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Messages - MirddinEmris

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1
Development Log / Re: Dev Log #10: Lockpicking and Hacking
« on: February 26, 2025, 12:19:00 am »
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For now, those function perfectly, but later I'll start removing keys from some of those and maybe shading in some dead pixel areas on the monitor as an added layer of suffering immersion

God, no...

2
General / Re: My thoughts on the new combat system
« on: January 10, 2025, 11:51:33 am »
https://www.youtube.com/watch?v=-R7PdkJTBTo in this one breh (Eidein) didn't even need Temporal Contraction, he had like 35 AP left.
https://www.youtube.com/watch?v=YGaVeva0O54 in this breh (Paposik) only used like 5 AP from Temporal Contraction

Surely 99% crit is the main "issue" here, not Bullet Time?

But, the whole design of the game is that if you lean into any one thing you can generally be really good at that one thing. There are like a dozen different builds that are all similarly strong. If you didn't want them to be that strong, you could just scale back all of the synergies, rather than revamping the whole combat system.

Its both. Bullet time is OP I see no way to dispute this.

It's really not. Try playing without any TM and not with some crit build and see how "op" it really is. It's just a single turn that halves (if you put 5 specs into it which is lvl 20) your AP for mechanical pistols. AR without any tricks is way more powerful by itself and becomes so way earlier. Leather gloves build is also way more powerful than that and becomes so earlier. Hell, most weapons can become more powerful than bullet time pistol.

3
General / Re: My thoughts on the new combat system
« on: January 01, 2025, 03:37:05 pm »

https://www.youtube.com/watch?v=-R7PdkJTBTo in this one breh (Eidein) didn't even need Temporal Contraction, he had like 35 AP left.
https://www.youtube.com/watch?v=YGaVeva0O54 in this breh (Paposik) only used like 5 AP from Temporal Contraction

What exactly does the main job here? Bullet time is only part of the equation. Not even necessary one, since without it he would still be able to kill big t most likely. It's more about how OP crit builds are, especially Survival Instinct. Energy pistol crit build would do even better. So would AR crit build. Especially if you have TM at your disposal with stuff like Stasis to cover weaknesses of SI.

4
General / Re: My thoughts on the new combat system
« on: December 31, 2024, 09:01:58 am »
Any system can be balanced. I just think it's easier to balance if you're starting with something with which you have a whole lot of experience, rather than if you're starting with something entirely new.

Now I'm wishing for a big Underrail expansion AS WELL AS Infusion.
I would pay 10x price for original underrail with proper modding tools. The basic system was pretty great and engaging, if only it had great tool for user created content, it would last probably as long as NWN did.

5
General / Re: My thoughts on the new combat system
« on: December 31, 2024, 05:22:13 am »
1. That's the TM problem (which everyone knows is too OP even for psi), not the combat system problem.
2. No, unless you play exclusively glass cannons. Most builds will be able to survive Carnifex turn if they prepare properly.
3. So now you gonna watch enemies taking turns after every action you do. Don't see how it's any better. Game already had 500% actions speed, there never was any need for "time hack apps" for combat.
4. It's not more "immersion breaking" than anything else in turn based. Or rtwp based for that matter.

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Do you really think the same devs who made Underrail and Expedition will release something unfun, or that lacks strategic depth?

Yes. If you want blind faith, go preorder some AAA crap. Or join a cult.
Abilities like Bullet Time can also be really OP in combination with a long player turn, so it's really not just TM.
And enemies will definitely not be taking turns, they will all move at once, which would be a massive improvement in speed. It would also lead to some funny moments where say 20 Expedition locusts all spit at once and instagib you, but that just comes with the territory.

Bullet time is ok and not really too OP. It affects single target shots from a pistol after all. So yeah, it's mostly psi that had a problem.

Yeah it will be "fun" when you get killed by any combination of enemies in a group larger than 3 or something. When every action you make,even if it's just walking, gives enemy a turn for an attack, you gonna get outnumbered quite easily, which as the other guy said is easily seen at the end fo the video.

6
General / Re: My thoughts on the new combat system
« on: December 30, 2024, 09:20:54 am »
1. That's the TM problem (which everyone knows is too OP even for psi), not the combat system problem.
2. No, unless you play exclusively glass cannons. Most builds will be able to survive Carnifex turn if they prepare properly.
3. So now you gonna watch enemies taking turns after every action you do. Don't see how it's any better. Game already had 500% actions speed, there never was any need for "time hack apps" for combat.
4. It's not more "immersion breaking" than anything else in turn based. Or rtwp based for that matter.

Quote
Do you really think the same devs who made Underrail and Expedition will release something unfun, or that lacks strategic depth?

Yes. If you want blind faith, go preorder some AAA crap. Or join a cult.

7
General / Re: Video discussion
« on: December 26, 2024, 04:14:35 pm »
I don't think the system compares to RTwP at all, since there's no real time mode. The moment the game enters combat mode, nothing happens until you do something

While in pause nothing happen until you do something. That's literally what rtwp is. Because you cannot act without enemy acting at the same time, so you basically in rtwp but you have autopause after each action, just worse.

Btw, i predict it would be "fun" to use any aoe, trying to guess where each enemy will be after you use your action.

8
General / Re: Video discussion
« on: December 26, 2024, 01:47:06 pm »
In fact, the end of the video demonstrates this.


Yeah, pretty much what i concluded as well. Turn based you can use your movement to reposition so that your cone of fire would cover most enemies, shoot at them and maybe use the rest of the movement to get around the corner. Here you have little choice but to try to slug fest your way out because trying to reposition would mean death most likely.

9
General / Re: Video discussion
« on: December 26, 2024, 01:02:10 pm »
Am I the only one who didn't like the new combat system at all?

I hate rtwp with a passion. And that is basically rtwp with mandatory pause after each action. It does seem like i will pass on infusion.

10
General / Re: underrail.info
« on: February 25, 2022, 12:39:41 pm »
I remember using that generator years ago. I've got some killer puzzle for you guys: https://underrail.info/mutagens/?seed=1645712052602

What so killer about it?

11
General / Re: 30-40 hour beginner's review (very long and intense)
« on: December 13, 2021, 01:15:41 pm »
This is the most schizo thing i have read in a while. And i visit image boards. Very entertaining, but the author probably shouldn't skip his meds like that.

12
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 26, 2021, 02:54:14 am »
>I would even say that the OP's document overestimates the TiChrome's ability to fight multiple enemies
I'm really not, see pic related.
Balor's took a painful long time to kill all of this and had to rely on grenades for spawn control.
With TiChrome tabi this encounter would have been a breeze, but I ignored tichrome tabi and got punished by it, kind of
Turns out at 95% mech damage reduction multiple hit attacks hurt like a fuck

And yes TiChrome tabi hammers are good yet so resource intensive.
Like a high maintenance girlfriend.

>Unless those are particularly weak enemies like locusts or burrower spaw
I mean, that's more or less what i was talking about. Yes, in this case TiChrome is noticeably better. Basically, if you kill it in one swing of TiChrome, TiChrome is better, absolutely. But that is not what i experience in most situation. For example, for beach attacks where there are plenty of invaders, i would take either Balor or Tungsten.

Even so, i would take both, Balor in one hand and TiChrome in another for this particular fight on your screenshot. TiChrome is better vs spawns, but it is also worse vs burrower warriors.

13
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 25, 2021, 05:39:14 pm »
I would even say that the OP's document overestimates the TiChrome's ability to fight multiple enemies. Unless those are particularly weak enemies like locusts or burrower spaw, i always preferred to use either tungsten or preferably Balor regardless of wherever i am light or heavy armor.

As it has been metioned, 10 AP leftover for regular hammers is very useful for various purposes, like using medicine or moving, but what is most important, 10 can be used to recharge your hammer. All the calculation of comparative damage seem to assume that you can just attack continuously, but that is not true. With electroshock and core being of relatively similar quality, it take around 4-6 swing to deplete your hammer's battery, which means that TiChrome hammer had to be reacharged on average every 2 turns, so in reality we are not talking about 3 attacks per turn, but more like 5 attacks per 2 turns if we are keeping up electroshock. For regular hammers this is not as problematic, since you can just recharge with those leftover 10 AP. If we also account for Pummel that costs 10 AP too, then it's even less favorable comparison for TiChrome. around 15 attacks over 6 turns for TiChrome vs 12 attacks + 2 pummels (they give half of base mechanical damage but full electrical damage, so i don't know proper rate of conversion between pummel and regular attack)  over 6 turns for Tungsten. And yes, you can lower the AP cost of Pummel, but that has an opportunity cost that regular 20 AP hammer does not have.

I have playes a lot of hammerers and in the end i mostly prefer 20 AP ones especially Balor.

14
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: December 28, 2019, 02:57:26 pm »
I think the best choice RP wise in this case is to retrieve train without violnce if possible (persuade option) and then not to be involved in this questline any further. It's basically terrorists vs opressive government, neither side would be appeling much to a such character, since both would require you to get your hands pretty deep in blood.

15
General / Re: Two major complains
« on: September 14, 2019, 12:19:23 am »
Good suggestions, i would put them in to actual Suggestions part of the forum.

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