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Messages - Hazard

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1
Bugs / LMGs with 80-round belts have wrong inventory icons
« on: November 07, 2023, 01:38:04 pm »
Belt-fed 80-round LMGs incorrectly display the same belt length in their inventory icons as LMGs with 50-round belts. This seems to apply to both crafted and non-crafted weapons.

2
General / Re: Where do you think it will take place?
« on: June 01, 2022, 12:32:34 am »
Depending on what the layout of North Underrail actually looks like, Hexagon might be too important or central to the region to expend on a standalone story, so to speak. Everything about the city would have to be designed and implemented for Infusion, and without some exceptional shenanigans, most of those design decisions would then have to carry over to Underrail 2. Essentially, the developers would be limiting the possibilities of a part of the actual sequel before they even started working on it. It could also be a bit jarring to first introduce a Hexagon that's massive enough to be the setting of Infusion all on its own, and then reduce it to a smaller version that didn't completely overshadow all other locations of Underrail 2 in size. Not impossible to achieve, but it'd be another headache the devs could easily avoid by picking a different setting.

Naturally, that all assumes that Underrail 2 is going to be a thing, and that's it's going to take place in North Underrail.

As for my own guess, I don't think Infusion's going to be set in North Underrail, but it will probably still take place somewhere that's relatively close to South Underrail. If the 3D meshes we've seen so far are anything to go by, people's outfits as well as crawlers look very similar to their counterparts in the first game, and they probably wouldn't if the new setting was going to be a location far away on the other side of the world.

3
Development Log / Re: Dev Log #71: New Year's Resolution
« on: February 04, 2022, 05:59:35 pm »
Umm, can i ask what does it mean precisely? I cannot have 11 points anymore anywhere? No more ability checks like 12 perception or +10 agility?
It means you could theoretically have over 20 base ability points (impossible since you can only ever get 6 + 2 extra base ability points from level ups and feats), and on top of that you could also get up to 10 bonus ability points from equipment, food, drugs, etc. What this means in practice is that you can have, say, 18 base Strength and you can then wear Rathound Regalia for +1 STR, use Vitality Powder for +4 STR, Supersoldier Drug for +2 STR, and finally All-in for +3 STR, bringing your total Strength up to 28, which is the new maximum combined ability score.

4
Bugs / A small graphical issue with the Pretorian Peacekeeper armors
« on: November 01, 2019, 12:25:42 am »
During some of the sniper rifle attack animations, the rifle's stock clips partially through the helmet on both Peacekeeper armor types.

The attached image is one of the sprites where this is visible.

6
Builds / Re: Are snipers just terrible?
« on: October 31, 2019, 09:01:54 pm »
You can shoot a Rapid 7.62 Spearhead three times if you have Psycho-temporal Acceleration fully specialized (so Psycho-temporal Contraction gives you 22 action points). You can also use Vitality Powder instead of an Adrenaline Shot to get +25 AP, which means you can get off a fourth shot during the two turns that the powder's effect lasts. Yes, you will be hit by fatigue after this, but as a dedicated sniper you should have a good chance to run away, go back into stealth and do all of that again. The latest 1.1.1.0 update actually added an item that can instantly restealth you, even when you're visible to enemies, so escaping is easier than ever before.

Snipers were definitely improved by the expansion. They received an exclusive new feat, Shooting Spree, which is pretty awesome by itself, but Strafe was also added, and it will completely eliminate the move and shoot accuracy penalty of a Spearhead. Being able to move around freely without reducing the accuracy of the precious few shots you get per turn is definitely not insignificant.

7
General / Re: Custom Portraits
« on: October 28, 2019, 09:36:11 pm »
Hey, good job with the UR-style portraits. The metal armor variations are especially nice.  ;)

8
General / Re: Own Character Models
« on: October 25, 2019, 06:26:58 pm »
The folders that begin with "pl_" contain sprite sheets used by the player character, and "pl_f_" have the female versions. I'm not sure if any of these sprite sets are used by NPCs, or if some of the differently named folders are used by the player character, so keep that in mind if you're looking to make something player-specific.

9
Suggestions / Re: Agility check in junkyard
« on: July 10, 2019, 05:22:17 pm »
Seems like a good idea, though it would necessitate some changes to the guy who mentions Abram's first quest to the player. He would need to be right next to the embassy entrance, or another guy saying the same thing would need to be added next to the agility check spot.

10
Suggestions / Re: tacvest x3 DT for other projectiles
« on: July 06, 2019, 03:09:09 pm »
For mass use, sure, but special ammo is already situationally quite useful.

Burning folk never gets old. It's OK to do less damage (especially on DOMINATING, fighting bosses which you aren't likely to one-shot/one-burst anyway) when the result is likely to be a panicked enemy - a 9-round long burst is about 98% likely to set the target on fire, and I like those odds.  The micro-shrapnel ammo makes for a great crit opener, putting a big debuff on an enemy - Ancient Rathounds are a favorite of mine for that since they're so very resistant to other useful CC abilities.  And contaminated ammo is nice for the stacking +damage debuff, especially on more resistant enemies; I like tagging Balor with a round while he's stuck in a trap or stunned, then going to town with the W2C.

Sure, for general use, the general use ammo is absolutely better.  But I think there are enough special cases that special ammo is still worth crafting and carrying a couple magazines' worth.
Incendiary ammo works if you're burst firing, for anything else the odds of setting a target, let alone a specific target, on fire are very unreliable.

Micro-shrapnel would be great for every weapon type if it was 50% extra damage 100% of the time, though it's fairly okay as it is, too. It's biggest problem is that it doesn't do much against targets with very high mechanical DR/DT. What do you mean by debuff, though? It's just extra damage over 3 turns, it doesn't debuff or control the target in any way.

I fully agree, contaminated ammo is good.

Explosive ammo is... okay, I guess? The Tommy Gun can certainly be hilarious if you hit something with an explosive burst.

Shock and acid rounds are kinda meh. Unconditional extra damage is never bad, but the numbers are not exactly mind-blowing, either. They would probably be awesome if the damage benefited at least a little from the skill multiplier, though.

11
Suggestions / Re: tacvest x3 DT for other projectiles
« on: July 06, 2019, 12:01:56 pm »
In any case, the idea was more about ammo than armor. The ammo types aren't playing out quite like Styg intended. Special ammo is generally overshadowed by craftable W2C/JHP, and the main reason to ever use special bullets is not having the W2C blueprint yet.
You'd have to nerf W2C as well as JHP to the ground before the weaker special ammo types start to look good. They need significant boosts, though you're certainly well aware of that.

Has Styg ever told you why he hasn't done anything to tweak special ammo? It seems like just increasing a few numbers would go a long way towards fixing the problem... unless he intends to overhaul the whole system at some point.  :P

12
Suggestions / Re: tacvest x3 DT for other projectiles
« on: July 06, 2019, 08:54:57 am »
Something like, say, reduce the armor penetration percentage of W2C rounds by the armor's damage threshold. So a high-end anti-rifle vest (40 DT) could reduce W2C armor penetration from 65% to 25%. Just to make W2C slightly less of an universal solution.
Wouldn't that mostly be a burst fire nerf, and do you really think burst fire builds need to be weakened even further? :D And sniper rifles wouldn't even notice if the enemy's DT was 90 instead of 40.

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Suggestions / Re: Assault Rifle Frames Rework
« on: June 27, 2019, 09:21:00 am »
Hornet: My only suggestion is to remove the burst precision buff and leave it as the lowest AP option because they are already immensely powerful.

I disagree. The last patch nerfed burst weapons immensely, so further nerfing the best burst-fire frame would just mean that ARs as a class end up even weaker, even if balance within the weapon class benefited from it.

Marauder: Take the burst precision bonus from the hornet and pass it to the marauder to make it the most consistent single target burst weapon. Also maybe tighten the damage spread to make it the most reliable.

Definitely could use a boost, but not at the expense of the Hornet.

Huszar: Make the Huszar into an LMG. Keep the wide damage spread, double the burst penalty and give it an extra bullet or two per burst, and double the mag capacity.  The role of the Huszar becomes the crowd control assault rifle.  While it throws more rounds down-range they are less likely to hit whatever you are specifically aiming at, therefore more likely to hit one of the other targets nearby.

The Huszar absolutely needs a boost, and turning it into an LMG is a nice idea, but -10% burst penalty would (probably) be crazy high if you still want to be able to fire it effectively at long range (10-13 tiles). One or two extra bullets per burst are also pretty pointless if you can't burst fire twice with an Adrenaline shot, and as long as Bullet Belt exists, you could have a magazine capacity of 100 rounds and it still wouldn't be that significant of an advantage (unless you want to use a different belt, like Doctor's Pouch). Finally, in what way would this be a crowd control weapon? You don't need to hit the target in order to trigger the Suppressive Fire perk, and its effect isn't exactly strong enough to "control" the enemy anyway.

14
General / Re: Expedition alpha testing
« on: June 24, 2019, 12:31:19 pm »
(devs only and maybe an odd Finn or two)

Ooh, so if I send you a picture of my Finnish passport, I'll be guaranteed an invite?  ;D

15
General / Re: Expedition alpha testing
« on: June 02, 2019, 04:00:44 pm »
I'd like to participate, too.

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