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Messages - Raven

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1
I'd prefer to re-roll on the fly, that way you know what's wrong and how to deal with it. I doubt that a room with dummies will be able to address all the issues.
Although I really like the idea of giving the room a "second life", even though I doubt it's a respec replacement.
Well it's not a respec idea. It will not reset your character, but for new players it can help a LOT and save time (not posting build and wait for answer, or browsing for hours all different info/builds/etc.)


2
Suggestions / Re: 2 Suggestions.
« on: July 25, 2019, 06:08:15 pm »
Hey,

So... you want the ability to see the relations between factions?

Ex.
You click on the Protectorate.

Drones / hostile (red)
Coretech / neutral (gray,yellow,green)
United Stations / allied (blue)
Player / neutral

Correct me if i missunderstood it.

Have a nice day.

-Azura

Yeah, something like that)) It can be unlocked by talking to people/getting information about their...relationships for example.
It can help a new player to remember who you will piss of if you gonna help """" faction, keep the tab on lore and ect.

3
Suggestions / Re: Update idea to feat "Snipe"
« on: July 25, 2019, 06:02:02 pm »
Have an idea to make this feat more usable, since right now it's 1 use per battle because of it's strict conditions, mainly - have to be in stealth and it's too much AP/MP to get back in stealth to use it again.
But that's just not true. I restealth and use Snipe in the middle of a fight on a regular basis. You don't have to actually make enemies lose sight of you to use Snipe, entering stealth is enough. So as long as you have 10 AP required to go into stealth (you lose all AP and MP when you enter stealth, so make use of them beforehand) and can go the whole enemy turn without getting attacked, it's perfectly viable to use Snipe again.

Thank you for answer. I know how snipe works and for me it's too much wasted time/ap/mp just to use it again compared to aimed shot.
1)10ap for stealth - it can be used for stun/hp meds/chems/etc.
2)Forcing to give up 1 shot from spearhead
3)have to do this a round before, since stealth takes away all remaining points (so no flexibility to use it when you need it)

I mean why we can't use snipe without stealth? Logically sniper can snipe even if enemy can see him/her, the only difference is that there will be no stealth bonus, but 225% dmg. is good enough most of the time to finish/kill someone. It will give some more opportunities and some flexibility for this feat: Do I want full power snipe? I will spend extra to prepare it. Do I need just enough damage to kill that guy in one shot? Gonna use snipe right away.

4
Suggestions / Re: 2 Suggestions.
« on: July 25, 2019, 05:44:14 pm »
Quite like it.
The first seems like quality of life little feature.
The second could work like this:
You have a names of a factions in a list, if you select one all others will change color (hostile/friendly/neutral/etc.) double tap/icon pushing/etc. will open this faction's window with information. For main character we can have separate "faction" to check who is who for us. And of course you need to discover them in the first place))

5
General / Re: "Shooting spree" feat question
« on: July 23, 2019, 11:13:46 pm »
Your steps are pretty hard to follow, but if I understood them correctly, you got it right.

Normally, Aimed Shot (AS for short from now on) has a cooldown of 3 turns. Which means you can use it every 3rd turn, with 2 turns with no AS in-between.

Shooting Spree triggers and reduces the cooldown of AS on every sniper rifle kill (unless there's no cooldown) including the AS kill. So if you kill someone with AS, the cooldown becomes 2 instead of 3 turns already. So AS every 2nd turn, with one turn with no AS in-between, as long as you hit and kill with them every time.

Yes, it is possible to use AS every turn if you manage to kill another enemy with regular sniper rifle attacks or Snipe in addition to the AS kill. It happens from time to time, but not nearly as often as you would expect.

Let's go through an usual scenario with a Rapid Spearhead:

Turn 1: Snipe + AS. Snipe kill doesn't reduce the cooldown in this case, since AS is not on cooldown yet and you have to start with Snipe. AS kill reduces the cooldown to 2 turns.
Turn 2: AS coldown down to 1. Now you have 2 shots to take. If the first of those shots kills an enemy, the other one can be an AS this turn. If not, you have to wait for the next turn. Keep in mind, it's not often that you manage to kill a full health enemy with one regular sniper rifle shot, unless it happens to crit or the enemies are really weak.

Then there's Limited Temporal Increment, which reduces all cooldowns by 1 turn every 3 turns. Or every 2 turns, with Future Orientation. That makes it significantly easier to use AS every turn. But that's a whole different matter, and it's not that easy either.

Thx for answer)) So I was right about it. And gonna try to explain my steps:
1st round:
you start with Aimed shot, not snipe >
enemy kill >
Aimed shot's CD 2 >
You target lowest HP enemy/critter/someone you can kill with your 2nd shot >
enemy kill >
Aimed shot's CD 1 >
End of round and aimed shot ready to use.

2nd round:
Use aimed shot > repeat....


Now the snipe is when you can't kill anyone with the second shot in 1st round:
1st round:
you start with Aimed shot, not snipe >
enemy kill >
Aimed shot's CD 2 >
You targets has too much HP to kill with your 2nd shot >
fail to kill anyone >
pop adrenaline and go in stealth >
End of the round with aimed shot has CD 1

2nd round:
Use snipe >
Enemy kill and aimed shot is ready now >
Use aimed shot >
Enemy kill, AS CD 2
Since adrenaline still in effect, use it for grenades/meds/etc
End of round with AS CD 1

3rd round:
Use 1st shot to try to kill someone to reset AS >
And so on...

So this theory crafting was about making AS a primary skill and snipe as a back up. But it's still only a fun theory))

6
General / "Shooting spree" feat question
« on: July 23, 2019, 07:36:21 pm »
This new feat will reduce CD of aimed shot by killing enemy with sniper rifle, so here is a bit theory crafting, please tell me if I get it right or wrong:
What's in my mind is a build with aimed shot in center, if this feat works like I understand.

1)Spearhead sniper rifle = 2 shots per round (you can make it 3 with adrenaline +blitz, but it will be redundant for this idea, since it would need 4 attacks then)
A)You use aimed shot>kill>CD-1>Aimed shot 2CD
B)Target sure kill enemy>kill>CD-1>Aimed shot 1CD
C)You can use adrenaline to spend 22AP for utility/meds/etc, or use it before B) to soften up the targets, or go stealth to use snipe. End of round>CD-1>Aimed shot recharged
D)Use Aimed shot>kill>CD-1 bla bla bla

So in theory you can spam aimed shot every round if this feat works like that. Add specialization of aimed shot +50%crit power and bonuses from critical power feat, or sharpshooter feat and full equipment bonus. That can be fun))

Does someone already using it? I'm stuck on work, so I have no time to play for the moment((((

7
Suggestions / Update idea to feat "Snipe"
« on: July 22, 2019, 09:46:50 pm »
Have an idea to make this feat more usable, since right now it's 1 use per battle because of it's strict conditions, mainly - have to be in stealth and it's too much AP/MP to get back in stealth to use it again.

The change I propose is quite simple:
1)When used from stealth - no change
2)If you use it without the stealth in battle, then stealth bonus will not apply. So it will be 225% non crit shot.

It's quite logical, that a person can snipe with xbow/sniper rifle even if he is revealed, you just not gonna get surprise bonus.

What do you think? Is it gonna be too OP? Should we lower dmg to 200%, or 150%?  :-\

8
So we don't have any mods to respec our character in game. if we not sure how much throwing would be good, or how some feat will work etc, then it's a risk to go blind and screw your build to the point of restart. The devs don't want to release coding for modders to use and that's their right, but maybe they can give us in game a room for testing all this?

The training room in SGS can work as such:
1)You talk with NPC that you want to test yourself.
2)He opens the door and when you get in the door will close. Or could be black transition screen, that transport you to the room
3)Now you can add levels, change stats, skills, feats whatever. There should be some dummies to shoot/pickpocket/etc.
4)When you done you call via wall phone to open the door and this will reset everything back (so no cheating), or another black screen transition.

What do you think? I think it's not that hard to implement it and this place losing it's meaning after the initial trial at the start, so why not give it extra purpose?


9
Suggestions / Re: Shopping Rounds Take Too Long
« on: July 20, 2019, 02:09:58 pm »
I was thinking how to make this more lore friendly. So we know, that traders have connections with each other to some degree, why not use it?
Except for big cities each location should have main trader/supplier (in junkyard I think the weapon shop in main area is the most advanced one to have PC/connection and control over the market) These traders can give you 2 options:

1)browse the trading line - you can see whats on sale in other locations (minus hostile factions for this trader and shops, that are too far to trade with) So every trader has their own unique set of connections based on lore and you still have to visit different ones to see everything, but this will cut a lot of time for searching, win-win.

2)Mail service - I think it's faster to just go to the shop and buy what you want, time wise. But for selling it can be good. Since traders orders/sends items between each other, they can "buy" extra items to resell them to other traders with lower price. Example: weapon trader will buy 4 guns for himself for standard price, then you can check other traders via service and make this trader send other guns to them. You will not get money right away and have to wait till restock to go back to this trader to get your money and it will be 15%(maybe) cheaper(service cost), but you can save time if you want.

For me it's not a problem to sell stuff, but it's the running around to find needed part, or better quality item is what annoying..

10
Suggestions / Re: Dissambling
« on: July 18, 2019, 10:24:01 pm »
Try pressing Ctrl + F5.
Thank mate)) It worked))

11
Suggestions / Re: Dissambling
« on: July 18, 2019, 10:11:37 pm »
Can you post a link for a new builder? Can't find it(( But still, spending 5 points to make a lackluster feat to somewhat finished state is pathetic(((

The durability problem can be fixed really simple - just make disassemble work only with full durability items (and it's logical too, since if you want to get 100% part, then the item should be in 100% condition) I don't think it's gonna be so hard.


Here you go:
http://underrail.info.tm/build/

Thanks, but it sends me to the present builder...no DLC parts.
You need to check the DLC checkbox.

Well, that's the thing. There is no DLC check box....I clicked everything I could...I saw a screenshot with a new builder with blue "DLC check box" in options part. But this link don't have it.....Am I tripping? Or too much mindshrooms....

12
Suggestions / Re: Shopping Rounds Take Too Long
« on: July 18, 2019, 09:23:22 pm »
Legwork doesn't belong to the world filled with cellphones and computers. They have highly advanced bots but not Internet? What realism are we talking about? Your are defending the time consuming part of Underrail that's all legwork and no substance. Planning, experimentation and "buy bullets from this merchant and sell them to his neighbor next door" minigame are still there minus walking. And listen, you are right to have your opinion and be open about it. For me, I've never finished Underrail because I just didn't want to sink any more time into shopping marathons. I like fighting, crafting and shopping minigames but not hours of legwork. That's why I offered this idea.

1)Well we have cellphones and PCs, but yet somehow most people use their legs to go and buy stuff))
2)It's the apocalyptic times. Even if they have bots from the past, it does not mean they have internet. Plus internet as we know it was made by people in peaceful time, but it started as military connection system. In the world as Underrail nobody will use working lines for shopping. All communication lines/systems will be under the control of military/top brass, since information is important resource. So as you see, the lack of internet is quite realistic in this game.
3)"Planning, experimentation and "buy bullets from this merchant and sell them to his neighbor next door" minigame are still there minus walking" - no it isn't. It's gonna be the same if you make a game, where at the start you kill final boss and game finished, cause it's a pain in the ass to walk all game to fight it.
But I agree with you, that the running around and searching for the last component is tedious. Not so much with selling stuff, as this game's selling mechanics makes you work for your buck. In my opinion your idea with pop up window with all traders and storage, where you dump all loot is too crude.

I agree, that we need some ordering item system and we need reset timer for merchants. Maybe we can have NPC carriers in towns, that can be used to send items home/location. But virtual shop is too over the top for me))


13
Suggestions / Re: Shopping Rounds Take Too Long
« on: July 18, 2019, 05:24:25 pm »
Well you can't make total realism, but still you need it as much as possible to make a proper game. Your idea skips a LOT of gameplay. It's not MMO with auction house.

If you want something like that, then the best option would be a mail service/trade box for your house in Core city. And then it can't be quick, so 30-60min for delivery maybe?

14
Suggestions / Re: Dissambling
« on: July 18, 2019, 05:11:00 pm »
Can you post a link for a new builder? Can't find it(( But still, spending 5 points to make a lackluster feat to somewhat finished state is pathetic(((

The durability problem can be fixed really simple - just make disassemble work only with full durability items (and it's logical too, since if you want to get 100% part, then the item should be in 100% condition) I don't think it's gonna be so hard.

Here you go:
http://underrail.info.tm/build/

Thanks, but it sends me to the present builder...no DLC parts.

15
Suggestions / Re: Dissambling
« on: July 18, 2019, 12:26:33 pm »
Now that the DLC character builder is public we can talk about Disassemble's specialization.
For five spec points you can actually make Disassemble give 100% quality components. That doesn't exactly seem like a good deal given that's 33% of your specialization points right there, meaning you will be able to get 100% quality components when you are at level 20.

I think the whole thing needs looking at, the core problem that started everything is that durability is not tracked on certain items, meaning breaking items that DO have durability into components that don't and then putting them back together will always reset durability.
This makes the designers look for some way to Disassemble to not give you a free lunch, and the solution has been for it to reduce component quality, which basically goes against the whole point of the feat, instead of using the feat to adapt your main weapon and armor to new situations, you're using it for obscure merchant tricks.

Can you post a link for a new builder? Can't find it(( But still, spending 5 points to make a lackluster feat to somewhat finished state is pathetic(((

The durability problem can be fixed really simple - just make disassemble work only with full durability items (and it's logical too, since if you want to get 100% part, then the item should be in 100% condition) I don't think it's gonna be so hard.

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