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Messages - Lestat

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1
Bugs / Wind Up AP reduction is global
« on: August 07, 2024, 11:04:08 pm »
Burst Wind Up gives it AP reduction to every weapon equipped as a global bonus, usually abused by swapping to the other weapon slot. Offhand miniguns, knives, LMGs, grenade launchers, fists, etc all get the AP reduction.

The bonus bullets shot per burst functions as normal: only the minigun that fired the shot gets the extra bullets. Though this bug means you can gain even more AP reduction by having two instances of Burst Wind Up from two miniguns.

2
Bugs / Specialization filter text invisible on classic UI
« on: November 09, 2023, 07:36:22 pm »
This is the same issue that was plaguing the Feat filter bar, just for Specializations instead.

3
Bugs / Hit and Run only works on first damage tick for Grenade Launchers
« on: November 06, 2023, 04:41:57 am »
I have noticed that Hit and Run won't refund MP if anything but the first instance of damage from a Grenade Launcher gets the killing blow. I tested 40mm Frag, HE, and Thermobaric, plus 25mm Frag, HE, and Concussion. I thought initially that mech damage was the problem because all but one grenade first deals heat, but concussion is pure mechanical and DOES function.

Screenshot with multiple combat logs showing the issue: https://i.imgur.com/WS3dKEf.jpg

4
Builds / Re: Semi-noob building way too wide
« on: October 28, 2023, 04:04:49 am »
I'll respond to A-G like open ended questions.


A: Good energy shields are good in every build. Optimized builds will swap between a Low and High speed shield in endgame, I prefer Low while in early-mid game. Electronics also is critical for psi headbands. For the headband options: your most spammed damage school, your primary damage skill, and psionic mufflers given Tranquility can be limited by psi points. 45 Biology is all you need for infinite adrenaline and focus stims. Get more if you want.

B: 50 pickpocketing is usually enough to get ammo/meds/oddities off random guards in cities. It all depends on Perception, some need way more, tweak points upwards to taste. 100 base lockpicking and hacking are usually enough, some crazy endgame containers exist, going lower has merits, going above is for the truly obsessed outside very particular checks. You can stealth past most enemies with crafted gear, but more makes it easy.

C: Honestly, I'm not a psi expert. Tranquility is good, Neural Overload is insane. You can check more here https://docs.google.com/document/d/1Twqp6lMtdmvJrLyAgJ1UZoBbNgO4HJ_0mXQY-zrpro8/ . There are some really powerful psi staffs in Black Sea. You can potentially learn multiple psi schools and swap which are used, but that's overkill. Every school combo can potentially work, and every school can go solo.

D: The biggest gripe most people can have is how its hard to make multiple weapons work better than optimizing one weapon. Specialization is hyper encouraged by Underrail's systems. As said above there are even staffs that exist to eat up weapon slots. The upcoming DLC might make 25mm daze grenades from a grenade launcher a low investment crowd control tool. To get all the feats required for both a gun, and psi build you'll need to cut goals like 16-18 Will. Shotguns, and Sledgehammers have the lowest ability requirements to function as a side note, but its unfortunately a "swimming upstream" moment, and is more of a choice for flavor than power.

E: The game throws unavoidable combat encounters to "check" your build no matter your choices or social skills. Most social skill's power are judged by how they relate to combat. Intimidate keys into Yell, Mercantile is mandatory to get the best crafting materials from vendors (105-110), but Persuasion really comes down to a few neat but not mandatory options for some quests.

F: The best trap is Bear Trap and doesn't need any skill. However if you go big into traps, then Biology gets more use for poisoned traps.

G: Throwing nades, and nets are fantastic on every build though, 123 skill to have max accuracy at max throw range.


A strong build isn't necessary to win. The game has many universal abusable systems: traps, utilities, doorways, corners. A strong build lets you avoid abusing these things, and instead can coast off its built in power.

5
General / Re: Heavy Duty speculation
« on: October 12, 2023, 05:18:23 am »
A normal player should probably just play guns at first, but others could invest in Psi first and coast off that + utilities.

Edit: Or maybe the worst LMG on earth could be available at SGS just like the Shoddy Shotgun.

6
General / Re: Heavy Duty speculation
« on: October 04, 2023, 01:02:00 am »
All burst has spread. It doesn't need to be added because its already in. Just shoot at a target in the back.

7
General / Re: Heavy Duty speculation
« on: September 30, 2023, 04:18:53 am »
Every gun I thought was never-ever going to be in the game, all in one DLC. While that is the star of the show, I wonder what exactly the new feats will be.

8
Bugs / Re: Report spelling/grammar errors
« on: February 07, 2022, 09:09:24 am »


The large green spores tingle your palm. Ready to take off at the slightest breeze, it is as if they have the will of their own. --> the should be a

9
General / Re: W2C ammo did not need a nerf
« on: February 06, 2022, 01:41:36 am »
Yes, you have accurately described the fact that W2C had number go DOWN, and that other ranged weapons use alternative damage types while firearms simply lower resistance. And the end result is still fine. Burst was the best build. Firearm Pistols with Bullet Time and Stasis are on the same W2C train and it was the easiest build I have ever experienced by a mile. Snipers already deal with optimizing number of shots instead of damage per hit because they overkill so hard.

Anyway, WhiteGrey had it without all the emotion, inverse JHP. Damage down, pen up.

And Crossbows don't even come close to how strong and easy current W2C still is. Xbows have 78 average electric damage with Mk3 Shock Bolts + Elemental Bolts, and that will only be buffed by crit damage. Their minimum AP per shot is 14. Their mech damage evaporates against the various 65%+ DR enemies because of increased mech damage incurred. With Cyclon Anatomically Aware Scope, Bowyer, Crit Power+10, and Sharpshooter that's 445% crit damage or 5.45x damage on a crit. 425 average on a crit for 14 AP.

An endgame .44 Hammerer has about 78 average damage on just the gun. Mine has 80.5, but I'll lower it to 78. With dex food it has 14 AP to shoot, or 7 AP with Bullet Time. With just 10 Per and level 22 skill, no buffs, it has 2.16x damage from skill, or 168 average damage. Sharpshooter, Crit Power, no spec is 210% crit or 3.1x damage on crit. 520 average on a crit for 14 AP. Adding crit power spec, the ability to gain more skill points for damage, the ability to have buffs that increase skill or lower AP (Dex/Per), and a button that doubles their damage shows Crossbows are not a part of any conversation about fairness or balance when it comes to dealing with armor, these very high DR enemies are still going to just be plinked down by burst, pistols, and snipers in comparison to Xbows.

So they are the weapon that struggles with armor, guns do not. Melee, particularly unarmed struggles much more than guns, having their armor pen tied to a one-at-a-time cooldown based feat with unarmed getting a shock tickles as their ""armor pen"" weapon enhancement.

Would love to see someone break down Chem/Energy damage potential compared to .44 Hammer, Burst, and snipers to see how they compare against JHP vs squishies, or W2C vs Industrial Robot tier enemies. Your anger is only justified if they went from worse to even worse. Justify your anger beyond emotion.

10
Bugs / Re: Gluck pistol burst
« on: February 04, 2022, 07:30:34 am »
Its capped at 30 AP. That's why you aren't seeing it lower any more. If you have massive negative Dex you can see Bullet Time lower the AP of the burst.

11
Suggestions / Re: Gun Fu Buff/Rework
« on: December 28, 2021, 08:25:31 pm »
The issue with Gun-Fu is that pistols are super buff already when it comes to close range: 40% evasion cutting in melee means 95% to hit is trivial even with less than maxed Per, no Versatility needed. I would cut it out of an optimized build, but its still not worthless. The real issue is that it feels like some super feat that will enable some melee-only pistol playstyle, but the most important part of close pistols being viable isn't a feat, its just naturally on the gun, so it can be a letdown.

12
Suggestions / Re: Survival Instincts nerf
« on: November 01, 2021, 10:16:21 pm »
Only people who have already mastered the game know to use it. Even then it isn't nearly as in-your-face "use me or admit this is a challenge run" as TM/Psi-hybrid in general compared to what no psi offers. Just save it for the next game's balance.

13
Not a bug, but prone to being solved purely through wikis and forums: the lady who wants to talk to you who is located in the intersection that leads to each science department gives the belts, but you don't get explicit instructions like you do with the armor that has many paragraphs dedicated to it, and is given by a major merchant that you would talk to anyway. This is why this comes up.

14
Bugs / XAL-001 Quest Slight Charon Reward error
« on: September 06, 2021, 10:41:55 pm »
Principal Investigator Georgis says "He hands you 350 Charons", but he gives 300. If you lost the XAL the text is correct saying you get 300, but if you hand it like normal he says 350 and gives 300.

https://imgur.com/a/K3uKTiB

15
Bugs / Re: The beast quest bugged on experimental? ((POSSIBLE SPOILERS))
« on: August 02, 2020, 09:34:12 pm »
You can't just skip management and get the machine working without at least talking to the Mayor, even if he rejects the idea.

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