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Messages - Tayon

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1
General / Re: Killing robots as TC + MT psi
« on: December 30, 2020, 05:15:12 pm »
Robots are best killed by Temporal Manipulation. The second most convenient method is Psychokinesis, it is quite difficult for them to kill heavy droids - Naga, Strongmen, etc.
Thought Control and Metathermics is a rather ill-considered combination of abilities, for everything that you cannot take with Thought Control, you cannot take with Metathermics.
I stumbled upon such a problem when I played the Telepath Crossbowman, and I will say this - stealth will save the world. Without adequate means to defeat the robots, you can only avoid fighting them.

2
Suggestions / (New psi) A cave wizard's humble plea
« on: August 14, 2020, 06:46:37 pm »
Developers, please, give the opportunity to make several presets for innervation. Now I do not mean any expansion of the capabilities (removal of the nerf) of psions. Just give opportunity in the interface so that players don't have to add abilities to the list manually every time they replace them.
In fact, I have separate sets against normal organics, against psionics and against robots. Oh yes, one more against the rocks on the road - TNT is hellishly heavy and I will clean them up with psionics, even if the psi-inhaler becomes more expensive than explosives.
And I have to enter each set manually, taking a few minutes into an annoying routine every damn time I have to switch.

Just a small addition to the interface. Please.

3
Suggestions / Re: Treat Psi Reserves Like Gun Durability
« on: July 28, 2020, 08:35:28 am »
If the reserve behaves like the durability of a weapon - that is, it decreases by one point per action (for one round of psi-regeneration or one injection of a psi-booster), I'm only for it. The reserve in this situation must be greatly reduced (in the name of Balance), but it will make more sense to the mechanics of regeneration. In the current build of the game, the increase in psi-regeneration (including Mantra Veteran Feat) or Fast Metabolism have lost a lot of their effectiveness. All they do is allow psi to be taken out of the reserve faster into the active pool. But if you change the mechanics and really make the reserve similar to the durability of the weapon, they will also affect the efficiency of its consumption.
One thing to note is the reduction in accuracy for Psi, for most of which the concept of accuracy is not applicable, looks unnatural. Better to reduce the power of abilities.

4
Suggestions / Re: New Update
« on: July 23, 2020, 11:13:57 am »
51 cryokinesis is quite a lot.
To jump out of stealth and send a group of enemies to hell? Yes of course. To withstand the Serpentborn raid? Not even close.

5
Suggestions / Re: Just thoughts of a new Psi system
« on: July 23, 2020, 09:36:59 am »
There's still a lot of room for Will, and psi builds optimizing for psi benefit used 10 Int pre-patch, anyway.
I don't see any advantage in bringing intelligence to ten in pre-patch builds, but that doesn't matter.
What's important is that before the patch, we had a choice whether to go to craft or not. Yes, according to the wiki, craft can give us +78 to all psi-skills, but this is achieved by huge investments in craft, as well as the inability to wear a balaclava or my favorite goggles without losing part of the bonus.
Everyone decided for himself whether it was worth it or not. Now crafting is almost imposed on us. This is fundamentally wrong. As a player, I don't hate crafting (I even love it), but I hate being deprived of my choice.
What I really don't like is that Psionic post-patch builds feel crippled in the absence of crafting. Intelligence should provide some kind of scalable psionic bonus, like the bonus it gives energy weapons through High-Technicalities feat. Otherwise, any pure psionic build will feel like it hasn't unlocked its potential, because playing through psi and playing through intellect are two different types of play. It's like imposing a "multiclass" on everyone. And the most offensive thing is that it only happens with psi. There is no other direction of character development that could not be played through one stat if you wanted to.

P.S. And yes, I fully understand that compared to the problems you listed in the adjacent thread , the "Intelligence problem" is nothing. There are problems that make Psi impossible to play, here, at best, a small balance problem. At worst - just another desire of the player to make his favorite role stronger, with which the "Suggestions" are filled. But beta exists for feedback, and I give my feedback. That's all.

6
Suggestions / Re: New Update
« on: July 22, 2020, 08:58:43 pm »
I'd like to float a couple other ideas I feel are really important right now for pure psi:
I fully support it. The new Psi system will have a lot of balancing issues, but what you have listed is not just balancing issues - these are issues that make Psi completely unplayable.
For example, I have not seen an energy pistol that would spend more than 20 energy per shot (most less than ten, but oh well, let's imagine that you have a Sonocaster in your hands). That's 10 shots per one Plasma Cell. The Plasma cell weighs 0.1, which means that we can carry a lot of them.
The maximum psi volume is 155. Accordingly, the maximum psi reserve is 775. This is 51 cryokinesis shots. I chose Cryokinesis for comparison, as this ability is the closest thing to a normal shot.
Translated into shots from Sonocaster, this is 5 Plasma Cells. This is all that we can use in normal combat. The question arises - how can this be enough?

P.S. If someone wants the psionics to live on psi boosters after the reserve expires, he must remove the cooldown. 60 psi (maximum) every three turns is nothing.

7
Suggestions / Re: Just thoughts of a new Psi system
« on: July 22, 2020, 08:26:35 pm »
Dude, I was just asking for more psi uses for intelligence, since it was made the basic psi stat. Why did this turn into a discussion of the advantages of crafting and a guide to where to find electronics that are usually only crafted?

8
Suggestions / Re: Just thoughts of a new Psi system
« on: July 22, 2020, 07:42:25 pm »
I'm not forcing my play style on anyone; I'm pointing out the objective fact that in UnderRail crafted gear is superior to looted or purchased gear, and since gear modifies player character power, good crafting makes you more powerful.  This isn't an especially contentious detail; it's been understood for years.
Bro, this is a single player game. The way to go through it has never been a question of efficiency - it is a matter of convenience, roleplay, pleasure from the game, and so on. It's not like I'm arguing with you which is more effective or less effective.
I argue with you that the psi-build does not need Intelligence in such quantities (I would have made it a dumb-stat in some builds, if it were not for the burning reluctance to play imbecile). If we are trying to become a psi-wizard, we may not have enough points at all for all crafting skills, in the best case - two (this is if we give up everything except Psi at all). You do not need Intellect lifted to infinity if you are not all-crafter.
Seven is more than enough, considering that the maximum quality in the game is about 160, and your house adds 15% to the craft. 112 points to reach a craft skill of 160. Raising your Intelligence to 12 will lower the bar to 84, but 5 stat points are worth much more than 56 skill points.

P.S. And if you think that I did not play as a crafter, you are wrong. But minimaxing so hardly, replenishing the statistics of a physically disabled person (what else to call a person with 3 on all physical stats?) with things never crossed my mind. Being a person who is not capable of anything without self-crafted crutches ... This is not the way I like to play games.

9
Suggestions / Re: Just thoughts of a new Psi system
« on: July 22, 2020, 06:41:54 pm »
Crafting gear has always been the fundamentally correct way to play UnderRail
My last playthrough was a stealthy psi luddite, so I highly doubt it.

I haven't crafted any Psi Bandages, I just haven't worn them. These weird things are irradiating my brain, I'd rather wear a tin foil hat!
I hadn't crafted a single piece of clothing, the protectorate diving suit was enough to protect me from the harmful environment. As for the attacks of the enemies, I tried not to fall under them (stealth + control), and where this was not enough, the shield helped me out.
I haven't crafted a single weapon. Why does the psi wizard need them?
I didn't even craft the shield, I used the one taken from Balor. This was already really regrettable, but I did it.

One of the best things about Underrail is that there is no "fundamentally correct" path. Why are you trying to prove that it is not?

P.S. 60 stealth is enough ... Well, if you do not use it actively, then maybe. I was caught even with 160. Well, I tried to peacefully sneak through the Serpentborn camp, so that's natural.
I already realized that you love crafting just as much as I love stealth and control abilities. This is normal. But don't force your playstyle on people.

10
Suggestions / Re: Just thoughts of a new Psi system
« on: July 22, 2020, 04:39:40 pm »
ntelligence makes you better at hacking, shopping, and all crafting skills
And nothing other than hacking really matters unless you're playing the game through mass crafting.
I just don't think it's a fair apples-to-apples to compare Strength or Perception or Agility or even Dexterity to Constitution, Will, and Intelligence, which are fundamentally more helpful to the character.
Agility means stealth, which provides in-game benefits as much as persuasion and intimidation. Dexterity generally means all thieves' skills: picking locks, pickpocketing and, finally, traps, which, unlike the previous two, are not optional at all. One and only truly irreplaceable skill.
High Perception means guns. And guns are the most versatile offensive skill in the game, including blasters, rifles and, in general, almost any means of destruction. It also allows you to quickly notice any lovers of stabbing a knife in the back. Or a tail. If you've met a crawler, you know what I mean.
A High (6+) Constitution is a requirement for Fast Metabolism feat. For any psionicist, the ability to increase the effect of the Psi-Booster to 100 (120 with specialization) psi is a gift from heaven. Not that it is necessary (I always needed stats elsewhere, so I never took it), but definitely useful. There is also Hemopsychosis - just a godsend for any Psychosis-type Psion, especially relevant after the patch. And then there are Survival Instincts, which increase an already decent psychotic critical strike chance by another 30%. And these are just feats that are directly useful for a psionicist, I do not even mention the possibilities that the Constitution opens up for simple survival.
Strength, again, can be directly applied to enhance Psychokinetic abilities. And also our carrying capacity depends on it.

To summarize - there are somewhere zero basic stats that the Styg has made useless. Almost every stat can be useful for this or that psi-build. But since the Intelligence has become not only "useful" but obligatory, I believe that its usefulness should be increased.

P.S. I will expand my position a little to make it clearer. Previously, 6 intelligence was enough for psi-wizards (requirement for Premeditation Feat). This is a good, convenient number, which allowed us to both reach 10 Will and leave enough to increase other stats to the optimal level. Usually it was even increased to 7, since 9 is the highest Intelligence check in the dialogue. One 10, three 3 and three 7 are the usual scheme of scattering stats for the minimaxer. +8 stats for leveling up and feats went exclusively to Will.
Now I need to remove five points from Will and send them to Intellect. Just like that, without any tangible benefit to the build. I would understand if most builds had to raise two stats beyond 10, but no. Even a seasoned crafter can live with a 7 in intelligence. Psion, if he wants to act to the fullest, cannot. There is not even some kind of contradiction where to invest points, in Will or Intellect - there is no such increase in power that would justify the reduction of the arsenal to several basic abilities.
Seriously, Styg seems to be collecting tribute from the Psionics with Ability Points.

11
Suggestions / Just thoughts of a new Psi system
« on: July 22, 2020, 02:49:34 pm »
Just a set of reflections on the new Psi system.
At the moment, Intelligence has suddenly become one of two parameters required by a Psionic. Let's forget about Forcefull Innervation, in lore it sounds like another Psychosis, when a character gets strength by violating his own nervous system, which does not contribute to a long and healthy life ... Well, I like roleplaying characters who want to live a long and healthy life... In Underrail, this sounds like a serious ambition :D
Hmm ... Coming back to the topic, if Intelligence is now one of the fundamental stats, then where is it used? In psi regeneration, which, with the advent of inhalers, has become somewhat less useful? In Psi Slots? Perhaps only in Psi Slots.
At the moment I have the impression that Intellect is literally forcibly squeezed into the Psi system, and this squeezing is not well thought out in terms of balance.
What does a sniper need to maximize damage? Just Perception. One stat.
Melee fighter? Strength or agility. Again, one stat.
Two stats are really only needed for pistol shooters at the moment.

I am not saying that the idea of ​​giving a second Psi-stat is initially wrong, no. I just think that we need more opportunities to use Intelligence to enhance Psi. Perhaps - an increase in the damage of some discipline through a feat, for example, Thought Control. Possibly a percentage increase in psi reserve, a kind of psi stamina. Maybe something else, I'm just trying to give ideas.

12
I do like the psi points and psi reserve.
I don't like the current psi reserve mechanic. The fact that when the psi-reserve is expired, the psi-boosters are weakened by half leads to an extreme weakening of the Psionics in protracted battles.
Natural replenishment limits are reasonable, I admit. But the hefty penalties for Psi Boosters make "waves of enemies" a death sentence for the Psi Wizard and a very, very big problem for anyone who relies on Psi.
Why don't we then introduce overheating of the barrels so that gun lovers suffer as much as we do? I know that weapons have wear, but even if you can't repair them in battle, you can change them. Psi reserve is something that we cannot do anything about in any preparation. If we are caught in a protracted battle, which will cost us more than 600 psi, we are dead bodies. With no exceptions.
So much talk about Psi having to gobble up resources just to give us a problem that can't be solved by resources ... Styg, are you serious?

13
CAU is something that is fundamentally evil, in it's essence there can never be a good use of it. Even if there's a land that is currently being inhabited by "bad people" in their terms, there's nothing wrong with the land on it's own. That can be put to good use later.
Did anyone even talk about the task of "taking the land"? Underrail is full of unclaimed land. The task was to destroy Free Drones by any means with minimal losses. And it was done.
But Protectorate being so selfish, if they encounter a territory that they can't seize, they are even willing to intentionally make another Depot A out of it. If they can't have it, nobody can, not even it's original residents. Think of the message that carries. No sane government should offer somthing like that, for it is not a deal but a threat.
Should I remind you of the nuclear present for Hiroshima and Nagasaki in real history? Does it make America "evil"?
From my point of view, somehow not. It is normal for a country, any country, to do anything to protect the interests of itself and its citizens.
Of course, such actions cannot be considered acceptable in our time. But then they simply corresponded to the cruelty of the era. And the current era of Underrail is no less cruel. Sad but true.

And certainly not offer it on foreign territory.
There is no "foreign territory" outside the boundaries of cities in South Underrail. It does not belong to anyone, and this is the whole problem. No one cares about raiders until they are so impudent that they raid settlements. No one controls the number of mutants.
If the cities of southern Underrail had come to an agreement and established some kind of ranger structure, at least half of the need for the Protectorate would have disappeared. Or maybe there would be no need for it at all.

The message that this intimidation action contained could not be intended for any specific South Underdale force. It is more likely for the people as a whole. "Do not dare to act against us or face the same fate."
Even the choice of weapons of execution was not a matter of effectiveness. It was a matter of impression.
I read somewhere that executions in the Middle Ages were so spectacular because people were used to death. The usual death was not to scare them. The people of Underrail are the same ... but this shit should even get through them.

And yes, of course, this is hideous. What did you expect? Politics at any time is shit, but the politics of people with a medieval mentality and weapons of mass destruction is a huge deep shitty swamp. In your opinion, was the demolition of the fortress something better?
Free Drones doesn't offer a future, but they never said they are and that's not even their purpose in their current state. They just realized the danger earlier than others and now fully focus their attention on solving only that - alone and against all odds.
You romanticize them. They are just a bunch of nihilists that just want to destroy the current structure and do not offer anything to replace it.
Yes, they have damn good reasons, I don't argue. If they were guys like Gorsky, who, despite all the hatred for the Protectorate, are building something of their own, I would love to join them. But they are not.

As for life without a power structure, I will again refer you to the conversations of Marcus and Ladelman. Ladelman almost brags a sister who works as a whore since adolescence. Seriously, the most hideous thing here is not the situation itself, but the routine with which Ladelman perceives it. His sister sells her body for survival - and that's fine. Most Junkyard women live like that. Ladelman's mom was no exception.
Also add pratically absent medicine, child mortality, deaths from illness, food poisoning (barrel soup, you know) and starvation... And raiders with mutants outside the settlements, just like a cherry on a cake.

You know, if I really lived in Underrail, I would have sold my soul even to Leviathan so that my friends, family, and even acquaintances would not live like that. What? I just need to assist the authoritarian government in the small genocide of political opponents with the help of non-conventional toxic substances? Sounds like a great deal.

You want to help, that's great. Get to know the area, meet the people. See the leaders - some are bandits trying to taking advantage of the chaos and abuse power, some are sensible people wishing for a peaceful and sustainable prosperity. Pick some and just support THOSE if you so want to interfere. But not by means of military force. Don't make a third side and try to outgun and outsource the others and take control profiting from the chaos and helplessness.
Nobody ever said that the Protectorate is a charitable organization, but for some reason you think that they must act as one in order to be acceptable. This is somehow naive. Everyone in Underrail is pursuing their own gain and no one is hiding it. Yes, a Protectorate can be literally tyrannical. But the price of independence is known (see above), and my character is ready for almost anything to stop paying it.

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Builds / Re: Build help for expedition
« on: April 15, 2020, 03:28:31 pm »
Naga Protectors are best erased by temporal manipulators. Stasis + Tranquility allows you to cast up to twelve stacks of Temporal Distortion on one of them and safely go around the corner. Psycho-temporal Dilation works just as well, allowing you to literally kite the poor robot. With some help from Psychokinesis (Force Field, Electrokinesis and Electrokinetic Imprint), you can even destroy several of them without getting a scratch.
The same strategy works great with the Strongmen. Handmaidens do not require any particular strategy at all, unless you piss off too many of them. Only a cheat called "Thermodynamic Destabilization" works against the robocrowd, and it is not too good - someone can survive and even kill you. A sad personal experience.

Well, that was a little guide to exterminating robots by the psi wizard from me. If you want to try it, you can find enough psi-wizard builds on forum.

However, there is one big minus - Styg was going to remake psionics, so the psi character at one point can turn into garbage. Just a warning.

15
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 04:22:29 pm »
In any case, it's going to be the biggest change to existing (psi) player characters since Underrail alpha.
Goodbye, my current character. Hello, months without Underrail.
No, usually my battles do not last long enough for any long-term resource to matter, but the raids of the Serpentborn will cruelly dominate me. I'm really looking forward. Does Underrail broke me and made me a masochist?

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