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Topics - HulkOSaurus

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16
Suggestions / Allied NPCs in Coretech Warehouse and Expedition beach.
« on: July 26, 2020, 10:06:28 am »
The 3 Coretech agents during the Coretech Warehouse defence always run through all the caltrops and poison gas clouds(that you put there for the enemies) whereas the STs on the beach don't cross a certain line. It may not seem like a big detail but the agents' behaviour has a rather suspension-breaking effect - probably more obvious to newer players. If the agents generally hold their positions it would be more flavourful from gameplay perspective, and it will also help the player with the quest - it isn't exactly an easy encounter after all.

The Sec Troopers on the beach like to spend all of their grenades and Adrenaline shots as soon as enemies from first wave approach them. That leaves them very vulnerable for the second wave - the Adrenaline withdrawal means that some of them literally can only reload for their turn while even more enemies are approaching. If this is intended, then by all means please excuse me - I had no idea. But I'd like to point out that some players may not have builds that perform very well on the beach defence and/or aren't still lvled up by the time they have to go through the first defence. A simple way to (possibly) improve that could be making the STs spend 'nades only when 3(maybe 2) or more enemies are in the AoE zone and use Adrenaline shot only when a certain number of enemies are present on the map. That could very well be a bad idea, it's just that to me it seems rather bizarre that they are capable of spending 2 'nades for a single enemy and then use Adrenaline shot for another single enemy.

17
Bugs / A few typos with Harland and the explorer bot sidequest at SGS
« on: July 23, 2020, 03:24:37 pm »
There are a few typos around. When you dig through the trash and when Harland tells you that he wants to send a bot to explore. Nothing major. One of the thieves mistakes the gender of the PC - him for female character.

PS: even though the ambusher gives away his presence you still suffer Initiative nerf as though being surprised when choosing to fight. Nothing major, but just something that comes across as a bit odd. 

18
Discussions / Can anyone help me with a BSOD of hell issue?
« on: November 29, 2019, 11:35:43 am »
Already made a post about that on various other forums, but at this point I'll take any help from anywhere.

I have a bad BSOD problem and I don't think I can fix it on my own.

I have an MSI gaming laptop which started giving off BSOD about two months ago. Tried different things, including Windows 10 reinstall and BIOS update, but it only ever fixed it for a day. BSOD would come back.

I had the unit shipped to their main depot in Poland and they changed a faulty sound board, as they themselves said. The unit came back with a document about different hardware checks being made and passed. Unfortunately the unit is still giving off BSOD.

Thanks!

19
Builds / The Versetile Spear Juggernaut
« on: November 18, 2019, 12:04:40 am »
Hello,

This is the Versatile Spear Juggernaut.



A pretty relaxed build to play. Sometimes it's just good not to worry about dying.

The build sports 664 HP after Psi.



And two setups in terms of protection.





My personal favorite was the first one. 40 + movement points at base before Psi always takes the cake for me. But there are a number of caveats here.

I couldn't get a decent Super Steel helmet on - I was using a Steel one - which is 20 % armour penalty. It was the only decent quality metal plate I could get my hands on for that spot.

The main armour is the most important thing.



I pretty much rushed the Reef Glider and used the build's tankiness and spear block ability to go through all the spiders and Strongman/Handmaiden in order to get it as soon as I could. To gain entry to Expedition I just defeated the Beast which was made quite easy with poisoned caltrops and Gas 'nades. That's also important as it opens the Super Steel furnace. Used the looted Hypercerebrix pill from the hospital to buff Mercantile to 100 and get 30 k for the Glider. Put all the money I had together and I managed to make 12 Super Steel plates. And while the majority of them were kinda trash, 4 were good enough. A base 150 + quality with 3 140 + quality to make very a decent main armour. Together with Armour Sloping and it's two specialized points, of course.

For the boots I just used the best Tungsten I could find. There wasn't a lot of difference in armour penalty in this case, so the heaviest is generally best.



These are the feats:





And these are the specialization points:



The skills points are as follows:




The Psi:



Main weapons of choice was the Tungsten Spear because of it's critical damage.



Pretty much every Impale was a dead enemy. It even one shot Magnar after stacking Gas 'nade procs. It's blocking ability together with the heavy armour and a double low shield emitter was soaking everything except for sledges and spear crits. And those did not do much, either. There was only the occasional Grand Slam from the natives, but that was about it. Sniper crits were nothing as well. The highest I ever saw was against one pirate sniper for 60 without Morphine and helmet on. Every other sniper dealt 30-40 damage per Aimed Shot.

For ranged weapons I went with a Tactical Vindicator:



And a scoped 9mm AR with W2C:



Leading Shot with specialization on was very helpful. I went for the Tactical Vindicator because of it's critical damage bonus and I was using goggles for critical chance. The type of ammo I used the most was the Hopper Shot, only occasionally swapping for 12p/6p. The Vindicator's high spread really starts performing awkwardly the lower the pellet count you go for. 20p on the other hand was very consistent and I can say that this combination is excellent against all types of wildlife and lightly armoured enemies, one shotting almost everything along the way. I used Thermodynamic Destabilization a few times and it was quite ok. I guess if you want to use it more often, it's fine, although I didn't find enemies clumping up together all that much. There was another cool combo, though. Freeze, entangle with a net, Impale then Entropic Recurrence. That one was against bosses/arena enemies but you have to be careful not to have any electricity in the spear because Entropic Recurrence will trigger for the shock proc rather than the Impale crit. The 9mm AR was for Dreadnoughts and Naga Protectors and it was doing a good enough job at it with Focus Stim on. I took Expose Weakness at 30 and only to use it against the last boss, but it didn't land in the fight. Still got two spear crits for about 800 each, so it was ok in the end. Took out the Thought Control tentacle before anything else, and the fight was quite easy. I even fought the Faceless after that which was pretty much the hardest encounter in the whole game, having to retreat from the area and then come back.   

All in all - a very chill build to play.

 

20
Bugs / A bugged wall and a few other things.
« on: November 09, 2019, 01:43:38 pm »


Enemies can shoot you through that wall.



An amphibian jet. If you board it and issue a move command quickly enough this will happen. Not that easy to reproduce, so it's not a biggie, I think.

Just want to point out that last update bugged Vanishing Power 'nade. 

21
Suggestions / Vanishing Powder 'nade
« on: November 06, 2019, 05:25:29 pm »
Not sure this belongs here... but here I go anyways.

Vanishing Powder 'nade does not put you in stealth when no enemies see you. It's description states that you ''immediately enter stealth'' so I don't know if that's intended or not.

If you have MP leftover before using it will add them on top of the AP converted to MP although it won't show on the UI. Not sure if this is intended.

The suggestion in this thread is to have Vanishing Powder 'nade always put you into stealth no matter if an enemy is seeing you or not.

22
Bugs / Invisible JKK Sentinel
« on: November 05, 2019, 01:24:36 pm »


The buggiest update I've seen for this game.


23
Bugs / 100 % Electric Resistance still gets you killed...
« on: October 06, 2019, 12:14:31 pm »
...when you walk on electrified floor tiles.

Now, during combat mode you don't get killed when walking on top of those, but outside of combat you still die. When you walk on those outside of combat you see 20 or so procs for 0 electric damage(all occurring from a single tile), then your character drops dead.

24
Bugs / North Underrail doesn't appear on Metro's selection options...
« on: September 30, 2019, 12:28:50 pm »
...after you defeat Tchort and SGS are hostile towards you.

Basically SGS went hostile towards my character, and I actually don't know why exactly, but it's most probably because Gorsky went hostile towards him in Core City at the Black Crawler's base. While I was trying to exit the area and fight the mutants, Gorsky and the Zone Rats went hostile on me.

Not a biggie as is, but it seems North Underrail doesn't appear as a selectable option even after Six tells us about it.

25
Suggestions / Relationship between Coagulation Shot and Kneecap Shot
« on: September 27, 2019, 11:18:25 pm »
Not sure this belong here but concerning the description of Kneecap Shot inflicting a ''bleeding wound'' and Coagulation shot healing ''bleeding wounds'' but not actually healing the bleeding - is it intended?

Would it be logical to have Kneecap Shot applying slow and bleeding as two separate debuffs, the bleeding being heal-able with Coagulation Shot?

26
Let's Plays / Let's Play: Nerfed Old Man, DOMINATING
« on: September 20, 2019, 11:14:01 am »
Hello, Underrailers,

This is Nerfed Old Man



A predominantly melee character(with a twist to come), which for me, despite my hundreds of hours into the game, is an entirely new experience. That's right - I've never played one, so you may want to stick around for the laughs, but be warned, you may find yourself shaking your head instead.

So without further ado, the first thing any serious melee character needs to do is to sell his guns and get some grenades on the way.



That way I know I haven't completely screwed up.

Nerfed Old Man punched some Rathounds with his bare fists in the first zone. It goes like this - 1 Rathound is worth almost your entire health. With superior punches, however, you're guaranteed to win. You still need to go back to base for free heals.



But punches alone will not get us far, so it was time to employ the real weapons:



Nerfed Old Man felt good when he ninja'd two at the same time without taking a scratch.

He then devised a superior tactic to take on the rest.



One by one at the choke. It's important that you shout ''You shall not pass'', or ''This is Sparta'' or something.

RNJeesus blessed me next.



A single egg took M'lan Ratula and both of his pets out. I can get used to that... but I know it won't last.

With power restored to four outposts I took on the next task.

Here's how you hunt Cave Hoppers... I know you all know, but just a tip for those coming from Sseth's channel.



You wait for them to come out form the hole, then start combat. Straight in the cage.



The choice is final, and so it shall remain.

Next I needed to busy myself with small things because I needed loot and XP.



Got into a knife fight with Lurkers, and it went well.

I managed to lvl up to 3 so I was able to upgrade my eggs up a tier. Do note that I ate the one and only Underpie I found to be able to do that.



Still needed more XP, so I head out to do Jack's task.



I saved my MKII Eggs and used the basic ones instead. With the help of a flare and the SGS Guard I managed to survive the furry attack.

The last bit to lvl 4 was found here:



That magic cockroach was guarding a heap of rubble in which I knew I could find the last point of XP. Magic cockroaches hurt, by the way. The way to damage them with a Dex based melee build early in the game is to make them open their heads, thus lowering their Physical resistance. Still, if you take them on one by one you'll succeed.

After lvl 4 was achieved it was time to help Newton.

Utilizing the superior tactics of closing the door after starting combat, Nerfed Old Man made his life much easier.



After that he laid some good ol' bear traps in a chequered formation around the floor with a little sideways clear to get to the door. What followed did surprise me a bit - probably why I didn't take a screenshot of it. I opened the door and lured a cockroach in, another followed. Let them bleed as much as I could, then finished them with a HE tin. Closed the door and relaid the traps. Open the door, and there are a couple of roaches there. Run back around the corner and pass turn. Hear traps spring. On my turn I peek around the corner and see six roaches all clumped up together. I can't remember if they had their heads open, but they all wiped with a single MKII egg.



So that was one of the hardest parts of the game done. I think RNJeesus blessed me there again.

Next, it was time to get busy with Gorsky's assignment. Inside the facility I got another proverbial bless in the form of a blueprint.



I got that when I needed money the most, so I will call it a blessing.

After that Nerfed Old Man concluded that it's alright to bring a knife to a gun fight, so long as your armour is tough enough... and your 'nades fly true(it's always about those, isn't it.)



Poking these with a knife is ok. But you really only do damage to them on critical hits. They also only do damage to you with critical hits, albeit single digits, but still, I wouldn't call it exciting. A vest made for bullets and reinforced with bits of dead magic roaches was the difference between a repetitive and long walk in the park and a rage-inducing experience, I guess. But hey, I felt that it's the first time when heavy investment into Dex paid off  :-X.

After finishing with Gorsky I must have leveled to 6, because I've taken a picture of Nerfed Old Man happily stuffing an egg full of higher grade explosives.



The eggs keep getting getting tastier...

I think I busied myself with small stuff around: kill the Siphoner, meet Abram, do the gang's early tasks... things like that. I've taken a screenshot of my first serious piece of equipment right around here:



I think this was from the gang guarding the entrance to the embassy. I did wipe them with couple of eggs.

Right around here Nerfed Old Man felt brave enough to step into Styg's Personal Purgato...I mean Depot A.



Got into heavy fighting with muties and dogs. I decided beforehand that I wanted Pneumatic Gloves to take on those, but as always, I messed up.



I remember clearly that it was Rathound Reinforced Leather I needed for the lower AP, but instead I must have mashed everything and ended up with a Steel Spiked... it isn't bad, but at the moment it has an AP cost of 11, which means that if I miss a strike in a turn I won't be able to incapacitate the target. Derp. 

This is the build so far:

http://underrail.info.tm/build/?BwMLBQkDAwcALQAtHh4AAAAAACgjKAooAAAAAAAALScvYRYg378

27
General / How does Underrail handle decimals?
« on: September 19, 2019, 01:50:27 pm »
How does Underrail even out decimal digits?

In particular, if you have 12 AP action cost, but reduce that by 39%. Would it be 5 or 6?

28
General / Is there something people want to see?
« on: September 17, 2019, 01:20:10 pm »
I have got some free time for the next month, so I thought I might put some of that into an Underrail playthrough... But I wonder if people would like to see something on DOMINATING in the Let's Play section. Screenshots with some commentary added to it, and the occasional short video.

Are you up for that?

If so, why not say what type of build you'd like to see :)

I am pretty decent with hybrid but am open to anything.

29
General / You guys seen this, right? :D
« on: September 08, 2019, 07:03:08 pm »
https://www.youtube.com/watch?v=SgAn68Uy2jQ

Some deserved attention for Underrail.

30
Suggestions / Ironman mode?
« on: August 29, 2019, 12:32:44 pm »
You know - you save the game and it exits. When you die, save gets deleted. You can't save game otherwise.

For those of us who want to give it a spin :)

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