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Messages - mattu

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61
They're very dangerous. So far I've only run into them in a couple of places. In one place I was able to beat them (there were, I think, 4, yikes) thanks to a good environment for fighting. In another it jumped me instantly upon entering the zone (I was in stealth, but with these guys I might as well not be), killed me before I could act, and I was like, nope, don't actually have to go this way.

I have kind of avoided places that would normally harbor crawlers since then.

I'm sure there will be situations later where I will be forced to fight more than one at a time, which . . . won't be easy. I am both looking forward to this and determined to put it off as long as I can.  :)

62
Bugs / Re: [1.3.0.18] Arena initiative and pre-battle save
« on: December 15, 2017, 06:02:01 pm »
I noticed the initiative thing yesterday trying to reload about 2 dozen times . . .

63
General / Re: Meet Lenox pierce presenting the evidence
« on: December 14, 2017, 06:21:16 pm »
I also completed just last night with no problem. I was probably a hotfix or two behind.

64
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 02:01:32 pm »
I haven't used a single molotov so far, I'm inside Depot A right now. Basic frag grenades are still enough to insta-kill normal rathounds regardless of how numerous they are and take a good chunk of alpha's HP.

I should have known better than to overstate my case. But I am finding them quite handy on the new difficulty. Relied heavily on them last night in an encounter rather more dangerous than rathounds. Aluminized tabi boots may become part of my permanent kit.

While I'm making corrections, I'd like to retract my remarks about Depot A not being a lot harder. I just happened to pick the path of least resistance (hacking) getting through the first time. Have revisited and thought a little more about some of the stuff I evaded. Yeah, it's quite a bit harder, but the hacking path is less so. that's ok it doesn't need fixed

I doubt that an almost-pure stealth build is practical on DOMINATING. More enemies and higher detection rates probably necessarily means more required fights. This seems fine with me, I don't know that it would be DOMINATING any more if you could still sneak by almost everything. Stealth is still really really good.

Ah, I see someone already remarked on the EMP grenade to deal with the plasma turrets.


65
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 12, 2017, 02:00:41 pm »
Molotovs are nearly a necessity now. Especially for rathounds, but in a lot of other scenarios too.

On that note, a little news update: my son was able to do Silent Isle before Depot A. Showed me a screen of the carnage. Pretty awesome.

I'm not sure about the oddity drop rates. It did take a long time to get all my rathound ears, but this has happened before. Other drops seemed normal-ish.

I had a random encounter with a mad scientist in Core City, responded adventurously and (spoilers redacted). Fun little thing, we'll see what else pops up.

66
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 12, 2017, 05:39:06 am »
I'm trying out the new energy weapons options. Trying it with a CON 3 character, won't be surprised if I get dead ended eventually, but so far I'm getting by thanks to abuse of bear traps and quite a bit of reloading. Never played an energy weapons char before and (now) enjoying it quite a bit. A couple more free feats would be nice.

DOMINATING is great, though I'm not sure I'll play on it all the time. Grinding down high HP enemies is one part I'm not crazy about, although at the same time I'm glad "alpha strike out of stealth" got an effective nerf.

I got through Depot A without that much trouble (to me it didn't get near as much of a difficulty buff as some other places) and then ran around cherry picking some easy fights and picking up easy XP around Core City and Foundry. Saw a new and interesting area in the tunnels near Core City that I was not capable of handling just yet. Hit Level 12 and off to do Rail Crossing. Looking forward to what's changed there.

Silent Isle went out of control almost immediately, which was awesome. Watching that happen was one of my favorite moments in Underrail. I held out quite a while, Captain Nitwit less so. I probably should have gone back before now, it may be too easy at L 12. However, I don't think it will be a cakewalk, especially not with the req to keep the captain alive.

All in all, this is great stuff. Would have been happy to pay for it. Styg may need to put some points in Mercantile.

67
Bugs / Re: Praetorian Security second quest bug
« on: December 12, 2017, 04:52:36 am »
I seem to recall you can get out, you just have to click in exactly the right place.

I don't swear this is correct and I'm not in a position to confirm, but I think it's exitable.

Could be clearer, certainly.

68
And then I reach Silent Isle - holy shit.

Yup, holy shit might have been my exact words as well. I suspect it is doable before Depot A by someone, but probably not by me.

DOMINATING is awful and it is awesome. I don't think I want to play like this all the time--but it may be hard to go back, too.

69
Bugs / Re: [1.0.3.13] Newton does not survive being saved
« on: December 09, 2017, 02:25:00 am »
Thirded. Checked carefully for beetles, had both the "I think they're dead" and "They're all dead" dialog options, chose #2, Newton still shows up dead and I can only give Bret condolences. I also am trying out DOMINATING difficulty.

70
Ah, that's too bad. Guess GOG gets their hooks into me a little further. Thanks for the heads-up.

71
To play experimental branch on Steam, you right click the game in your library and go to "Betas" tab. To do so on GOG, you select the game and choose More->Settings. Make sure you don't override all your live version saves just in case something goes horribly wrong.

I must be doing something wrong on GOG--I don't see More -> Settings. See attached screenshot. Anybody see what the issue is?

72
General / Re: Version 1.0.2.4 Class ranking
« on: November 26, 2017, 08:41:21 pm »
The most successful iron man run I did was a stealth SMG with Quick Tinkering, Sure Step, and Pack Rathound to carry a ton of traps and caltrops. Eventually I got Thick Skull at level 12. I eventually died in the Balor zone which was a tragic but totally preventable death--I got spotted because I got careless, but even after I got spotted, I could probably have survived if I hadn't panicked and done several stupid things in a row.

I pay a lot more attention to defense when playing iron man. Less minimaxing and more points to CON. I will say playing super cautiously gets tedious after a while. This probably contributed to my carelessness above. Underrail is a long game.

I think SMG + Quick Tinkering is a good iron man build. Quick Tinkering is one of the most powerful feats in the game. I also like Thick Skull once you start facing things that stun (not many of these until you're through depot A).

My son has gotten to Core City in iron man mode playing a heavy armor assault rifle character, that seems to work pretty well too.

73
General / Re: Version 1.0.2.4 Class ranking
« on: November 26, 2017, 03:07:09 pm »
For overall offense effectiveness, your ranking seems reasonable. At this point I have a bag of tricks that make most chars fairly easy, so fine distinctions are difficult for me. (That said, I'm waiting for the upcoming buffs to do a chem and/or energy pistols character.)

If you're going for a no-reloads/minimal-reloads playthrough, that might be a different ranking. I've played iron man a few times now (never gotten close to winning) and some priorities change.

Another sorting might be on what builds were the most fun to play. I agree that crossbows are not the strongest, but damn they're fun. Another notably fun build was my low-CON knife assassin with Ripper and Recklessness.

74
Development Log / Re: Dev Log #55: Global Map
« on: October 19, 2017, 06:28:59 pm »
I was perfectly happy without a map, but damn, this looks nice. Looking forward to it.

75
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 02:06:41 pm »
Mentioning these mainly for new players. Experienced players will know most of these already.

Seconding taser as an extremely powerful utility that is available almost immediately.

Bear traps are hugely useful and can be used with 0 Traps skill.

Quinton has a locker that is red, but the crossbow inside isn't actually a stealie and you won't get in trouble for taking it. (I hate to mention this one out loud, I expect it will get revised.)

Making a tac vest, even a crappy one, before going to GMS decreases your mortality risk a lot. If you don't mind dying/reloading this isn't so important.

With about 20 Tailoring you can turn rathound hides into leather armor, recycle them, turn those scraps into repair kits, and sell the repair kits for cash. There is a blueprint in one of the early outposts that I'm pretty sure is always leather armor.

If you kill enough cave hoppers one will eventually drop a 2 point oddity. Sometimes you need to kill a lot of them.

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