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Messages - haze1103

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121
General / Re: Unreachable box in Water Facility
« on: November 10, 2020, 12:49:24 pm »
I have to admit, I did not figure out that one either. I thought there was a special jet that could traverse this, but turns out that wasn't it (unless that was a secret perk of the Reef Glider?)

Unless there's a secret jetpack or swimming suit I missed somewhere in the game, I'm going to assume a Perception check

122
Suggestions / Re: Some suggestions for mechanical pistols.
« on: November 10, 2020, 12:50:44 am »
I think the "reliable low-investment sidearms" part is represented by a Versatility build. Since guns usually require base skills (not effective skills), pistols are usually your only option if you've focused on melee or crossbows on a versatile build.

Granted, people usually use energy or chem pistols, but firearms can still be used.

123
General / Re: Otto's random quest
« on: November 09, 2020, 02:25:35 pm »
While I do feel Otto's quest shouldn't be random, due to the unique rewards that a player may want to rely on, I do like the random quests for the starting area.
Underrail is a game you replay a lot, meaning you'll be playing intro quite a few times. Having a few surprises here and there really makes the difference without being too distracting.

124
General / About the "Core City" endings (spoilers, of course)
« on: November 08, 2020, 12:10:06 pm »
The wiki lists the conditions for the "Core City in Chaos" ending as "Archibald Knight is alive" and "Archibald Knight knows Miland Simmons killed Edmund Knight".

I'm curious if there are alternative ways to fulfill the second condition. For sure, if you join the Praetorians, then doing the Cube quest will give you an opportunity to inform him. But given that this fact can influence the ending slides this much, I feel there has to be other ways.

125
Bugs / Re: Crafting in combat mode
« on: November 07, 2020, 07:51:46 pm »
Mother... all this time, I was trying so hard to organize my inventory so I could craft everything within 30 seconds. Thanks for the trick!

126
Bugs / Re: Locust hives
« on: November 07, 2020, 07:49:54 pm »
Locust hives are structures, not creatures. This is evident by their special interaction with TNT.

No other structure can be critically hit, as far as I know. After all, I always open with Impale without thinking, so I've noticed every time something was immune to crit.

127
General / Re: DLC components quality
« on: November 06, 2020, 06:23:07 pm »
I've found plenty of 159-161 materials in the Abandoned Waterway Facility. I got myself a 159 black cloth, 161 Tungsten Plate, ~160 cloaking components. I skipped the psi stuff, but I think I found some really good ones too

128
General / Re: About to do Deep Caverns for the first time
« on: November 05, 2020, 11:07:32 pm »
I include stealth equipment with the "typical adventuring gear". I got a 60 stealth infused cave hopper leather armor, 44 stealth tabi boots, a 22 stealth balaclava, and a 70 stealth cloaking device. Also, I have 6 AGI (I kind of wanted Sweep) and 60 skill points in stealth. I have Nimble, Armor Sloping, and Body Weight Training, so I can kind of stealth in riot gear (it does have a +40 stealth overcoat on it) with the tabi boots.

I think I'll be good on that front.

129
General / About to do Deep Caverns for the first time
« on: November 05, 2020, 07:42:02 pm »
Despite having had like, 3-4 playthroughs that got pretty late game, I'm now for the first time at the end of a playthrough that managed to complete all the content, Expedition included, outside of Deep Caverns.

My build is Spear + Riot Armor shield, with Three-Pointer and Grenadier for grenades. I have 112 chemistry and 130 biology, without workbenches.

Without going too much into spoiler territory, is there anything I would regret bringing with me into DC? My typical adventuring gear weights 150, and I can carry up to 250, so I can bring about 100 kilos worth of spare resources. If I go into this with a full inventory, am I just going to be weighted down until I can find a place to settle?

I was thinking of bringing a stock of spare Mk 4 and Mk 5 grenades, lots of electronics repair kits (my two spears are electric and energy), maybe some plasma grenades, and some of the rarer biology resources (I assume there's nothing to make Hypercerebrix or other Expedition drugs down there).


130
General / Re: Fetid Marsh as a melee
« on: November 01, 2020, 06:44:15 pm »
I don't really want to skip oddities. I get 127 stealth from just gear, 167 with the device, so I'll give the stealth approach a shot.

131
General / Re: Fetid Marsh as a melee
« on: November 01, 2020, 01:30:23 pm »
Better question, am I missing out on much if I just skip the marsh entirely?

132
General / Fetid Marsh as a melee
« on: November 01, 2020, 12:15:13 pm »
Does land-to-water pathing seem broken to anyone else? Often, serpents won't try to attack me, even though they're a mid-range and nothing seems to be blocking their view. They'll even abandon combat right in your face. And once they get into a tile right next to the land, it feels pretty random whether or not my spear will even reach them - spears have extended melee range, so I think it's more of a visibility obstruction than being out of range

Having to use grenades for everyone battle sucks, especially for this area, where you're going to wake up 3 nests, 6 other snakes, and about 8 buried crabs

133
Builds / Re: Total beginner looking for a juggernaut build
« on: October 30, 2020, 01:49:15 pm »
@harperfan7 Damn, Intimidation seems really good on STR builds now. Did you try it on DOMINATING?

134
General / Re: AI Scrambler
« on: October 30, 2020, 12:03:09 pm »
Unlike the other CoreTech exclusives, I've never seen scramblers while pickpocketing techies

135
General / Re: Core City location near your house and Puzzle
« on: October 26, 2020, 01:03:16 am »
From some other discussions I've found, the Coretech PTN2 seems to be related to a randomly generated Waterways quest. It seems to be possible to have the item but not the quest related to it

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