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Messages - Amannamedsquid

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46
General / Re: Random useful tips you've learned?
« on: July 20, 2021, 03:50:10 am »
Electrokinetic imprint is extremely effective against crawlers.

If fighting your way through the Gray Army Base, setting up a little kill-zone in the kitchen or the armory will give you a fighting chance against the Spec-Ops team.                                                                                                               

If you're having too much trouble with the "Gas the drones" protectorate quest(you don't have a biohazard suit), enter the free drones base and kill them all before you install the rigged canisters, then install them and then just run like the wind back to Fort Apogee.

You might as well ditch the lower level Health hypos by the time you start working for one of the Oligarchs. They're way less useful at that point and just weigh you down.

Crafting and then selling cloaking devices is an effective way to make some quick, easy money early on.

47
Suggestions / New weapon and gear ideas
« on: May 13, 2021, 09:00:13 pm »
Just some stuff I thought up in my spare time. Grab a snack and a drink because it's a long read.

Psionic Inhibition Grenade: Could be an uncommon mid to late game thing. Comes in 3 tiers like other special grenades and can be bought, found or crafted. Only affects entities with psionics.

Implosion Grenade: High tier grenade similar to plasma grenades, deals only mechanical damage but also ignores an extremely high percentage of damage resistance and threshold. Comes in 3 tiers, high crafting skill requirements. Rarely found as loot. It (as well as the blueprint) could also be looted from or bought from a specific faction.

G73: Unique assault rifle based on the G37. Wielded by some badass bandit warlord or mercenary who you have to kill for it like with the Steyr-Auch, Wasteland Hawk and Tommy gun. 30 round magazine, 9mm, good precision, burst precision, range, and durability. High damage, very high critical damage bonus but less than average critical damage chance. Low-medium AP cost.

PP-20 Bison: Unique SMG based on the PP-19 Bizon. Found gripped in the cold, dead hands of some nameless adventurer in some monster's lair or ruined facility. 7.62mm, a whopping 64 round magazine, decent precision, burst precision and damage, high durability, low AP cost. Average critical damage bonus and chance.

Energy rifles: New weapon type. Can be modified like other energy weapons to tweak their effects. Two variants, laser and plasma. Similarly to assault rifles, SMGs, and auto shotguns, Energy rifles have a special attack which is a concentrated energy beam. Beam attack is similar to pyrokinetic stream in function in the sense that it is a single target attack but will affect anything between the player and the target. Beam has very high damage potential but high AP cost and drains weapon energy significantly but can be mitigated with certain feats, modifications and certain gear. Parts and intact examples are rarely found as loot. Can also be looted from or bought from a high-tech, late game faction.

Energy Charging Belt: Energy weapon equivalent of the bullet strap belt, bolt quiver, and catalyzing belt.

Energy Overcharging Belt: More powerful version of the Energy Charging Belt, similar to the Advanced Catalyzing Belt.

Combat Power Armor: Powerful, late game armor. Something between the Industrial Powered Exoskeleton and the Protectorate Dreadnought. Very heavy. Requires energy to use effectively. Has high mechanical, energy, heat, electricity, and bio resistance and threshold and increases mechanical damage threshold against both bullets and melee attacks by 225%. Without power, has extremely high armor penalty, movement speed penalty, and decreases strength, agility and dexterity by 2. When powered, decreases agility and dexterity by only 1, increases strength and constitution by 2, negates movement and armor penalty, increases action points by 15, and reduces critical damage taken by 25% but uses 10 energy when activated and drains 5 energy per turn and 1 for every tile of movement. Energy can also be knocked out by EMPs like other electronic gear. Has high durability(Electronic) and an energy capacity of 350-400. Used by a powerful, high tech, late game faction and can be looted from them if made hostile or they will give one to you if they are befriended.

Combat Power Helmet: Goes with the power armor but is not required to wear. High mechanical, energy, heat, electricity, and bio resistance and threshold and increases mechanical damage threshold against both bullets and melee attacks by 125%. When powered up it increases perception by 2, detection by 50%, ranged weapon precision by 20%, damage with energy weapons by 25%, and decreases critical hit damage taken by 10%. Also activates a special repulsion field designed to repel projectiles and functions by increasing evasion by 30%. Knocked out by EMPs. High durability(electronic) and an energy capacity of 250. Consumes 10 energy when activated and 5 per turn. Like the armor, it can be looted from dead faction members or is given to the player if the faction is befriended.   

Shoulder Mounted Plasma Launcher: Energy type weapon that targets hostiles independent of the player, like a turret. Takes energy to function. Very powerful. Fires twice per round. Uses up energy when it fires. Can be knocked out by EMPs. Equipped in the shield emitter slot so you cannot have it and an energy shield at the same time.   

   

48
Discussions / Re: How many hours in UnderRail do you have? :D
« on: May 13, 2021, 06:06:23 pm »
I currently have 804.5 hours.

49
Discussions / Re: How did you find out about this game?
« on: April 30, 2021, 10:08:47 am »
Saw it on Steam, thought it looked interesting. It did not disappoint.

50
Suggestions / Re: Sharpening your edge weapon
« on: April 29, 2021, 08:35:59 pm »
That's not a bad idea. Maybe also something similar for energy weapons and crossbows.

51
Suggestions / Re: Need achievement and achievement name suggestions
« on: April 29, 2021, 08:34:06 pm »
Got a few Ideas for achievements.

Generic
-Why did it have to be snakes? = Get killed by a Sea serpent (Indiana Jones reference)
-You've got Crabs = Kill 50 Crabs
-Too much Firepower? = Buy the Devastator
-The good stuff = Craft a super health hypo
-Purifier = Kill 50 Mutants
-Circus act = Kill 50 enemies with throwing knives
-Arachnophobe = Kill 100 spider type enemies
-The last laugh = Kill everyone including yourself with a grenade

Special/Secret
-Scared of your own shadow = Kill the Black Crawler
-Between a rock and a dark place = Destroy the Shadowlith
-Time Bandit = Steal Ethan's medallion
-It's Brew o'clock = Learned the sacred art of rift walking
-Checkmate = Kill Magnar
-Two Worlds = Befriend Yngwar
-Do you believe in ghosts? = Die within the Sørmirbæren Graveyard
-The highest bidder = Sell the reef glider to Ray

52
Bugs / Re: Reef Glider is Stuck
« on: April 29, 2021, 07:00:30 pm »
That's awkward. Also, I found that plugging in a battery and an engine, driving the reef glider outside and then towing it the rest of the way works too. Anyway, thanks for looking into it.

53
Bugs / Re: Reef Glider is Stuck
« on: April 21, 2021, 10:39:43 pm »
Here, hope it helps. In the meantime, I've an idea for another way to get it out.
https://1drv.ms/u/s!AsVtunWIjnlDhKYl8-vnyBKnzqUxcA?e=eNbt2F

54
Bugs / Reef Glider is Stuck
« on: April 19, 2021, 11:16:21 pm »
I was in the process of towing the Reef Glider out of JSHQ so that I could sell it to Ray in Core City, but I can't get it out for some reason. I lifted the lockdown, raised the gate, and I can exit just fine. But It's like the Reef Glider thinks the gate is still down or something.

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