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Messages - Zzealot

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1
General / Re: [spoiler] expedition lore - conversations with dude
« on: September 01, 2019, 10:38:03 am »
I'm more interested in who the Dude was talking to at the start of a new quest. With 10 CON, I was able to briefly interrupt their conversation, but this gives no answers.

2
Suggestions / Re: Melee skill and stats
« on: August 26, 2019, 01:46:13 am »
BTW, Crit damage bonus for STR also sounds good, even if for this you have to slightly reduce the base crit melee damage.

3
Suggestions / Melee skill and stats
« on: August 26, 2019, 01:40:43 am »
I really like the melee builds in this game, tried a many of it, and now there are machetes with spears.

So, I think something needs to be changed in the melee skill bonuses from the stats. Just dont understand logic why a character with a machete with stats of 10 STR and 10 DEX has much less melee skill than a character with 5 STR and 15 DEX, or vice versa.

I suggest a different dependence on the both stats for each weapon types, for example:

For Daggers              20%* STR 80% DEX
For Sledgehammers   80% STR 20% DEX
Spears                      60/40
Machetes                  50/50
Fists                         50/50

*percentage of the current bonus

Accordingly, a small penalty to the skill if one of the parameters is less than four.

Something like that. I think its logical, a bit less minmaxing is also good.

I understand that this may require a change of stats for many types of enemies in whole game, but may its possible to apply change only for PC?

p.s. my english definitely not perfect, sry :)

4
General / Re: So what improvements would benefit Underrail 2?
« on: August 25, 2019, 06:47:00 pm »
Yea, muzzle flashes would be good, and besides what looks cool, it can affect many aspects of the gameplay as a light source.

Pistols or knives / machetes in each hand. With additional feats for these styles, with the feat to wield SMG with one hand and shield / SMG in the second. May be the main feature of the future addon, if it is planned.

5
General / Re: So what improvements would benefit Underrail 2?
« on: August 22, 2019, 07:30:27 am »
Actually that is one thing that made Fallout 1 & 2 so good; they had good death animations. It doesn't take too much effort but it adds a lot to the game, if on a critical hit something spectacular happens to the enemy. It gives the game a bit more of a post-apocalyptic feel. Maybe they could even add some voice acting? It would have to be good though...Fallout 2 good.

Yea, many underestimate this aspect. Death animations and beautiful music/background sounds makes me absolutely addicted to that game. Beautiful music in Underrail already exist :)

6
General / Re: So what improvements would benefit Underrail 2?
« on: August 21, 2019, 09:41:24 pm »
A little cruelty would be nice, you know, exploding heads, severed limbs, molten bodies (:

7
Suggestions / Re: Changes for traps
« on: August 19, 2019, 03:29:05 pm »
It cross with a discussion from a another topic.

I suggest

Escape Artist feat will be much more useful for any builds if it does't have a cooldown. And if give this feat for some nimble enemies, it will be much more difficult to abuse them block the tight spots, but they will lose a half AP to escape.

Alternatively, I would generally make Escape a basic skill that initially available for enyone for 25 AP with some chance to fail(more Dodge - less chance to fail). Escape Artist feat in this case simply allows you to guaranteed escape without AP cost

The difficult of escape can depend not only on dodge, but also on the trapper skill, so anyone can be easily freed from the trap for the cost 25 AP, if the trapper skill is low.

In addition, specialisation points in Escape Artist may reduce AP cost for basic escape, 1 point -5 AP. Max 3 points and -15 AP to escape.

As a result, humans and critters don't just stand calmly bleeding for 2 turns, or drown in acid, but try to free themselves. 25AP for try, two try per turn. Nimble characters with decent dodge skill deal with this easier, even without feat, and with feat it is much better, but free and guaranted escape with feat have a cooldown.

8
Suggestions / Re: Flurry
« on: August 19, 2019, 02:42:44 pm »
Oh, i forget about cooldown, cooldown after 3 turn, regardles of misses. Maybe up to 5 turns for 4 points of specialisation, 2 points - 4 turns. Or... cooldown triggered if we lost all stacks.

9
Suggestions / Flurry
« on: August 19, 2019, 02:33:33 pm »
Funny skill, but too much RNG.

I would change it a bit, two hit instead of three, but a miss drops 2 stacks, instead of all, and first miss don't interrupt second hit.

10
General / Re: [spoilers] dude's quest after gray army
« on: August 19, 2019, 11:49:49 am »
A quite cheesy thing really, but i like how it implemented. And Dude... Dude the best (:

11
Suggestions / Re: Net/Entanglement immunity state.
« on: August 18, 2019, 08:18:49 am »
Care to expound?

I just don't like the idea that stunning and immobilization have the same mechanics of immunity.
For stun аnd incapatitate, this is understandable, but getting immobilized and not being able to do anything about it is strange.

Escape Artist feat will be much more useful for any builds if it does't have a cooldown. And if give this feat for some nimble enemies, it will be much more difficult to abuse them block the tight spots, but they will lose a half AP to escape.

Alternatively, I would generally make Escape a basic skill that initially available for enyone for 25 AP with some chance to fail(more Dodge - less chance to fail). Escape Artist in this case simply allows you to guaranteed escape without AP cost (and less invest to dodge skill). It may will also reduce cooldown for throwing nets to 2 turn.

12
Suggestions / Re: Net/Entanglement immunity state.
« on: August 16, 2019, 11:33:38 pm »
A 2 turn entanglement immunity

No, bad idea.

It is better to change the Escape Artist, removing cooldown, but increase AP cost, 25 AP default and -5 AP for each specialisation point to a min 10 AP.

13
General / Re: Post your experiences with the new Dominating difficulty!
« on: August 16, 2019, 11:13:00 pm »
Recently killed him with a dagger and traps at low lvl, for the energy shield. There were a lot of opportunities to throw a flashbang, but he didn't.

14
General / Re: Console in Dude's another vision quest SPOLIERS
« on: August 14, 2019, 03:24:54 pm »
Got it, thanks guys.

It's funny that Dude does not comment the gas in the room, just goes inside and dies from the cold (:

15
General / Re: Post your experiences with the new Dominating difficulty!
« on: August 14, 2019, 06:46:20 am »
All good in dominating, except of many over hp buffs, which make fightings prolonged and boring.

For example, Pulveriser received  2k hp, but still not learn how to throw flashbangs, not good.

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