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 - Ragshak

Pages: [1]
2
Suggestions / Re: Dominating difficulty is impossible for melee.
« on: September 02, 2018, 05:30:42 pm »
Fenix, could you share your build?

3
General / Re: Finally! Finished!
« on: September 02, 2018, 12:34:01 pm »
From what I understood, there are two reasons. First, the literal, in that you really DID have to kill Tchort because, like a jerkface, he was boguarding the computer that controlled the southern elevator. And, even though you're technically part of the Institute at that point, Tchort probably caught wind that you were (willingly or otherwise) working for Six and was therefore not going to trust you.

Secondly, Six wanted Tchort dead because Six is one of the Godmen and, as I understood it, Tchort already ate one of them and intended to eat the other two in order to become powerful enough to make it to the surface. All Tchort ever wanted was to see the sun shine  :'(.

Main goal of Thorists was to elevate humankind on higher level. Why to distrub them? My char wants to help them. Did their tasks. Wiped out Faceless in DC. Would gladly share its own genome with Tchort. And finally could live in abnadoned shack like Loe :) Why should my char even bother to go back to "surface" when he can stay for humankind's greater good? Six is the main thread to humankind :P

4
General / Re: Finally! Finished!
« on: September 02, 2018, 12:25:16 pm »
Congratulations on making it through. :) As far as story goes, Deep Caverns is probably confusing and disappointing to those who go in without having found certain bits of lore in their playthrough. But even with those, many mysteries and uncertainties still remain. Expedition won't continue the cube storyline, but it should shed some light into other mysteries.

If you don't mind spoilers, buried somewhere in the forums there's a nice lore discussion thread with a misleading title: http://underrail.com/forums/index.php?topic=2260

How so? There will be no option to hunt down Tanner at North Underrail?

Regarding the general suggestions, I like most of those. But why do you want to change vigorous belt? Just seems oddly specific. And it's a godsend as it is, for early levels on high difficulties with low con / psi characters. You can loot corpse piles of any size if you empty them completely, that makes them non-interactive and lets you click on the next one. There is a vendor who sells all kinds of fish, but he's so rare that crafting some drugs demands you to do your own fishing.

Vigorous Belt - had blurred point of view beacuse of Normal difficulty level where +30HP isn't much. But now I plan to go on higher difficulty and see that charcter's HP pool is heavly limited. It's ok then.

The levelup system is one of Underrail's peculiarities that I'm pretty sure Styg won't change. It was done differently from Fallout for a reason - to prevent players from metagaming the system and taking only high level perks and/or abusing temporary stat boosts to unlock them. Having to spend all skill points at once also changes the nature of the skill system a little bit, since you can't save points to suddenly go from 0 to 100 when you find a skillcheck for that.
I was my first run and I didnt knew where to go and which skills should I take. I was hoping for more flexibility giving this suggestion.

Thanks for all replies.

5
General / Finally! Finished!
« on: August 31, 2018, 10:29:10 pm »
Game completed on Normal. My first run.
Knife/Melee thief-like character with Melee/Throwing/Stealth/Lockpicking/Hacking/Traps and Biology. A lot of Agillity and even more Dexterity. Despite having 130 Bilology I was unable to use self made poison or those end game drugs because of no way to obtain specific reagents - so in the end it was a skill trap.

Game is brilliant in terms of game mechanics (with few exceptions) and atmosphere (especially beacause of music).

Game experience was very very positive until Deep Caverns. At the beginning it was even fun - that tension and that feel that someone is watching you but later it was a nigthmare... Without help of wiki and internet I would rage quit.

And in the end ... Can anyone explain to me why player needs to kill Tchort?
I have joined and helped Thorists. Few steps into DC and I meet Six and he told me that I have to kill Tchort and that Faceless are humankind friends BUT he don't know words how to express explanation... WHAT? Same goes after defeating Tchort - Six says that our language is "incomplete" and because of it he cant give any more information...
If not Six than maybe Faceless will say something usefull...At their camp they did mind scan on my char and then decided to kill me. No information. Had to wipe the out.
And the ending and hunt for Tanner - Will be there more in DLC?

IMO At current state, part of the game involving Deep Caverns and beyond ruins overall positive game experience.

Few general suggestions:
- Vigorius belt giving +% HP instead of flat amount,
- Option to transfer stuff from special containers from town to town via NPC or other option,
- New item: Gravity belt - power charged belt, when active it gives flat amount of carry capacity,
- New Poionsing recipies for Throwing knives, Caltrops, Beartraps. Now to create poisoned items player needs mechanic - even more if better quality material. The problem is that damage from those items is skill related, not material. New recipies would involve already created clean items and a little bit of Biology player could poison them using extracted venom,
- Way to loot pilles of corpses lying on the same spot,
- Vendor selling fishes and reagents made from them,
- New level up system which doesnt force player to spend all skill points, stats and feats on level up but, like in Fallout, gives option to spend them on demand,
- Some way to counter Psionics and debuffs. Psi have Locust of Control. My char supposted to have some magic drug from Biology but couldnt find reagents to make it. Same for Supersoldier drug and Regeneration mixture,
- Would like to see a little better quest and more options to solve them. More skill and stat checks and more consequences from player's decisions.

6
General / Re: Chance to miss cap / Evasion / Dodge
« on: August 30, 2018, 05:22:53 pm »
Thank you.

7
General / Chance to miss cap / Evasion / Dodge
« on: August 30, 2018, 04:55:28 pm »
I play with melee character. From time to time I do like to grab a pistol and shoot here and there. I see that without training my close range chance to hit versus end game enemies is capped at 40% and it doesnt go any lower.
Now I wonder how this work versus my character. I do have maxed Dodge and Evasion at each level, Nimble trait and 10 Agillity + Evasive M. trait and pack of drugs.

BUT if enemies chance to hit is also capped at 40% I don't see a point in so heavy points invested in Dodge/Evasion.

Please clarify, is enemies minimal chance to hit is also capped 40%. For long time I though that Evasive M. trait is broken, because even with huge MP points from Sprint and 10 Agillity and all this converted to insane Evasion bonus I didn't experience any difference with Evasive M. turned on or off. And all this experience could be true if indeed the lowest optimal range possible chance to hit is capped at 40%.

8
General / Escape Artist feat
« on: August 12, 2018, 12:20:35 am »
How does Escape Artist feat work?

Stun and Frozen are immobilization effects or not? Because while under those effects I cant use Escape Artist. Does it work only for throwing nets?

If so I will have to rollback and choose another feat instead of this.

 

9
For crafting Throwing Knives from Metal Sheets game checks quality of that given metal BUT in the end damage of knives depends only on Throwing skill. Please introduce fixed amount of Mechanic skill needed for crafting knives.

Same goes with Bear Traps and Caltrops.

On top of that please add option to poison clean Throwing Knives from Crafting panel by using only Biology skill.

Pages: [1]