 8 * 1k (half as much) because i would kill 8 enemies instead of one.

296
General / Re: Coretech Warehouse Battle Impossible ?
« on: March 21, 2016, 05:00:45 pm »
Use all of your traps, mines and caltrops you were hoarding up to this point.
First wave of enemies should be killed with just mines.
Well placed crawler caltrops will be especially effective by stunning your enemies after they engage in combat.
Use flares/molotovs to raise THC of your allies.

297
General / Re: Requesting crossbow build from Wildan
« on: March 21, 2016, 03:34:55 pm »
I'm not Wildan but i'm quite sure you should:
dump STR,
get 7 DEX for Quick Tinkering,
get Deadly Snares,
get Ambush (it can be taken very late, you'll need it for trap immune enemies from DC; it's kinda redundant with Deadly Snares),
get more AGI for better stealth.

But let's wait for the expert builder.

298
Bugs / Double healing from Infused Mutated Dog Armor.
« on: March 09, 2016, 05:31:07 pm »
Health hypo gets boosted by armor to 127 HP in description and is boosted again when you use it.

Quote from: LightningMonk
Kept that one to myself before I completed my last playthrough. :P



PS: fixing it will not make my Synergistic Glass Cannon build any worse, you'll just use Adv. HHs instead of standard ones.

299
Suggestions / Re: "Aimed shot" improvement suggestion
« on: March 08, 2016, 05:57:13 pm »
I'd rather simply revert some pistol nerfs. Gunslinger would be a good start, because now it gives same reduction as Lightning Punches, but pistols are significantly slower weapons.

300
General / Re: tanner - endgame (spoliers)
« on: March 07, 2016, 04:37:57 pm »

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