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Topics - crumbhouser

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General / Brown stuff on guns + plant life
« on: September 26, 2018, 02:05:22 am »
I notice that a lot of the guns in Underrail have brown parts on their furniture (grips, stocks, foregrips, etc.) but, based on the description of the Tommy Gun:
Quote
Some of the materials from which this gun is made feel like nothing you've encountered before.

it seems like wood doesn't really exist in this world, aside from a few Old World remnants.

So what is that stuff on the other guns? Bakelite (something like this perhaps)? Leather inlays? Some other synthetic material?

Come to think of it, does anyone other than SGS have plants, aside from the odd potted flower or two?

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General / Terry's key? (spoiler)
« on: September 16, 2018, 04:41:06 am »
Does Terry's keycard actually open anything, or does it only serve as evidence? I've been going around to different locked doors, trying to open them, but no dice...

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Bugs / Core City gate
« on: September 14, 2018, 11:29:00 pm »
Noticed this today: you can walk right through the gate door at Core City:



Didn't see anything else on this in the forum, apologies if already pointed out!

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General / Are pigs & warthogs deaf?
« on: September 13, 2018, 06:42:00 am »
As far as I can tell, pigs and warthogs don't get alerted by noise at all. I can shoot a pig dead, and another pig just around the corner won't join the battle unless it catches sight of me or the pig I'm shooting. Explosives also don't seem to work for luring them. Are they totally deaf, or just less sensitive than other NPCs?

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Suggestions / Option for nightvision effect
« on: September 09, 2018, 05:41:44 am »
I think it would be cool to have an option to disable the green screen effect from night vision goggles; maybe instead, just have a status effect icon.

Nothing terribly wrong with the effect, I guess, but I think it's a tad unpleasant to need to choose between the game being traffic light green and being able to hit things from a distance (at least for most of the game before having like 200 effective guns and super high perception).

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General / Salesman: what exactly does it do?
« on: September 06, 2018, 05:42:25 am »
I really enjoy trading in this game, but I'm not clear on what Salesman does.

By amount of items, does that mean that, if say, Constantine wants to buy two firearms from me, with 100 Mercantile and Salesman, he'd buy four instead?

Though I initially thought taking a Mercantile-related feat would be a good idea, if that's how it works I'm not so sure this would be useful to me as one crafted item is already worth like 2-3 times the cash a merchant carries.

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General / Special Bullet Types?
« on: August 29, 2018, 05:09:00 am »
On my first playthrough of this game (and man is it good!)

Have mostly been using guns (didn't plan out my build very well because I was figuring out all the mechanics) and I was wondering if some more experienced players could weigh in:

When/where do the various special bullet types come in handy?

I find myself carrying around say, acid and incendiary bullets, but I always end up using either W2C or JHP rounds (and regular rounds for easy targets).

Are acid, electroshock, incendiary, explosive, shrapnel bullets useful, and are they more useful early-game, mid-game, late-game, etc? Seeing as they're mainly fixed damage (with the exception of micro-shrapnel and the utility of incendiary bullets setting targets on fire), I'd imagine that most of these would be quickly outscaled by damage gains from W2C/JHP.

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