Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Tayon

Pages: [1]
1
Suggestions / (New psi) A cave wizard's humble plea
« on: August 14, 2020, 06:46:37 pm »
Developers, please, give the opportunity to make several presets for innervation. Now I do not mean any expansion of the capabilities (removal of the nerf) of psions. Just give opportunity in the interface so that players don't have to add abilities to the list manually every time they replace them.
In fact, I have separate sets against normal organics, against psionics and against robots. Oh yes, one more against the rocks on the road - TNT is hellishly heavy and I will clean them up with psionics, even if the psi-inhaler becomes more expensive than explosives.
And I have to enter each set manually, taking a few minutes into an annoying routine every damn time I have to switch.

Just a small addition to the interface. Please.

2
Suggestions / Just thoughts of a new Psi system
« on: July 22, 2020, 02:49:34 pm »
Just a set of reflections on the new Psi system.
At the moment, Intelligence has suddenly become one of two parameters required by a Psionic. Let's forget about Forcefull Innervation, in lore it sounds like another Psychosis, when a character gets strength by violating his own nervous system, which does not contribute to a long and healthy life ... Well, I like roleplaying characters who want to live a long and healthy life... In Underrail, this sounds like a serious ambition :D
Hmm ... Coming back to the topic, if Intelligence is now one of the fundamental stats, then where is it used? In psi regeneration, which, with the advent of inhalers, has become somewhat less useful? In Psi Slots? Perhaps only in Psi Slots.
At the moment I have the impression that Intellect is literally forcibly squeezed into the Psi system, and this squeezing is not well thought out in terms of balance.
What does a sniper need to maximize damage? Just Perception. One stat.
Melee fighter? Strength or agility. Again, one stat.
Two stats are really only needed for pistol shooters at the moment.

I am not saying that the idea of ​​giving a second Psi-stat is initially wrong, no. I just think that we need more opportunities to use Intelligence to enhance Psi. Perhaps - an increase in the damage of some discipline through a feat, for example, Thought Control. Possibly a percentage increase in psi reserve, a kind of psi stamina. Maybe something else, I'm just trying to give ideas.

3
Suggestions / Some psionic suggections
« on: August 31, 2019, 01:21:35 pm »
First of all, I apologize for my poor English.

A few suggestions regarding mostly pure psi builds:

1. Interdisciplinary abilities. Currently, every psionic discipline is in no way capable of influencing other psionic skills. Why not do some cross-skill abilities?
For example, the ability that allows using electrokinesis to turn the pyrokinesis fireball into ball lightning, causing electrical and energy damage. For balance reasons (and logical ones too), this ability shares a cooldown with Pyrokinesis, in fact, simply allowing you to attack with another type of damage.
Or, for example, the ability of Thoughts Control that allows you to use any temporal ability only on the thoughts of the enemy, but not on the body. That weakens abilities (for example, mental stasis is interrupted when attacking an enemy, etc.), but at the same time it allows you to impose them on the area using the Locus of Control.

2. Common Psionics
One of the main features of psionics in the game is the absence of 90% of baggage. Ammo - not needed, Grenades - not needed either (except for one achievement). Even TNT is not needed with the advent of Temporal Manipulation - rocks break through a combination of Implosion and Entropic Recurrence.  Why not go further and create abilities that replace ordinary objects? In most cases, this will not affect the balance. Just a role-playing option.
Psionic Lighter (Metathermics 5) - replaces the lighter.
Psychokinetic Drill (Psychokinesis 50) replaces the jackhammer without the need to combine disciplines. According to Lore, a similar ability is possible - Bisson threw something similar, helping to clear up rubble after an earthquake.
Psionic Flare (Metathermics 30, Psychokinesis 30) - small amount of white-hot air, enclosed in a thin shell from a force field. Replaces flare.
Psychokinetic Lockpick (psychokinesis 60) gives you an eternal Lockpick, but without bonuses.
Psi-hacking (Thoughts Control 100, Psychokinesis 100) allows you to use your own brain as a Haxxor. Again, no bonuses.
Psilectric Recharge (Psychokinesis 70) - allows you to recharge things, replacing a huge number of batteries. I know, this is doubtful in terms of balance, at all.

4
General / [Spoilers!] Expedition Endings?
« on: August 20, 2019, 06:36:50 am »
The expedition already begins with forks - did you give the mutants supplies and / or electricity. The murder of Dr. Mason. Joining the pirates, neutrality with them, or ruthless extermination of these wicked ... ahem ...
To whom did we give Acorn, did we get the Lemurian alive for the Professor, and so on.
  And, of course, I don't have the patience to go through the Expedition over and over again to find out the consequences of the decisions, as well as to wait until the page on the Wiki is completed. Guys please share the endings of the Expedition.

5
General / (Spoilers) Expedition Camp protection
« on: August 02, 2019, 07:13:15 am »
Marcus gives us the task of finding all kinds of things that can improve the protection of the camp.
I found:
Turret activation. Security computer inside the ruins.
Naga Protector. A statue in the southeastern part of the island, checks for hacking and electronics, you need a spare plasma core. I still don't understand - why in a camp full of specialists and researchers I can't ask anyone to fix the statue for me? I understand that this advantage can be made specifically for crafters, but still I wanted the opportunity itself to ask for help from, for example, Marcus, albeit to no avail.
Navy mines. Search in LemKO. Then ask the Ferryman to transport them.

Has anyone found anything else?

6
General / (Spoilers) Acorn opening code?
« on: August 02, 2019, 06:35:33 am »
Azif said that to open Acorn, you need a code. I have not found this in my travels ... Has anyone found a code for Acorn or is it basically not in the game?

7
General / Telekinetic Proxy & Water
« on: July 29, 2019, 10:12:33 am »
Are there any reasons why the Telekinetic Proxy can not be placed above the water? I do not see any ...

Pages: [1]