Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Atchodas

Pages: [1] 2
1
General / Re: Maura, Free Drones and the last Protectorate Quest
« on: July 08, 2015, 01:59:48 pm »
You want to be careful when you open first door once you are in they base , you can aggro like 10 of them at once which is unbeatable fight ( There is this free drone woman with Crossbow and she can stun you before you could act and then all of them comes and keeps you cc'ed ) , but i managed after few retries to pull them in groups of 3-4 back into the starting room and shoot them with burst fires while they are in a doorway , You can wait a bit before starting the fight so gas spreads and some of them become mutants and start fighting each other this makes it easier , When you transition from the free drones HQ to the corridor you might as well just get killed before you can do anything , so reload until you are first to act . I used Night Vision it helps a lot to see where gas is exactly , also Flashbangs to end the combat so you can bandage yourself and reset all the effects on you , EMP grenades are very good here because you can have like 3 guys with energy shields bunched up - 1 EMP grenade and they are done , green bullets will work well in this encounter as all of them has some kind of Armor , if you got quick tinkering you can put bear trap by the door in the room you start and pull as many as you want and they wont be able to pass it while the first guy is trapped , also you cant let Psionic to cast Doppelganger on you unless you got very much of Electrical DT so best is to flashbang/stun him before you end your turn , Adrenaline Shot for 2 turns and flashbang + run for reset on 3rd turn is good tactic you can end combat heal yourself wait out fatigue and engage them again . If your character has some defensive feats like the one that changes stunned to dazed( which i did not lol ) it might be able to run trough without getting cc'ed , i didnt had it and i was getting Stuned > Frozen > Stuned > Incapacitated till i die , so i had to divide and qonquer . Well now that i know how the fight is i would : Take my Stealth gear ( even if i got 0 base stealth i had some pretty neat stealth stuff crafted ) and just sneak trough it ^^
This was hardest fight in whole game imo , more like this please , also De Pacino guy for Protectorate quest was kinda tough too but not as tough as free drones

2
Suggestions / Re: Some thoughts after finishing Early Access content
« on: July 08, 2015, 01:40:00 pm »
I played whole EA with 3 Con , early game was tough as expected but after midgame i had more than enough con , tbh more than i expected to have with bare minimum of points in it . More than that i actually never ran into problems due to low hp ( well maybe except sniper 1shoting me at the train but yeh.. i didnt had the shield on ) . I guess we will see extra hp removed for hard mode :D

Fenix : Yup , thats me , Underrail thread in 'dex guided me to this game :D that hundred pages of praise :D i usually dont do early access but after reading that thread i felt that i am not gonna get burned and i surely wasnt , now we just need to spread the word about how good this game is so it gets publicity it deserves to secure future expansion/dlc/sequel w/e

3
Suggestions / Re: Some thoughts after finishing Early Access content
« on: July 07, 2015, 09:30:18 pm »
Yeh different versions of enemies would feel right , bigger burrowers and something in between rathound alpha and ancient rathound , or just put ancient rathounds everywhere that one in sewers is whole different story and will feel different anyway  , but having more diverse enemies would be great improvement , just look at human enemies , nobody complains about them because in Underrail every group of raiders you meet feels different , because they are different , but wild life is just meh

4
General / Re: Stats and Skills calculator
« on: July 07, 2015, 05:13:05 pm »
Very nice , is there any way to see what stats n skills n feats are added each level when you share your build ?

5
Suggestions / Re: Some thoughts after finishing Early Access content
« on: July 07, 2015, 04:53:16 pm »
Quote
like 1) metal armor is too good, 2) psi regen is way too high without any investment, 3) crit and assault rifle builds deal too much damage.
Both metal armors and assault rifles requires crafting to be that good , that is 3 crafting skills you gotta pretty much max ( 4 if you want regenerative vest and that thing is very good ) , thats why we need a hardmode , so better thought / advanced builds would still have some challenge especially later in the game . Enemies could carry more green rounds , as i think a lot of builds will have decent armor tresholds and have better guns in general . Hardmode removing extra health is a good start i guess but it has to be more .

Also isnt balistics 3 more treshold ? how do you get 9 DT ?
About grenades : Smoke grenades takes too long to work , well maybe because i played with AR build and shit just died to left and right , they should spawn a mini gass cloud when you drop them and spread fully in 2 turns .
One can only hope for those 1 turn stun grenades,maybe grenades that carry frost/chemical liquid as we got molotovs&co and level 3 flashbangs :D , green and red rounds blueprints too maybe red rounds should be changed somehow to be as good as green ones .
I dont think level scaling is good idea , in general it is very hard to balance such open world game like this , some places where you have to fight your way trough could be made harder tho , i am sure after last part of the game is finished , balance will be done and if we get another harder mode it will be more than enough .

6
Suggestions / Re: Some thoughts after finishing Early Access content
« on: July 06, 2015, 06:28:37 pm »
Hey ty for reply .

TBH I believe that most of traders are fine , except those few that i mentioned - they really serve no purpose in the game or like general store ones they just dont buy anything and carry 600 charons , i also thought that i shouldnt care about traders and charons untill i started melting 9000 of them every visit to foundry , my 55k went down in few hours .
Bullet crafting is just very strange because you can craft epic Acid Bullets and stuff like that but not simple armor piercing ones , just feels lacking here .

7
Suggestions / Some thoughts after finishing Early Access content
« on: July 05, 2015, 08:54:02 pm »
After playing trough 90% of EA access content ( finished all the quest lines ) , i want to say that this is by far the best game i played in past 10 years or even more . It is challenging , it is interesting , and game systems are amazing . Here are some things i noticed that could be improved to make Underrail even better experience .

Trading :

General Store Traders - Cmon , this is a general store he surely could buy more "small items" like parts , consumables , grenades , components etc . As for now General Store traders are those guys who has 500-600 Charons and buys one Belt and 1 Foodstuff (trololol) . Dont get me wrong i love Underrail's bartering system just i feel like General Store's should be the place where you can sell larger quantities of various small items from different item categories ,  that would make sense for general store and make the world feel more real . I hope they will be fixed for the release version.

Praetorian Security Trader - CMON , this guy is exclusive to other 2 traders , and he sells complete crap , same quality gear as weapons trader in core city just has less of it , and he does not even sell Green/Red Bullets in large quantities like for example Protectorate trader. I really hope to see this improved in release version , faction exclusive trader should have some exclusive / valuable stuff to sell , or just plainly sell highest quality gears , he is exclusive to other 2 main story quest lines that are like hardest part of the game before Institute ( Even Protectorate guy sells crappy gear but he can be forgiven because he stacks 30 Green rounds , tho these traders should sell "high" quality pieces for sure )

Traders that are further away from cities/settlements like Marty in scavenger shop ,Lost Vault guy , Hanging Rat Guy , they should have some unique / decent stock of some kind ( not speaking about unique items that cannot be bought anywhere else ) so they are worth to visit more than once , nobody is gonna trade with Scavenger Shop guy when he sells same things as any other Corecity trader and buys 1 leather armor , by saying unique stock i mean these hidden traders that are harder to reach should have some component/ingredient etc that they sell in larger quantities and that is hard to obtain anywhere else ( Napalm C for example , or white Powder to craft grenades , even Bottles or Rags or anything like that just so you know this guy stacks item X and its worth to visit him again and again if i want item X in large quantity). This would allow them to stay relevant beyond the point where you meet them for the first time and sell them some random junk in from your backpack and ignore them for the rest of the game . Blaine is good example for this , meanwhile he has no Unique stock , he can trade SGS credits to Charons 3 to 1 that is best ratio only available from SGS Old Jonas ( 20 Charons every reset lol ) and Jack Quicksilver 80 every reset . It makes Blaine worth revisiting , even if his dumb ass takes few loading screens to reach .

Reactivity :

Meanwhile "nobody know me as Invictus" trolling in Institute was 10/10 , game needs some kind of reactivity , people in Corecity when asked about Invictus should tell its you or something .

I should be able to tell Gorsky to put his plans into his ass because i am Corporal of Protectorate and i aint stealing anything from my comrades and surely not killing some poor co worker .

Depot B in Junkyard after you help Black Eels to take over , seriously are there none of the traders that would like to move in? especially after you kill the best of all traders early game just for that quest , also even after 100 hours in game dead bodies are still there etc . I wish after some time the map would change a bit removing dead bodies and moving in some new people and a trader . There are plenty of places in the game where after something happened , time would freeze in that location and even after many game hours nothing will change , i thought this might not be possible due to engine , but a trader moved into Black Crawlers HQ in core city , you only could hope this will be implemented into other game area's ( for example free drones base becomes blocked forever after the gass is released surely there could be some way to clean the Gas there or it could just disappear after 20 in game hours or something ).

Buzzers shop in Rail Crossing even after months will have same annoying sound of broken electricity , guy reopened a shop he surely could fix the electric stuff, you get the point there are issues like this related to many quests / locations where they freeze in time and never evolve after you complete the quest .

Some general reactive dialogue and some maps changing some time after you complete quest would fix this easily .

Crafting :

Super Steel - CMON why the wait , it is not sure now how long i have to wait for super steel to get melted , there are no indicators , the guy will take more money from me but not give the plates etc etc. Just make this a cut scene (bla bla much time has passed you waited and got bored to death but now its done GZ , something along those lines would do ), or make some NPC ( let it be a whore / a drinking buddy in a bar W/E it could even cost decent charons like 100 or two) in foundry that helps you pass time until steel is crafted .

Blueprints - there are many amazing blueprints and crafting system is so good , it still could be better atm you can craft almost everything and it feels like you should be able to craft everything , however Green/Red Rounds arent craftable , meanwhile Shock / Acid / Microshrapnel Rounds are.. , also there could be 2nd and 3rd levels for Flashbang type grenade for example level 3 being something like shock grenade that just stuns shit for 1 turn , also Gas Grenades are very weak compared to other stuff , only use for them is to fuck some poor npc over who is willing to talk with you before getting killed ( rathound king for example ) , i wish Gas Grenades were reworked / improved into something more useful at least that they started working before enemy is dead , and there could be 3 tiers of them "toxic grenades" or just more different special grenades that uses Toxic Material , like Acid Grenade that melts shit or something . Like half of "special" bullets needs to be reworked , Micro Shrapnell is complete garbage just saying .

Energy/Chemical should not stop at Pistols , there should be some tipe of Rifle's/Canons that shoots with energy or chemicals , same goes for some type of rocket / grenade launchers would be nice to see them end game , also they could be a "grenade sink" for those low tier grenades that nobody buys and they just stink in your inventory for ages .
Also i hope that with endgame content we see at least 1 more frame for each weapon type , probably not gonna happen tho .

Biology seems to be lacking and its the skill that can be capped with 60 on char that doesnt use PSI and on 70 on char that does use PSI . I wish there were more blueprints for this skill with various effects like Aegis ( it is hard to craft , expensive , effect is minor but has no penalty it is not overpowered but it is really handy ) ( but no more injectable medicine we got enough of that lol , my character cant take more than 5 needles per turn lol ) Also more items like Regenerative west could be a solution .

Perks :

Some Perks are str8 up bad , like Ballistics ( They are not worth to take early because there are better perks , and late game they give close to no effect )

Three-Pointer perk seems too weak , if it added 5% for every point in dex above 7 it would be a thing tho .

Disassemble Perk - i get that reason for this perk is in the game to be able to sell more stuff , but it could work in a way like Three Pointer does , high INT removing the penalty ( like 3 % per every point of int above 7 up to 10 INT when you dont loose quality ) to make it really decent perk .

Weaponsmith - CMON 5% Crit for whole Perk :D? and Only to crafted weapons ... no. There is a perk that gives you 10 for very minor penalty .

There are other Perks that i dont remember right now but i will update the topic with them .

Side-Quests content :

There should be more stand-alone side quests that doesnt evolve into major quest line (such as milton's quest) especially in maze like locations such as Caverns or Lower Underrail(some parts of it ) or Under Passages , this would make exploration of those locations more interesting and rewarding , because right now its complete waste of time , you can skip most of those huge locations , and you wont miss anything because there is nothing there to find , add more content there because now it is directions you want to avoid or you end up being lost in dark tunnels with no real content .

Major Factions should have more quests ( Especially after you finished their main quest line ) talking here about Protectorate ( and Free Drones i Guess ) and Core City Factions , 5 quests for each of them is bare minimum tbh and faction feels empty and useless after you do those 5 quests there could be some sidequests ( atleast 5 more for each tbh ) that opens up after you complete the main quest line .

More Side quests in citie's there are ton of NPC's out there surely some of them could have some kind of "fetch quest gone wrong" type of stuff .
Some more people who challenge you after you become invictus in arena would also be nice addition , maybe 1 challenger every 3 hours of game time or something like that .

Difficulty :

Underral is kinda hard and challenging game when you dont know what to do , but sometime after you get access to whole Underrail , Mid Game content stops being hard , Burrowers in Camp Hathor were a thing , Burrowers during Protectorate quest line were animal abuse and i felt sorry for them ( and i did Hathor > Crossing > 2 Quests in Corecity > Protectorate  so that wasnt even that much of time gap and my character was 5 times stronger ). I know that end game is yet to come but due locations being opened to you all at once whole post SGS stuff is kinda same difficulty and it can give you like 10+ levels which makes your character way stronger in the meantime its same crawlers and burrowers , also the access to mid game traders makes it way easier if you are a crafter . Instead of re balancing every encounter , HARD mode should be in release version , looking that Easy is just some hp bloat i wouldnt mind HARD mode being similar to it , but seriously there has to be a HARD mode in such game , for now if you run a decent character , craft yourself some pieces of gear enemy assault rifle user does 0 damage to you while you shoot him for 300 .This is a problem in all combat heavy games that has "optional" crafting system
Ofc something like Path of The Damned (enemy has increased stats / there are more of them )mode in Pilltards would be more than welcome in Underrail but i guess this is too much to ask at this stage of development , so HP bloat hard mode will do .

Also arena isnt that hard until you meet the end boss who is a thing but the difficulty gap between him and others is too wide ( and i dont mean nerf him , make others stronger )

Give raiders better Rifles / more Armor Piercing bullets , they stopped doing mechanical damage to my heavy armored guy at level 15 and they never did any bullets damage after ( Hard mode would fix this , enemies doing more damage not you doing less )

That is it for now , just finished EA content so i might add something after time passes and i remembered it these are issues i never forgot meanwhile playing lol .
Edit : this turned out to be mega post :/ not my intention to wall of text you to death

8
General / Re: Fist weapons vs high armor - ran into a bit of a wall
« on: July 03, 2015, 02:22:24 am »
Those items have varying quality you need high crafting skill to keep up with it .

And to complement three PSI skill lines i would go crafting and stealth , crafting will give you best items to enhance your PSI and to survive the incoming damage , stealth will let you position / avoid fights etc , also as a crafter you can always use Energy/Chemical pistols to double your CC .

9
Well with Heaviest Armors its like this :
AR Guy 7x 0-5 DMG = Not a scratch
Crossbow Guy - 1x 10-40 Damage + Stunned for 1 turn and then they poison you on the next turn , they always shoot shock bolts first those fags ;/ , also the poison that stuns you after 2 turns could be annoying too but i got 10 antidotes anytime on me .
Also could add "Grenadier" enemy to must kill asap list those guys are crazy , can drop more grenades than player can in 1 turn ? Guy threw 3 at me 2 Damage ones and Flashbanged to end the turn  lol

10
General / Re: Playing an assault rifle combatant
« on: June 27, 2015, 10:16:28 pm »
Wanted to ask this without making new threads :

What Core City faction shall i choose for my Guns+Throwing+Traps Assault Rifle Combatant who uses Heaviest Metal Armors , and has all the crafting skills at very high level (9Str 7Dex 7INT , Maxed Perception , Rest at 3) ? Is it Coretech ? or Praetorian Security ? I sided with Protectorate before doing Core City quests and finished their quest line already , i am mainly interested in decent Vendor selling decent crafting parts to craft Assault Rifles , Metal Armors , and Electronic Gadgets ( Shield emitters , goggles etc.etc. ) i doubt the rewards written in wiki will matter to me as i can craft some high end gear myself ( not sure if there is any point in having 120+ mechanics and stuff tho ) , also this AR build becomes insane after level 14 with commando you can kill 4 enemies in 1 turn easily and have spare points to move / throw a FB .

11
Played a bit further into a game and i can say Crossbow Enemies are way more dangerous ( due to special bolts they use ) than common raiders with assault rifle , would rank them second after faggots who use PSI and can spawn doppelgangers every turn . Might be different from players POW , as my AR guy can kill 3-4 enemies in 1 turn and throw a flashbang to get another turn instantly

12
Other Games / Re: Wasteland 2
« on: June 27, 2015, 08:50:23 pm »
Funny how Styg managed to craft Deeper , more complex , less buggy and in general better game than Inxile with 50 employees , Kickstarter , Legendary sequel hype etc etc.

13
Suggestions / Re: Investing in traders.
« on: June 27, 2015, 08:37:59 pm »
Traders at the moment are too RNG dependant ( which ofc can be solved by reloading but i dont think savescumming is good thing to rely on )
Also as somebody mentioned Smart Looting before : its the matter of how many times you are willing to go back to carry the loot . You still can carry 25 Assault Rifles at once without any problems .
Lets hope for some balancing and polish for this issue on release version . on Current playtrough i havent left more than 10~ crowbars on the ground and looted everything else and hoarded it back to the barrel near Core City Arena :D

Good idea would be for specific traders to always buy specific items + some random extra items , for example if every weapons vendor always bought 3-4-5-6 Firearms etc.etc. ( depending on where and who the vendor is ) at the moment you can bring 4 assault rifles to junkyard just to find out that the guy is buying Metal Armor  + 3 Riot Armors and nothing else .. i mean those are perfectly fine AR's why would he not want them .

Also i agree to 3rd point of OP to some degree , there should be some Major Vendor in Corecity who doesnt buy everything buyt buy's way more shit than others ( For example General Store guy in Core City always has 600 Stygian Coins and he never ever buys anything except 1 Belt 2 Bolts of Cloth and Bullets , annoyed me to the point where i traded items for bullets and brought those to him lol , he easily could be upgraded to the guy who buys alot of various things cheaper but not everything ofcourse which would make sense for a "general store" )

14
General / Re: The best shield emitter for a dodge/evasion build?
« on: June 26, 2015, 08:51:00 pm »
Very helpful thread , lol i was running heaviest armors with 2x High frequency shield for no effect and it never lasted more than 1 turn, now crafted double low frequency shield and it is way better i can use it for multiple fights even .

15
Good thing about underrail its not gona be adapted for kids , womyn and other things seeking social justice. God bless developers who took their time but did the game on their own not owing anything to anyone .

Pages: [1] 2