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Messages - paulkirikawa

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1
Suggestions / Re: Quick Tinkering nerf is poor and excessive
« on: October 22, 2019, 05:49:16 am »
Plus I ain't even see a Development Log or Hotfix Readme stated that you guys have added such a huge cost for QT on current standard version
You mean like the Patch Note update on Steam for 1.1.0.12, from August 14, that described the change and the Specialization option?  The Spec option which specifically does what you say can't be done?

You need to pay more attention before you throw a fit.

You are right

2
Suggestions / Quick Tinkering nerf is poor and excessive
« on: October 22, 2019, 03:41:40 am »
I played both experimental (1.1.0.14) and current stantard version (1.1.0.12) and I noticed this god darn change (of course with unexpected deaths).
"Quick Tinkering
When activated will allow you to arm next trap instantly, even in combat in which case it will cost 25 action points.
Cooldown: 5 turns"
WHAT THE HECK?
Paying 25 Action Point for a mere trap per 5 turn? It's a catastrophe, especially when
(i) Every (negative) character tweak in this game is retroactive
(ii) There is no way to reduce AP cost for QT, at least I haven't seen any
(iii) It's almost the only "regualer power" in comparison to average Psion power, do I need to remind you of the folking Premeditation? 5 turn cooldown with no other cost.
You are killing the variety and making unnerfed Psi the only thing irreplaceable--so why don't you remove all noobie skill/feat/weapon factor and make it "Psionicrail"? Underrail is not D&D 3.5 (Spellcasters and other Noobies 3.5), so please don't be the WOTC.
Plus I ain't even see a Development Log or Hotfix Readme stated that you guys have added such a huge cost for QT on current standard version. This is the actually reason that makes me folking angry. So-hardcore-that-destroy-the-fun-devs, are you suffering some serious head damage?
I'll give a negative comment for Underrail on Steam and got some pirate copy (like 1.0.3.20) to play (no, I'm not going to send the Corp more money on GOG), until you guys make a proper explanation. I'm not cling to former type of QT, I only need an explanation.

3
General / Re: I hate SGS and I want to kill everyone
« on: October 17, 2019, 12:05:18 pm »
you'll find one member of SGS is much stronger than you expect

I believe he can be killed. With corrosive acid bolt/trap and an older version like 1.0.3.20 (if devs managed to fix this issue after my triumph).
You'll need to import an endgame character since he would flee before you return from a particular location.

4
General / Re: Underrail Setting is about hell?
« on: October 17, 2019, 11:59:44 am »
You guys have no idea about the modern aspect of hell.

I mean, China.

5
General / Re: Which of the 3 factions should I work for in Core City?
« on: October 03, 2019, 05:17:24 pm »
Hey,

You should work for the Preatorian Security.

Why?

Well if you do it right and choose the right dialouge options, then Corecity will fall into a civilwar again after you end the game.

This opens some interresting ending slides. But i don't want to spoil too much. :/

-Azura


*Spoiler*



(Tipp you have to tell their CEO that the son of the other CEO killed his own son.)

Actually, this forum do have a manual spoiling descriptor...

6
General / Re: Underrail Setting is about hell?
« on: October 02, 2019, 01:38:01 am »
It also happens to be a derivative of an Alpha that when placed over an Omega, given God is the Alpha and the Omega, suggests an assertion of God-hood. 

Do you even noticed that there was an "Omega Station", and it was destroyed after losing a war with SGS?

7
Suggestions / Feat Suggestion: Slinger Enhancement
« on: July 26, 2019, 12:51:07 pm »
 Pals, for a long period I've been frustrated by a simple mechanism in the game: no matter how your dexterity score goes GODLY high, you receive no AP cost bonus when throwing nets and 'nades. Yes, I know 'nades are really heavy in real world and should not be messed with. I only think a devoted slinger should get some mastery experience to make he/she throw better, far better than those "30 point-Grenadier" folks.
 Generally I want a lvl 14 mid-game feat to fill some gap, because IMHO Grenadier (lvl 4) is good and Three-Pointer (lvl 8) is simply GOD, but Split Spare is a god darn joke.
Quote
I don't know why "level 8" in short becomes a sticker. But you can understand me, don't you?
So this is my original thought:

 Feat: Action Slinger
 Requirements:
 - 5 Strength (A master slinger cannot be a feeble one, especially in physical & muscle power. But the art of slinging was focused in balance and coordination, not distance or speed)
 - 10 Dexterity (Merely basic score, Easy for light weapon based melee and SMG spec operatives)
 - 75 Throwing (Maybe higher)
 - Feat: Grenadier (Mandatory, of course)
 Grants you two abilities, "Steady slinging" and "Storm slinging". Activate "Steady Slinging" will cause 5 additional AP cost of all throwing utilities, and grant 5% extra precision for throwing (addictive), reduce cooldown of all throwing by 1 turn (minimal 1 turn, cannot affect cooldown before activating the ability). Activate "Storm Slinging" will reduce AP cost of all throwing utilities by 5 (minimal at 10), but increases cooldown by 1 turn. This feat affects flare, and does not affect Throwing Spear. Both of the abilities last for 3 turns.
 Cooldown: 13 turns (sharing).

I am still imagining its working mechanism in comparison with other lvl 14 core feats (E.g. Commando,  Locus of Control, Critical Power). The conclusion (thus far) is, Action Slinger is quite OP, if you can gain two complementary abilities and change cooldown by only picking one feat.
My second design was stated below, weakened twin power:

 Feat: Storm Slinger
 Requirements:
 - 10 Dexterity (Designed for heavily-devoted throwing build, so they can relatively overcome the precision penalty)
 - 75 Throwing
 - Feat: Grenadier
 - Restricted Feat: Steady Slinger
 When throwing anything (except flares and spears) you gain a two-turn "Whirlwind" effect which reduces 2 AP cost (minimal 10) and 20% precision (multiplicative) for further throwing action. Stacks for 3 times.

 Feat: Steady Slinger
 Requirements:
 - 7 Strength
 - 6 Dexterity (Designed for heavy weapon based melee, give them reliable distant power. Could make commando-type guys too OP.)
 - 75 Throwing
 - Feat: Grenadier
 - Restricted Feat: Storm Slinger
 You slowly gain an "Buzzerbeater" effect (2 turn each stack) when you don't throw anything (except flares and spears) for 10 turns, which adds extra 1 AP cost and 3% precision (addictive) for next throw. Stacks 10 times. Every 5 stack increase your maximum throwing range by 2 (Maximum at 14, same as the optimal range of SR). Each throw removes 2 stack of Buzzerbeater, and prevent them to stack in next 10 turns.

 Now I have another idea, this one is focused on roleplaying so it becomes an veteran feat!

 Feat: One-hand Slinger
 Requirements:
 - Level 26
 - Dexterity 13
 - Throwing 120
 When unarmed or holding one-handed weapon (without shield), reduce all throwing AP cost and precision by 20%.

 Any criticism and suggestion are welcome! Let me know your opinion!

8
General / Re: Cryokinetic Orb
« on: April 15, 2019, 02:00:19 pm »
The concrete number of shards are in mysterious. Maybe devs or Dr. epeli could tell you how to calculate it.
On the other hand, Cryokinetic Orb would not split any of its shard on the landing tile. You can create a save and have a try, nothing would be hurt if it occupied the landing tile of CO, unless it's acrossing two tiles. It's a in-game design, if you ask me.

9
General / Re: Few Questions
« on: April 15, 2019, 01:55:01 pm »
1. Mech DT increased by 200% "towards bullets". It's a bullet-stopping capability, only works on mechanical damage from bullets.

2. Go finish gauntlet, or Protectorate/Free Drones questline. Or go to Foundry and help them solve the Beast puzzle, that could provide a way to stop your money bearing. Keep pushing main questline until the oligarch offers you a house, then decorate & defend it with a lot of Charons. If you had done all above, it would be the good time for DC, get enough ammo & consumable (drugs and kits).

10
General / Re: Can't figure out what to do next / Am I underleveled?
« on: April 13, 2019, 04:36:20 pm »
Motion Tracking Goggles do affect Trap detection greatly. You can check this yourself by going to the Defense Screen (press "c", then the Defense tab) and you can see your trap detection ability on the lower right corner.

Also have the Trapper Belt on once you find it (or buy it) and hold the Jackknife while exploring (hopefully you did keep the Jackknife when you found it in GMS), since these two gear pieces increase your trap skill and therefore trap detection. I usually also invest 1 point per level to Traps for quicker detection, but it is not strictly needed.

Handy and easy, thank you.

11
General / Re: Can't figure out what to do next / Am I underleveled?
« on: April 10, 2019, 04:46:39 pm »
Start with this: http://underrail.info.tm/build/?AQMDAwYDCggAAAAAAAAADw8AAA8AAAAADw8PDwAPUDY    You can see you have four stat points left to play with.  Me, I'd put two in INT, two in PER.  But you do what you like.
End with this: http://underrail.info.tm/build/?GQMDAwYDEAgAAAAAAAAAW1cAAFVaFj9VS8KHwocuAEhQNis_FCouZD0h    If you did go with 10 INT instead of 8, you can pull a few points out of Merc, Mech, Elec, and Tailor and still hit those thresholds.  You've got stats, skills, and quite a few feats left free in this build.  Spend 'em as you think you'd like, but don't go into Dodge or Evasion.  Psi doesn't need them, and needs those points for other things.

I think trap detecting would be a serious pain for this build. Nuke those mines with pyrokinesis might be viable, but bumping into beartraps (with various poison) could easily ruin the game experience. Any idea to solve this? Don't know if motion tracking goggles influence PC's trap detect score or not.

12
Suggestions / Re: Suggestions of random encounters and status effects
« on: April 09, 2019, 06:25:54 pm »
I am 100% against more combat random events. As a matter of fact, I think that most of the existing combat-oriented ones have to go. The speed of moving around in UR is already a hotly debated topic (with people complaining about it or using speedhack), and random events make it much-much worse than it already was. Having to move around with your guard up *in already cleared locations* is just too much, afaic.

To make matters worse, doing rounds of shopping, another hotly debated topic, is also made much worse with random events. In particular, visiting Blaine, Rail Crossing or Dirty Tom becomes orders of magnitude slower because of random events. I have to take off my rathound regalia, put on a tactical vest, and enter stealth in order to visit these merchants. What was already tedious becomes totally misguided, imo. It is not like UR doesn't have enough combat already.

As a matter of fact, if there is ONE good thing about the shopping rounds, it's that they allow the player to forget about combat stress for a while. This becomes obvious in DC where there are no shopping rounds, and the constant combat stress becomes too much for a lot of players. To some extend, combat random events introduce this DC problem in the pre-DC gameplay.

That said, I have nothing against non-combat random events. I like them. The wounded man, the couch, the mute fisherman, the dead trapper are all fine. I also welcome the random events that are strongly connected to story events, like patrols clashing, the free mutants or Daniel Arda coming after you. But rogue robots, just another lunatic/ironhead group and the like? Those add nothing and make the game actively worse, for the reasons explained above.

My 2c.

Good, I agree with the shopping rounds opinion. I had dreamed of that Underrail could use the same map transport method in Geneforge series, but it seems impossible because 1)it's free 2) you have to check the "map clear" status to ensure fast travel is possible, which needs tons of coding works.
Now I would like to see a new NPC implemented in DLC, who can provide you personal customized fast travel with reasonable fee, perhaps carryweight included (to prevent overload squirell teleport)? Maybe as a friend you met in a side quest, or a retired fella which worked in Underrail Express, whatever, even beautiful Joe's sister or wife! Whatever, I hate being a clumsy footman.

13
General / Re: Just finished Underrail. Some questions. (spoilers!)
« on: April 06, 2019, 10:10:19 am »
3. Three oligarch's missions are connected in "multi faction RTS scenario" style. E.g. you've destroyed the warehouse security system as JKK operative, in another questline you will be the defense reinforcement as Coretech agent, protecting the same warehouse (after security shutdown)  from some mysterious mercenary (obviously hired by JKK).
5. It's possible that Gorsky have noticed some strange sign in Tanner's action. Otherwise he doesn't believe in Tanner at all, and he immediately started to act under his own judgement when out of Tanner's control, it's a common thing among warlords in human history. As to "particular moment", it is easy to attack an organization (BC gang and Core City) within when it's facing outside enemies. I don't think Gorsky is clever enough to understand the power/menace of Faceless is far beyond Protectorate, or he simply doesn't give a f**k.
7. When you say Fallout style, I assume you mean both radiation mutating & FEV. Like Tamior said, Tchort summons his minion almost in vain, but not "immediately". You would suffer a psychic debuff effect, and minions only occurs when the effect stacks to its climax and become a stronger one. So Tchortings are basically not ratiation mutants or virus infectors, they are genetically manipulated creatures (mostly based on human), used by Tchort as weapons and guards. Whenever Tchort notices you, bam, you are under Tchortlings attack.
8. Lv.25 endgame character with top handmade gears (plus easy difficulty), absolutely. You can kill one of the immortal character by abusing corrosive acid. Jokes aside, Black Crawler would be the best assassin, Eidein the best psion, Carnifex the best tank (better than Balor due to his avoidance). Oh, in some case Edgar might tell you that once a tin-can fella who named Carnifex fell down to the river (wearing metal armor) and almost chokes to death, can't tell if there's only one Carnifex in whole Underrail.

14
Suggestions / Re: Modding
« on: April 06, 2019, 09:35:57 am »
Hello Guys.
Would it be possible to just get a simple item/char editor for those files in specific? I like toying around with such things :F
Styg and the Corp would not release their tools/source codes of Underrail, at least unless DLC was published if you ask me. If you are interested in manufacturing, CE would be the most common choice.

15
Suggestions / Re: Spare money
« on: April 02, 2019, 02:27:55 pm »
"Spending it on Nothing?" Unless you decided to say goodbye to charonmetal/prevent decorating your house in any playthrouh, or you just didn't notice them.

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