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Messages - Rudest

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General / Re: Ideas for how to improve the game
« on: July 27, 2016, 04:14:56 pm »
Some basic degree of character customization would be nice, or at least some sort of hair color slider. But, as it is, what we have is enough. Not strictly necessary in the face of other potential content. I wouldn't say no but it wouldn't kill me to soley rely on portraits - I love the portrait art.

I've never really liked companions in these sorts of games (Gonna cite Fallout 1 + 2 and Arcanum as the closest approximations). This is a game where combat can become a puzzle- an and an AI companion would more than likely lead to lots of save scumming to try and keep them alive since one misstep can result in death. Stealth is usually harder with followers,and finally, there is a certain level of foreboding ambiance that is lost when you're not exploring alone. As far as I'm concerned followers without some form of direct control, more often than not, are more of a burden.

While more realistic, your suggestion about doors and containers borders on complaining about gamey mechanics. Fun and balance come before real world logic.Implementing that means invalidating lockpicking and hacking. It means that rather than gaining the ability to open doors and subvert obstacles, you are instead met with the opportunity cost of gaining nothing from sinking points into them. Granted, I suppose they would still have purpose as silent alternatives.

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General / Re: Did anyone played unpopular "theme" build(s)?
« on: July 22, 2016, 03:21:43 pm »
My worst permadeath run ever: I climbed over one of those piles of rocks that have a 7 AGI check. That character had only base 6 in it but because of the hopper steak I consumed a while ago (temporary +1 AGI) I could climb over. After picking up a few shrooms I was about to head back but the steak wear off leaving me with 6 AGI again. No problem I thought, I'm just gonna eat another one. Nope, I ate the last one previously. Cave hopper gear, junkyard surprise? Nada.

There was no alternative way out, I was stuck. Not dead but also unable to continue I had to abandon the run. I guess the next cave wanderer found a few shrooms and a human skeleton behind those rocks.

Ha! Death by starvation in a game without hunger related survival mechanics is talent. Truly!

No, in all seriousness, I don't even think I could get mad if this happened to me. ...Ahem. Well. Maybe a few heavy disappointed sighs, but after a couple minutes I'm sure I'd be laughing. The primary motivator of playing anything ironman/permadeath format is the sense of accomplishment. The thrill, the excitement, and the risk are also certainly factors - but walking away with a story to tell, win or lose, is really the absolute best!

I've been thinking about trying to play something tanky for once instead of a glass cannon for my first attempt at Ironman in Underrail. Probably some sort of heavy-armored assault rifle user. Maybe I'll try to squeeze in persuasion- without sneak diplomacy would probably be pretty useful.

I've also loved the idea of a Psi-Ops sort of class. Someone trained in espionage but also has forms of psi trickery or raw psionic force to fall back on. Perhaps XCOMish with Psi, an SMG, and a tac vest. Or perhaps go with more of a Starcraft Ghost theme -using a sniper rifle instead.

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Speaking of Kevlar...Just out of curiosity there epeli, what's your opinion the Ballistics feat? Does the math make it worth a feat slot? 

It looks very appealing, especially if taken early, but does it lose enough of it's relevancy later on that you'd feel like kicking yourself in the head for taking it, or does it at least remain moderately helpful?

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General / Re: Did anyone played unpopular "theme" build(s)?
« on: July 15, 2016, 05:39:50 am »
I've been toying with the idea of building a chemistry focused character who fights primarily with explosives. Grenades and mines. Throwing/Traps. Not sure that it would scale all that well or if it would even be practical at all....But at least it would be funny! Could go for high intelligence and craft high grade explosives super early. Sneak around. Plant traps. Break stealth with a grenade. Maybe Use Sprint + Quick Tinkering to lay a mine right at someone's feet and run away. Lots of kiting and running away in between. Total Chaos.

I'd also like to do a new Ranger/Hunter themed Crossbow/Traps character.

My first character had Elemental Bolts and was pretty crit focused. (Which I assume is the conventional way of building Crossbow/Traps.) Very effective, though it took me about three rerolls to get it just right.

But, I had so much fun that I think I'd like to do it again anchored around Hypertoxicity instead of Elemental Bolts, just for a change of pace - to utilize those poison bolts I kept passing on. The way I look at it, Elemental Bolts is superior to Hypertoxicity in terms of flexibility(And most likely damage), but you can grab Hypertoxicity and capitalize on it much earlier.

Try to shimmy in Hypertoxicity, Vile Weaponry, and Quick Pockets. Possibly focus a little less in some of the crafting disciplines, and reinvest those points into throwing to make up for the lack of crowd control bolts with flashbangs, gas grenades, and more reliable caltrops. Maybe bump intelligence up enough to grab Skinner, and go with an Underrail Ranger/Hunter kind of theme as opposed to my first guy who was more of a Scavenger with a knack for improvised weaponry. 

Cave ear bear traps and serrated bolts to apply multiple stacks of the Vile Weaponry/Infected Wound debuff. Cave Ear Poison and Gas Grenades to make enemies more vulnerable. Flashbangs, EMP grenades, tranqbolts, and caltrops for more utility and crowd control. Skinner for the finest leather armors. Quick Pockets, because he'll need all of the utility slots.

I think it'll be fun, once I get my head around what to sacrifice to jam those feats in.

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