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Messages - Crows

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31
Suggestions / Re: Body Weight Training and Armor Penalty
« on: July 09, 2020, 05:14:36 pm »
I'd really like to use Body Weight Training but yeah, it's tough to fit it in. High strength users that want low armor penalty - might be a sledgehammer/PSI build, possibly a hybrid brawler?

Even if the armor penalty reduction can't be scaled up, maybe a secondary benefit, like reduction of weight on equipped items, or an extra 25 carry weight - something thematically appropriate.

32
Suggestions / Re: Alternatives to Lockpicking/Hacking
« on: July 09, 2020, 05:08:02 pm »
I have also thought about this, and it's an easy rabbit hole to fall into. I'm all for more variety, but you have to cut it off somewhere. You also have to be careful to not trivialize existing skills in the process.

Without going down an endless rabbit hole, there are two new methods I would be in favor of. One, as you mention, could be a strength check. This could scale with the required lockpick / hack to open.

Another one might be sacrificing a grenade to try and blow the container open as sort of a last ditch effort. Though something like this is prone to abuse by save-scumming.

Maybe a strength check with a crowbar, only works on some chests? (Footlockers but not electronic boxes, for example)

33
Suggestions / Odd dialogue after Free Drones sidequest
« on: July 03, 2020, 03:10:33 pm »
After the violent conclusion of a missing person quest, you can ask about "what happens to the missing person now?" They'll say something along the lines of "we've taken them back to headquarters for evaluation" - you can press further and make sure that this person hasn't been killed, etc etc. What makes this a little strange is that the person in question is still in the same room.

I think a post-fight fade-to-black or having the "where are they now" dialogue only trigger once you leave and come back might resolve this.

34
Suggestions / Re: Change In-Game Difficulty Descriptions
« on: July 03, 2020, 12:11:21 am »
Jesus. way to sperg out. Sorry I struck a nerve there buddy.

Drop the condescending tone and take a breath. Not everyone has been engrossed in this game since it was playable.

So, Styg intends for 150% to be what is considered a normal HP amount for balancing purposes and the difficulties are not labeled as they are to be more appealing to a wide audience.

Thanks for understanding. Sorry if my tone offended you, it's nothing personal. This dumb >150% thing is all my fault, that's what haunts me. Sometimes the consequences of the most insignificant dumb mistakes I've made piss me off to no end.

So yes, 150% compared to NPC health formula. It's the baseline HP so it really should've been called 100%, like the difficulty selection screen does, to avoid this confusion. Ah well, too late to fix that now. Comparing against NPC HP makes even less sense now that DOMINATING has its own NPC health modifiers as well.

I should take a moment to note that other difficulty settings on normal are the defaults as well:
- Healing consumable power/cooldown values are defaults as defined in the items.
- The NPC AI used on normal is the old standard AI, before Styg started changing AI behavior by difficulty.
- The combat encounters on normal went mostly untouched when he started changing those for each difficulty.
- The trading values are old default.
The only difficulty setting that normal changes from old default values is zone transition AP cost. It used to be free across all difficulties. Now it's 0/25/40/40 AP.

Normal really is the design baseline. I'm not making this shit up to argue. I just want to set the facts straight, to fix misunderstandings I've ultimately caused.


Now, a question.
If you thought that the difficulties were labeled as they are to be more appealing to a wide audience, why did you make suggestion with the intent of making the game less appealing? I'm going to stand by my earlier words: Please, leave the dumb and pointless difficulty elitism elsewhere.

I think you used a perfectly reasonable point of reference for the health values. Also, thank you for all your effort digging through this stuff!

35
Suggestions / Re: Change In-Game Difficulty Descriptions
« on: July 02, 2020, 07:04:16 pm »
Hard is hard though. I had to reroll couple of characters on that difficulty until I got the grasp of how things work. Multiple early encounters / side areas were too difficult for me to immidately beat, had to go back to them later. I run out of money in early game and once I start smelting super steel.

It only gets easy once I get all the necessary feats and craft my uber weapon but that's a RPG thing.

Difficulty is of course relative. All I'm saying is that having the "normal" and "intended experience" setting have a permanent buff for the MC, missing enemies, and gimped AI.
Like I said, if thats how Styg and crew want it then whatever, but from a logical viewpoint it makes no sense.

I don't think your logic tracks here. There is no definition for "normal" besides what the devs assign to it - it's just a category. You could number the difficulties from 1 to 4, say that difficulty #2 is the intended experience, and nothing has fundamentally changed. Normal, just as a term in gaming itself, is associated with "this is where people should start" and has a 50% health buff because the devs feel that's the ideal way for people to enter the game. It doesn't imply parity between player character and NPCs or the AI using all of its available resources.

36
General / Re: Padding scaling for the wiki
« on: July 02, 2020, 06:11:22 am »
Aha - useful to know. So leather used in boots has the .35 modifier as well?

Also, I know tabis drop all mech resist, but what's interesting is I get much better heat/acid DR on my siphoner tabis than my boots (although the boots have a little DT).

37
General / Padding scaling for the wiki
« on: July 01, 2020, 06:19:27 pm »
Trying to add some information to the wiki, but not actually sure about the scaling - figured I'd solicit some assistance.

There's a reduction in padding resistances when used as a boot component as opposed to a body armor component. For galvanic padding, q119 gives 20%/6 in leather, and 14%/4 in boots. At q101, it gives 18%/6 and 12%/3, respectively.

I need to generate a few more data points to confirm, but it looks like the boots recipe might treat padding as if it had a ~30-40% reduction in quality or possibly a flat ~40-45 - probably the former. I also need to figure out if the same pattern holds true for other forms of padding (no reason it shouldn't), and possibly how it holds up for leather itself.

38
Development Log / Re: Dev Log #66: Shiny Particles
« on: June 30, 2020, 10:54:54 pm »
Looks like those of you running on toasters will need to consider an upgrade  ;)

Gonna have to switch to playing it on my fridge...

39
General / Re: High quality bison leather?
« on: June 28, 2020, 01:38:03 pm »
Thanks you two. I was trying to pull some skinner shenanigans - nabbed some q157 fiber and some nice solid padding, and wanted to eke out as much mech resistance as possible for the percentage boost. The end result is still q140, which isn't bad.

40
General / High quality bison leather?
« on: June 28, 2020, 06:17:24 am »
After clearing out most of the natives' village, the best piece of leather I managed to find was q120. I haven't gone and killed the actual bison yet though. I'm curious if anyone knows - what's the quality range from bison bulls? Or am I just out of luck?

41
General / Re: Damn you sseth you played me like a damn fiddle.
« on: June 23, 2020, 07:37:50 pm »
So tell us how you REALLY feel

I kinda wish he'd settle down, to be honest - I feel like he's an exhausting person to be around.

42
Builds / Re: Help with my build
« on: June 23, 2020, 07:34:07 pm »
There's a lot of things here that puzzle me:

10 AGI is really high and I don't think it helps you. I assume you put it that high to get Blitz, which gives you at most 15 AP for one turn (less with armor penalty), but didn't take Future Orientation, which makes Psychotemporal Contraction go from 15AP/30MP for 2 turns to 20AP/30MP for 3 turns.

You also have no stealth investment whatsoever, which seems like a huge waste considering 10 AGI is giving you a ~50% bump in the skill. Stealth would also mean that you don't need to take two different initiative feats because you could be the one to start the fight. I'm also not sure why you need so much initiative in the first place.

I'm not sure whether you were trying to use a knife or pistol, but with no points in the respective skills, they are definitely going to miss a ton.

DEX doesn't give AP, it reduces the AP cost of light weapons (pistols, knives, SMGs, fists).

Perception of 4 will not help you find mines. You're better off investing in Traps or getting a nice pair of detection goggles.

Hypothermia will indeed lower Carnifex's HP, but each point of constitution adds like 30 HP at level 30, and Carnifex has something like 2K HP. You won't be getting very far with that.


I guess I can sum up my confusion here in one question: I'm not entirely sure why you decided to play on Dominating before you knew what armor penalty did.

43
Builds / Re: Psi Build - Thoughts?
« on: June 22, 2020, 11:16:14 pm »
1) Yes, Lemurian suit is fixed loot.

2) Grenades are actually very useful even without throwing. If you miss, the grenade will only deviate by up to three tiles. Now, this could mean you hit something you don't want to... But generally, if there's a bunch of people at least a few tiles away, you're probably still good to go.


3) I think those might be the main ways to reduce cost, although you could take Advanced PSI Empathy if you're willing to sacrifice more health. A high quality PSI beetle carapace is nice but it won't increase the reduction in costs. A muffler can go up to 25% though, I think.

4) LTI is it for reducing cooldowns, but you can lower *its* cooldown with the Future Orientation feat. (It's really nice)

5) Damage scales past 350 for some abilities, yes. A lot scale linearly, I think only entropic reoccurrence falls off with more points. I think most metathermics scale (except for Exothermic aura, maybe?).

Hope that helps!

44
Builds / Re: A build centered on the PSI Crab Carapace
« on: June 22, 2020, 02:16:10 pm »
Go spear instead. They work better with Str, plus you'll get free melee blocks early on, and later you can pickup Psi Staffs later on https://www.underrail.com/wiki/index.php?title=S%C3%B8rmirb%C3%A6ren_Staff-spear

That's a great idea! I'm definitely fine with discarding the brawler aspect. I suspect that means I should definitely keep Sprint.

45
Builds / Re: A build centered on the PSI Crab Carapace
« on: June 22, 2020, 05:08:57 am »
That's odd - I actually thought I included Premeditation. Definitely will fix that.

I think you're going to have to sell me a bit more on the DEX > STR brawler argument, at least when you can't use Lightning Punches - I don't think there's a way to squeeze yourself down to 20% armor penalty while wearing a PSI crab carapace. At 8 DEX and hasted, you can punch 7 times with leather gloves or 5 times with metal. In order to go up to 8 times/6 times while hasted, you're going to need 14 DEX. You can stretch it a little bit - if you put 4 specialization points into Psychotemporal Acceleration, you can hit 8 times with leather gloves at 11 DEX.

Is there something I'm missing?

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