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Messages - Valor

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16
Builds / Re: Tin can + shotgun?
« on: November 24, 2023, 11:28:28 am »
Its kinda meh, as you want to have a degree of mobility. But get sprint + temporal manipulation and it should work. Or combine it with snipers to get range option before enemies close in.

17
Suggestions / Add more grenade launcher specific feats
« on: November 23, 2023, 08:53:40 am »
Currently GL has 4 feats affecting it. I understand as its meant to be sidearm instead of throwing, but feel sad you cant go all out on them. Would be nice if they had few more feats (1-2 active ones even?) that would make them viable to be fully focused and used as main weapon

18
General / Re: Way to change a characters name?
« on: November 18, 2023, 09:18:05 am »
Cheat engine should work but I never tried.

19
Development Log / Re: Dev Log #7: New Armor Mechanics
« on: November 17, 2023, 03:21:14 pm »
I will be frank here. I am not fan of the proposal. And I will try to elaborate why (and something you lightly touched on).

One of the big main features, pride of Underrail is its tactical combat. RNG can be kept low but still happens. If you know your enemy, know your hit chance and your damage you can generally predict an outcome of your attack. Bullet will 95% hit, and deal about 50% of its extpected damage range due to enemy heavy armour. Same can be said for defending attacks. You craft a full suite of tungsten metal armour and you know that unless burrower crits they will not get a spine through it.

Here, all of this goes out of the window. You will not be able to rely on your armour. You will not be able to rely on your weapon. Lets say you know you generally hit this enemy for about 50 damage. You have 90% to hit and enough AP for 2 shots and enemy has 40 health. In Underrail you take the chance. Here you also need to calculate chance to hit apendages. As you do less damage when you hit those.
Or on the contrary, you meet heavily armored enemy that should pose a challange. In normal underrail it would be a tough boss fight. Here, stray bullet under helmet can end him in one shot. Would it feel good? Maybe? Would I personally feel cheated by the game? 100%

And I know a game that uses similar system of armour coverage and randomized hits. It always felt awfull there to see two titans in fully decked metalic armour fight dealing scratches, slowly whittling each other down until one got unlucky and all his armour layers got bypassed by bad roll. And he died.

Solution? Hard one. Effectivness instead of coverage? Would feel more gimicky but reliable.

20
You weapons durability is low. Only explanation. Repair your weapons.

21
Its straight up an upgrade. As you use Will for both your casting and slots. Its not intended to play that way, but as its single player game, you can do whatever ;)

22
General / LMG gameplay feels unsatisfying
« on: November 14, 2023, 09:18:06 am »
I will preface this by saying everyone has their own preference, so what I dint not appealing might be the best for someone else. This is just my feeling about the new weapon type.

Lets start with Pros:
- Best AP to damage ratio in whole game, bar none. You can get 80+ damage per non-crit bullet at lvl 10, and shoot 11-13 of them at lvl 10. With 80%+ accuracy. For 25 AP. This means you can deal 2K damage per turn, without any AP boosts at lvl 10. No other weapon type can match that. And you scale well from that as well in the end game.
- LMG sound is satisfying.

And now the cons:
- Burst feels unreliable as AoE weapon. Its has similar mechanics as shotgun but shotgun felt way more reliable in its AoE cone capabilities. LMG should honestly feel way more controlled compared to shotgun, but that might be not doable in current engine.
- There are no active feats useable with LMG. Each other weapon type has at least one (often 3-4) active feats useable. This makes gameplay feel bland as you lack tactical options and it diminishes "Fun factor" greatly.
- You are shoehorned into metal armour (or heavy tact vest) due to heavy metal feat. You might argue lightning punches or heavyweight does similar thing, but the bonus damage from heavy metal is so significant that you would be crippling yourself on purpose not taking it. It also means you cant have AR/pistol as sidearm leading to next point
- Lack of possible sidearm and ability to shoot fewer bullets meant in mid game (and even in late game as bullets rarely become plentiful), you either use sledge (skill points issue), or have minigun as "sidearm" as it actually shoots way less ammo when used from time to time to finish off wounded enemies.

Overall they feel too close to shotguns, but lack the finese shotguns can provide, while pushing you into singular playstyle.

23
Bugs / LMG frames do not list possible barrels
« on: November 13, 2023, 12:15:04 am »
All bullet based firearm frames list possible barrels in their description. LMGs do not, so players have to guess which one will fit.

24
Suggestions / Wide burst vs narrow burst
« on: November 11, 2023, 10:25:06 am »
It would make sense to give us rudamentary control over our 10+ bullet bursts from minigun/lmg. Atm it behaves very similar to shotgun. Simple offering a second mode that halves the cone (even for a price of a feat) would be great.

25
General / Re: Lore / references question
« on: November 11, 2023, 08:55:45 am »
Any zombie apocalypse scenario?

26
Suggestions / Miniguns feel weak
« on: November 10, 2023, 04:25:13 pm »
Miniguns feel weak compared to LMG. Maybe adding AP cost reduction for each windup stack could help. But currently there are very few scenarios where I would pick minigun over LMG (Such long fights), not to mention their higher STR requirement.

27
Bugs / Re: 【Heavy Duty DLC 】 Text and inability to sell weapons errors
« on: November 09, 2023, 05:23:53 pm »
He means the munition for grenade launchers (25mm and 40mm grenades), not weapons.

28
Suggestions / Minigun/LMG specific feats
« on: November 09, 2023, 10:21:12 am »
I feel a bit sad there is no LMG and minigun specific feat. Each other weapon type has at least one feat that applies exclusively to them. Minigun and LMG feel like same weapon with slightly different mechanic. One feat for each of these weapon categories would set them apart more and allow characters to specialize more into one or the other.

29
General / Re: Stealth???
« on: November 03, 2023, 09:09:09 pm »
You have too low stealth score. Bear in mind your armour penalty negatively affects your stealth. Your real stealth is the one in ().

When your stealth is too low compared to enemy detection you get automatically detected.

30
General / Re: Endgame crafted psi armor - need advice
« on: October 11, 2023, 06:30:01 pm »
Don't want supersteel 'cause it's extra 5% armor penalty, and it's already 75 mechanical treshold vs bullets with Laminated q183 and psi beetle carapace. Not getting shot any often, and melee attacks are being avoided altogether.

Its always about preference. Mobility VS DT. I remember my SS psi vest was like 42 DT with 270%. And I was glad to have that much vs pirates, cause hits around 120-150 were not rare. Of course Armour penalty was 45 (as far as I remember). But I had no dodge/evasion so well worth it.

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