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Bugs / Re: Alternate utility tower tactic
« on: September 09, 2021, 01:22:50 am »
Early 100% damage reduction, here I come!
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There is a suspicious wall in the green circle that seems like a good hidden entrance to Omega to me.Since it is the final update, I wouldn’t be surprised if it was called the “omega update” or something like that. It definitely feels like they are teasing Omega related content with the Omega waterways area and the mysterious locked door outside GMS.
Regarding getting to DC as mutant : could you infiltrate the Institute through the Utility Station (accessible from West upper rails) then via Harpocrates station (named after Grouchocrates' brother?), below the Institute. Then, kill everyone, take Eiden's key to the elevator and voilà.I’m pretty sure Six will attack and kill you if you approach him as a mutant, so this probably wouldn’t work.
ALl that is theoretical.
G.
Yeah, it's listed in the fine print that it's weak against enemies. Part of me thinks it's to emphasise the idea of it being more of a tool than a weapon, but a darker part of me thinks it's to confuse players who make assumptions as to its function without reading that fine print. After all, it destroys something that grenades can't, and it has a loud and suspenseful timer followed by a huge explosion, so it has got to be somewhat powerful, right? Haha, no. It's more of a remote, disposable, unpowered jackhammer that simply *resembles* a bomb. It seems to have two purposes: one is to blow a huge hole through blocked pathways, the other is to blow a huge hole through your ego the first/last time you're inspired to weaponise it.TNT has another purpose; being the loudest noise in the game. It’s about 3 times louder than a standard grenade and has a delayed activation, so you can use it to lure enemies into minefields or separate them so you can kill them easier.
I just want big monstersEverything except locust hives and pulsating roots.
Everything in underrail fits in one tile, even the last boss is just several different tiles.
Yes. Any effect that reduces mp counts for opportunist.Use specialization on shield bash and you can get a 0 ap attack that can daze and proc opportunist.
Daze counts as slow for opportunist?
for some reason, doctor's extra healing dont work with bandagesDoctors healing affects MEDICATIONS. Bandages are not a medication. That’s also why bandages do not proc hypoallergenic.
change escape artist dex requirement to agilityDeadly snares on nets might be a bit too overpowered, since then it’s just 10 ap for 100% crit chance for 1-2 turns against a single target every couple of turns. Deadly snares is balanced right now since you can use quick tinkering to set traps on demand.
hypertoxicity now applies hyperimmune with poisons
spikes and blades on gear give intimidation bonus
armor sloping removes ap from spikes and blades
spikes and blades work against melee attackers
possibility to gain your name in arena in the first beast fight wearing certain armor
quick pockets give you once per round ability to equip weapon or utility for free
new native enemy:skaerdar crossbowman, he shoots serrated bolts and have vile weaponry, make tungsten tanks with regen vest suffer
deadly snares procs on net since it literally snare
Yeah but think of how many builds there are that are stat hungry as is and barely viable for dominating without using any cheese tactics. Think of glass cannon Hammer Builds that rely on Adrenaline to properly use Balor's Hammer in the earlier levels or even more niche builds that try to combine two less meta concepts.Balor’s hammer builds are a bad example to use, since there are so many ways to boost str (vit powder, regalia, food, ect) that you only need a max of 15 base str to use Balor’s consistently. Right now Underrail heavily rewards killing enemies as fast as possible, so most people either run 3 con or 9 con for SI. Styg has already talked about nerfing crits in infusion, so I wouldn’t be surprised if the glass cannon play style also gets nerfed. Con doesn’t effect skills or damage most of the time, so adding in con requirements for certain consumables gives a real downside for conlets.
As someone who has experimented a lot with making purposefully sub optimal builds that have a very specific style of play or fill some sort of arbitrary role playing purpose decided before the play through, it's already difficult to make certain things work with other things, and adding further restrictions will only make creative build crafting harder.
Instead of slapping on more restrictions to make things interesting, why not slap on some further benefits. If you're worried about those benefits making the game easier, try to make niche concepts work on Dominating.