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Messages - BiocorpShill

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Suggestions / Random Encounters During Fast Travel
« on: July 23, 2023, 11:18:59 pm »
special encounters that can only be seen when either riding a ferry, train or using The Juice to spice up fast travel. Like getting boarded by pirates when traveling in the waterways or lurkers blocking a section of the rail to ambush the passengers.

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General / Re: Something you wish was different or added to the game?
« on: December 13, 2020, 10:36:47 pm »
I can't think of anything gameplay-wise that I'd wanna add but there are some minor lore/story elements that would be appreciated.

-Altering the protectorate ending so it takes into account you killing everyone in fort apogee and other protectorate controlled areas.
-Seeing the encounter between Wyatt and Abram in Old Junkyard.
-Confronting Ezra about his real identity and learning more about biocorp.
-Informing oculus about the location of Ezra and dude. Also riftwalking because it makes no sense for them to not notice you vanishing into thin air.
-A way to tell Archibald knight about who killed his son even if you don't join the praetorians.
-Re-entering the Institute after deep caverns to see the aftermath of the battle there and if anyone's still alive.
-A way to free the rejects from the Institute without turning everyone hostile.


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Quote
That's why I would have Tchort psionically contact you on the elevator down to DC, taunt you, make you feel small and helpless against him, try to attack you for not , then have Six save you with his time lord powers. That way, the game demonstrates that the villain is evil, the player has a personal reason for wanting to kill the bad guy, and you have a good reason to help the otherwise infuriating Six.
I really like this suggestion and it's probably the easiest to implement. During the descent to DC tchort communicates psychically with the player. At first it's vague but with each area further in the message gradually becomes clearer mirroring the Lemurian Health Clinic. In the area just before hollow earth Tchort attempts to destroy the player's mind but is repelled with help from six. Each message could also have a will check where by passing all of them reduces the time it takes for Eye of Tchort to build up. Through these interactions you get a glimpse of tchort's intent and a better understanding of WHY it must be destroyed.

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If you're stuck in dude's cave then just before you leave save then exit the game. Opt out of the experimental patch then restart. It'll allow you to exit the zone properly. Keep doing this whenever you have to leave the area until you get the Juice so you can exit via riftwalking. It's a bit frustrating but should work until the next hotfix.

I think I must have overcharged the cats :D.

Chance of screwing the save for good if I do that?
Haven't encountered any problems but make a backup save just before you enter in case your save gets corrupted.

5
If you're stuck in dude's cave then just before you leave save then exit the game. Opt out of the experimental patch then restart. It'll allow you to exit the zone properly. Keep doing this whenever you have to leave the area until you get the Juice so you can exit via riftwalking. It's a bit frustrating but should work until the next hotfix.

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Builds / Re: Thoughts and Shots: Shotgun/Psi build
« on: July 26, 2020, 05:11:18 am »
I went back and made some changes after playing the game more. Now my main 3 sources of damage are shotguns, metathermics and grenades with TM as support and occasionally traps like caltrops and mines to control the battlefield. What I can't decide is whether to pump agility or dexterity. DEX has two feats, Grenadier and Leading Shot, that I think would supplement my skills nicely but AG gives more mobility and stealth. Any advice would be appreciated because I've spent too much time thinking about this.

https://underrail.info/build/?HgcGAwMNBwfCoFAAAAAAAGRiABxxZFE5aAAAwqA3RgBKMTsrP8KwPcKWLsKQKsKYbRpswp7CncKtwq5NFRbCpHLCtcKP378

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Bugs / 1.1.2.1 (Exp build) Cannot save game
« on: July 25, 2020, 06:08:46 pm »
I recently started a game with the recent update and didn't encounter any bugs but today it seems I'm unable to save. Attempting to quick/manual save gives me an error message and trying to enter another area with autosaves enabled causes zone transistion to fail sending me back to the main menu. I have 3 different characters and can load them but can't save with any of them.

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Builds / Thoughts and Shots: Shotgun/Psi build
« on: July 23, 2020, 07:21:43 pm »
I'm going to start a psi hybrid run on the new experimental patch and am looking to optimize my build a bit. Basically it's a shotgun crit build that uses psychokinesis, traps and grenades. I'm unsure whether to focus more on stealth and mobility or go full tin can for better survivability. Also whether to use PK or metathermics as my secondary. It's my first time theorycrafting and it's proving more difficult than I thought.

https://underrail.info/build/?HgcEBwkHBgbCoEEAAAAAWlBfAEFgYE8yXwBkAEZBAEorT8Kdwq7CrWzCnm0awrAVKjvCkMKPSyRpZxkxYizCtcKY378

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Also, "balance is not important in SP game" kind of reasoning is absolutely incorrect.

For turn-based games, good balance is EXACTLY what sets good games (i.e. XCOM 1/2) from bad games (gazillion of XCOM clones).
The individual tweaks to skills altering cooldown, stat bonuses, etc are fine. This is an overhaul of basic game mechanics that makes it more difficult for any character to use psi. Pure builds suffer from being restricted to a whopping 6 skills max and greatly increased psi cost and hybrid builds that don't invest much in INT will only get 2 on top of everything else and thus not much reason to invest in psi. This can all be fixed with two things.

1. Increase the slots for available spells with the MINIMUM being six.

2. Remove the increased psi cost for having spells from different schools.

There's a few minor tweaks I'd make like how force field should have reduced health but it doesn't dissipate if one column is destroyed but those two points need to be implemented otherwise a lot of potential builds end up in the trash. And I can't believe I have to say this:  If you don't like pure psi THEN DON'T FUCKING PLAY PURE PSI. Again, you are NOT FORCED to play one specific way. Pick one of the dozens of other builds that you enjoy and let people have fun being a meth huffing cave wizard.

10
Having an overpower class isn't a bad thing in a single player game so I don't get the obsession about "balancing" - the important thing is to make gameplay fun and increase re-playability and innervate kills that.
I agree. While I haven't had much time with the beta judging from the comments so far it seems to be an unreasonable "fix" to a non-issue. Balance is a legitimate concern in MP games where you want to encourage a variety of play styles and ensure an even playing field for all players but no one's forcing people to play certain builds in Underrail. All this will do is discourage people from playing psi at all because the cost of doing so is much higher. The alterations to individual powers, like making force field destructible, are enough to ensure they aren't spammed so often but the major changes need to be rolled back because limiting options in a single player game for the sake of "balance" is just silly.


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General / Re: Tips for playing oddity
« on: July 20, 2020, 08:16:33 pm »
Assuming you can get to depot A quest (find drill parts) without any major issues, there is a HUGE shortcut you can take as a stealth build by just skipping pretty much all of depot A:
https://www.twitch.tv/videos/398609044

And then you just open up the rest of the map and go collect oddities from trash  bins (lockers, boxes, under rocks, etc, etc) in and around every major hub (Core City, Foundry, etc). That will get you 2-3 levels right away practically for free. As you go collecting oddities, you also shop for new equipment.
At that point you are 3+ levels higher and with much better equipment and can go back to depot A and breeze through it getting all the oddities you missed initially.
Thanks for the advice. I'm currently at lvl 11 and just did the missing train quest. Didn't think to take a shortcut like that because I didn't want to miss any oddities and ended up wasting several hours going the normal way.

What Tamior said is right, but I'd like to generalize it one step further: on Oddity XP mode, you should be ready to walk away from the hardest content in most areas and circle back later to grab what you missed.  There's more backtracking and careful dancing around problems until you get your build really going with some choice feats and equipment, usually somewhere around level 14-16.  After that typically your character has come together well enough that clever play is more significant than character power.
How necessary is pickpocketing in oddity? I thought about investing some points in it to steal oddities from NPC's but decided to invest more in crafting as making better equipment seemed more useful.

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General / Tips for playing oddity
« on: July 20, 2020, 06:12:37 am »
I recently stared a stealth sniper/smg build on hard with oddity exp. However It's been much more frustrating compared to previous runs as leveling seems to be less frequent. Are there any tips that veteran players can share about how stealth focused characters can get by? maybe where to go to find certain oddities as they are getting difficult to find.

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