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Messages - deanisi

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16
General / Re: Tin cans: Aesthetic-Mechanic upgrade for Metal Helmets.
« on: June 04, 2022, 10:52:43 am »
Dude, that's exactly what I was thinking. I always wanted more variants for helmets, like adding googles or a gasmask.

Also Jin-Roh armor design is very intresting with it's modular backpack and multilayered defences (like two helmets, external and internal). I hope that Styg will take more simillar inspirations and we will get some cool tactical armors and mods.

17
General / Re: Where do you think it will take place?
« on: June 04, 2022, 05:51:27 am »
You guys are wrong, next game will take place in Detroit where our mc will try to take a shit in Detroit and along the way frees bio-droids from slavery and destroys "bio-life" company, which tried to kill all bio-droids who gained free will because of some virus.

But it's only the first part of the plot, as some insiders from IGN said:

"After nuclear devastation ravaged the earth and skies the second time, the people of Underrail retreated into the sprawling underground Metro system in order to survive, building tattered towns at various stations throughout. The world is populated by mutants, dangerous anomalies and a number of supernatural occurrences. In the midst of this strange setting, players take control of the young Douchebag and guide him on his quest to deliver an important message to a neighboring station. He'll fight a ton of generic enemies in order to get there, with a few surprises along the way."

P.S. Here's leaked concept art.

18
General / Re: Heavy weapons and modular armor
« on: June 04, 2022, 05:38:05 am »
I think heavy weapons would definitely require some consideration about how to implement, since their high power is usually paired with downsides - equipment is heavy, ammo is rare/expensive, etc. - that would make them really tough to use in Underrail.

That's the point of heavy weapons, they're LOUD and POWERFUL, but a very heavy and costly, as one wise russian said "It costs 400,000$ to fire this weapon for 12 seconds". Or in RPG case, you basically have a sniper rifle that shoot very powerful grenades.

About your idea of removable components, it's sounds awesome and probably not so hard to implement, it can be done by adding mini-inventory for some armor and by adding there specific items you can change stats or add new skills/passives. It irked me a little when you couldn't just replace armor plates of your tactical vest.

I guess my idea of mods can be too op for this game, I just really like how modular kerberos squad armor is. Their armor not only have rebreathers an NV, but also have a backpack that stores radio equipment, oxygen tanks and ammo belts for their machine guns.

And I thought about how new mechanics can make this work. If armor and weapon mods get expanded and enchanced then there will be new engieneering direction for builds that can replace psi or compensate for weak weapon skills.

My problem with psi is that I don't want to use it on weapon oriented characters and try to replace it with craft, but psi is too effective and resources/exp cheap to pass it, and with buffed craft system I can replace psi with it and still have a quite viable build. But I'm pretty sure that Styg's gonna rework most of psi.

19
General / Heavy weapons and modular armor
« on: June 03, 2022, 11:52:33 am »
I don't know what Styg's opinion about these things, but personally I love to RP as heavy machine gunners, and seeing new armor and equipment system makes me think about how many new mechanics can be implemented, especially when heavy weapon come in equation.
Most intresting idea is modular parts, like different mods for different armor parts which can enchance weapon capabilities, for example  installing ammo belts in torso part of metal armor, which will remove need for reloading but also will make armor much heavier and less protective because some plates were replaced by ammo belts. Or pretty much the same thing for rpgs and flamthrowers but also if torso armor get damaged enough or when attacked by special skill, fuel will spill out and rockets will explode.

Another examples I have are:

Reactive armors -- armor for meatallic/heavy aromr that can protect the wearer and damage attackers. Reactive tank armor that negates damage that deals quite big % of weares hp and deals heat/mechanical damage to melee attacker but destroys armor by a set amount. Tesla armor which deals damage around user but pretty heavy and flimsy compared to regular one.

Alternative to ractive armor, additional layer for elemental protection -- like hazmat/fireproof suit which defense relative to armor integrity. Or little shields for arms and legs for additional protection (basically adding more metal plates while crafting hand/leg armor).

Exotic upgrades like exo skeleton that makes armor weight less and makes burst fire more accurated when it's powered. Or sytems which can get rid of debuffs like being on fire or acid (aka built in extinguisher/shower). Or system that allows to use 1 drug without using any AP. Drawbacks are increased weight, decreased integrity and need to be powered.
 
I can go on and on about this, but I more interested in your opinion guys. What ideas you have about new armor system and what do you think about adding heavy weapons?

20
Development Log / Re: Dev Log #4: Laying the Foundations
« on: June 03, 2022, 11:52:02 am »
Thanks, I hate this 3d death stalker in hd. Now I can't sleep without lights on.

21
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: March 13, 2022, 05:36:48 am »
Wow, that's exactly what I was looking for! Thanks dude, gonna try it as soon as I can.

P.S. Underrail char builder doesn't work in Russia for some reason. Well, it's VPN time.

22
Development Log / Re: Dev Log #3: Real-time 3D Models
« on: February 20, 2022, 11:38:26 am »
Woooow! That's awesome! I love when all stuff is seen on my char, only thing that is more impressive is when damage is shown on clothes, like in Project Zomboid. Styg made Interplay/Black Isle run for their money, he's literally made a perfect classic fallout and is making his own Van Burren, except Styg is gonna finish it.

P.S. Does Styg take any donations? I don't mind to support him, give him some coffee money at least, he looks like a great guy so far.

23
Builds / Re: Chemical Warfare Build
« on: June 07, 2021, 06:29:01 am »
Thanks for suggestions, DEX looks more profitable than PER but my shots missed pretty much every time so I picked more PER, also I didn't want to use any psi in this run.
When I was making that build I had Caustic from Apex in mind, dude that can gas entire room while laughing in agonizing enemy's face.
Pretty much every encounter I won just by shooting my Acid gun against non mutant and non bug enemies, and freeze gun against bugs.
But in harder fights I just lay traps in circle formation or in corridor and toss gas grenade inside or behind them. If enemies still alive and trying to disarm my death fog machines, I'll just freeze or entangle them from stealth. This strategy works perfectly in open and closed space, it even outright annihilates deathstalkers. And even if you corenered or don't have space for maneuvers you can just toss gas grenade under your legs or where enemies can't see them and lure them there without any problems cause Chemical Assault Armor or insulated armor.


24
Builds / Chemical Warfare Build
« on: June 06, 2021, 12:18:42 pm »
I wanted to break rules of geneva convention as much as I can.
Main idea was to trap all exits  from room with poisoned bear traps or acid chemical traps and gas it + toss some magnesium grenades or flashbangs.  I made this build just for that specific moment, but it came out much better than I thought.
Basicly with that build you can make any place into an absolute death trap and freely walk there while your enemies die painfully. Also works pretty well in frontal confrontation.

Starting stats: https://underrail.info/build/?AQUIBgMIAwcPAAAAAAAPDw8ADwAADw8PAAAAAAAAACdh378
Current stats at level 12: https://underrail.info/build/?DAUKBgMIAwhBHgAAAAAeNzcAKDI3NzcyAAAAAAAAFCcBFkDCkVZhMN-_
Current equipment:
Weapons: All kinds of chemical pistols, sometimes energy pistols.
Armor: Chemical Assault Unit Armor, Ancient rathound leather armor with insulating padding (when I use cryo grenades)
Head: Coretech tactical respirator
Boots: Black tabi boots
Also shitload of ALL kinds of traps and grenades.

Finally after 200h of different builds I found one that fits me and now I can finish the game.
I tried to use a lot of people's builds but I got bored pretty fast, so I made my own build and wanted to share it and get some  pointers.

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