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Messages - ciox

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301
General / Re: Does anyone actually use Extended Magazines in crafting?
« on: December 18, 2017, 07:49:24 am »
There's still a few items with limited usefulness like extended magazines, groin guards, vigorous belts, circular amplifier on shields.
For magazines I thought they should be like padding, there's a dedicated slot for them and using it increases total Mechanics requirement a little.

302
Screenshot of bugged worm positioning

303
That's a bug.

I'd also add they feel really easy to defeat now, they spend too much time putzing around burrowing and unburrowing and you can avoid them a lot, but I guess that was a request from other players that had trouble with the worms.

304
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 07:28:34 am »
I guess you need agility and drugs to get in and still have ap, and then an EMP grenade, wouldn't be the first time that stealthers are screwed over in a situation.

Dominating doesn't sound like it's for me anyway, I never go full hardcore or try to break the game too much so this difficulty will just annihilate me, maybe i'll try the shotgun+temporal build on this difficulty first as a joke before I do it properly on hard.

305
General / Re: anti-Carnifex cheese
« on: December 11, 2017, 12:15:06 pm »
Maybe it is possible for a monster to resist Electrokinesis with their Fortitude but I've never seen it happen, either they can't get stunned at all or Electrokinesis will stun them is my experience.

Any word on Dirty Kick being made to fit a little better in the stun pantheon? I don't really want to use it anymore outside of dedicated melee builds, which is sad since the "can use even if holding ranged weapons" aspect suggests you should go for it in hybrid builds, but it sucks too much compared to the other stun options, mainly because of the CD.

306
Suggestions / Re: New weapons and items
« on: December 11, 2017, 08:50:50 am »
I did played a single shot AR once - focus on critical chance w/ Survival Instinct + Focus stim + infused Rathound leather armor, with Blitz on top:

http://underrail.info.tm/build/?AwGloJgVhGGYQEZQE4kI+mAWRZ-aiJwzEzj5EQRYgqnADstFr+eNAHCNCHKHABsfbtjRRmgmIzyMYKPCk5A

It's still weaker than a standard burst build (as individual shot within a burst can crit) but it's ok, nothing amazing.

I think it's pretty good if you use a 9mm Chimera equipped with muzzle brake and the blue scope for crit chance, and Commando, half your shots will crit at that point so you can easily get as many as 8-9 crits per turn in two bursts.

307
Yeah.. wearing Infused Ancient Rathound armor on Hard was already underwhelming before this nerf, its resistances were strong but not very strong and the bonuses (+heat and +cold resists) were kinda underwhelming. I wished I had made a Regenerative Vest as usual.

This was the armor I had after looking at lots of leathers and super steel fibers.



It wasn't all that amazing in DC on Hard, especially in long fights, damage would get through easily and I would miss having something else going on like the healing effect of a Regenerative Vest quite a bit.

One solution to this contention would be to allow the unnerfed higher qualities on Hard and above, would that be reasonable?



308
Suggestions / Re: Sarine and Beck dialogue
« on: December 09, 2017, 07:41:39 pm »
People complain that it's fanfic quality with some regularity.

309
Suggestions / Re: Model Customization
« on: December 09, 2017, 07:40:59 pm »
If you had a Diablo 2 style sprite-composition system where weapons and armor are all separate sprites, it would be easy to have something like this, maybe they'll consider such a system for Underrail 2?

310
Sounds like they're reacting to acid/fire/cold chem pistol attacks, might want to change it?

311
Suggestions / Re: New component: Heating Module
« on: November 29, 2017, 01:02:28 pm »
Sounds pretty interesting to me, something else that would make this component more unique is if the weapon degrades faster while heated, in addition to what I assume is the main idea of being stronger against single targets while not dealing splash damage like electroshock components.
I think the main objection would be that it's a balance issue to add more damage types beyond electric to melee weapons, since you're typically supposed to combine abilities quite a bit to get that palette of damage types that can take on anything.

312
Suggestions / Re: Pickpocketing against Tranquilized targets shouldn't fail
« on: November 12, 2017, 04:08:03 pm »
That seems somewhat unbalanced since your pickpocketing skill no longer matters? You can do strong stuff like disarm crossbowmen completely if you take away their bolts because crossbows don't have internal magazines.

IMO it really could be unbalanced, what I remember is that pickpocketing failed no matter what, regardless of suspicion, is that how it works? Only that part should be fixed but this is just my opinion.

313
Suggestions / Re: Pickpocketing against Tranquilized targets shouldn't fail
« on: November 09, 2017, 08:41:02 am »
I remember trying this, always thought you should be able to steal so long as the suspicion bar allows it, but it seems to auto-fail.

314
Suggestions / Re: Crazy Veteran Feat ideas
« on: November 08, 2017, 04:57:31 pm »
I always thought that was a good fit for a normal mid-game feat.

315
Suggestions / Crazy Veteran Feat ideas
« on: November 08, 2017, 03:59:31 pm »
I've looked a fair bit at the list of veteran feats and couldn't help feel there was a risk of the veteran feats feeling a little incremental and underwhelming for things you need 26 levels to get.
So have some nutty ideas to beat up that maybe go a bit too far but have that "impactful" rule breaking feel, without being hard to implement, who knows maybe some things like this already exist under wraps:

- Ultra Rapid Fire (your Rapid Fire ability works with any weapon in the game, dexterity 16, requires Rapid Fire)
- Precision Bender (your precision maxes out at 100%, not 95%, perception 16)
- Potent Bolts (your critical crossbow attacks apply two stacks of the status effect that would normally be inflicted, two stacks of Poison, two stacks of Bleeding Wounds from Serrated bolts of Kneecap Shot, two stacks of Corroded etc)
- Aimbot (cooldown for aimed shot reduced to 2 turns, cannot burst anymore, perception 16, requires Aimed Shot)
- Demented Gunsmith (assault rifles you craft have an additional 5 burst shots, mechanics 160, requires Gun Nut)


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