Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sull

Pages: [1]
1
Interesting. I'm not using cheats or anything external.

Before this invasion I usually preferred to burst at very close range. In contrast, this encounter encourages me to do it from at 2+ tiles away, from near the left battlements aiming towards the shore. There is also the fact that there can be an unusually high number of enemies/characters here.

In any case, it seems rare enough that it shouldn't be too hard to get through the invasion. I think I'll play further soon and see if/when it happens again.

2
Yeah here's a save before that invasion: https://mega.nz/file/gtJD2KZB#SrWgRN2PfrmSonuo8SlRKM9dkgPzxxmp8dyf6HgWvQg

I just tested from there and got it to happen again, took a little while that time though. I have yet to continue that playthrough so I don't know if it's actually specific to invasions/expedition or something more general that I simply happened to encounter in this scenario.

3
It's bad because of the opposite reason you said. It makes 0 stealth character unviable for most stealth-only quests, like that JKK mail bomber ones, or gray army base. Both can be brute-forced, but still viable enough for 0 stealth characters with high tailoring.

Ofc it's all very few in number, but still kinda sucks. And due to how the game mechanic works, yellow or green eye only affects its "timer", doesn't affect their actual detection. Probably gives you 1-3 seconds delay at best.
Basically just adding more tedium in the game, unless Styg reworked the entire mechanic.

My suggestion would change what happens after full red-eye detection. If you mean that a 0 stealth character can do these quests "stealth-only", then those characters won't trigger this behavior in the first place.

I think it would work fine with current game mechanics. Reducing the detection timer means less time spent waiting for it to go back down. It would also give less breathing room for sneaking near these "alerted" enemies without triggering the orange phase. Making stealth harder after doing cheesy things should deter trivializing encounters that way for characters that aren't normally built around stealth, trapping, etc.

4
This change could make the stealth feel more challenging and less cheese-able without overcomplicating things or adding tedium. Perhaps it is too late in UnderRail's development to alter something like this, but I think it's at least a neat idea for Infusion.

If the player is in combat but then manages to hide, any enemy who had detected the player previously would rest at yellow alert level instead of regressing all the way down to green.

This would better give the impression that enemies have object permanence, while avoiding the pitfalls of having a randomly wandering "search phase" that the player would either wait out or abuse to isolate targets. It would also reward players for investing heavily into stealth, either to avoid detection to begin with or to be better able to hide from enemies who are already watching out for them.

The behavior could also be extended to enemies who take damage from a player's trap. But it should not be so easy to trigger that it would discourage the use of normal distractions (ie. using noise to lure enemies somewhere).

5
I've just started the Expedition and am fighting the initial invasion with Aegis. My SMG burst attacks now seem to randomly fire no shots instead of 5 or 7. The initial "shooting stance" animation plays, the target is suppressed, and my action points (or Gun Rush) are used up. However, once the start-up is finished the player character just stands in idle pose instead of firing.

Here are 2 short videos showing the issue. The first video is with Gun Rush active, the second is without (sorry if they appear dim):

https://youtu.be/6wd1B9aKvvM

https://youtu.be/Byz3Rim1-wU

I'm quite certain this was not happening before I started the Expedition yesterday. I'm using two SMGs, both with Rapid Reloaders and one (the Impala) with a Muzzle Brake. My character's burst-related feats are Spec Ops, Suppressive Fire, Opportunist, and Commando (with no spec points put into it).

6
I know the scroll wheel is already usable when some menus are open and for the optional zoom feature, but I think it'd be convenient to be able to bind scroll wheel up/down ourselves in the controls settings. For example, using the in-game "Speed Up" and "Slow Down" controls is a bit annoying over time because I have to tap a button several times to switch from one extreme to the other. If I could do the same thing by just scrolling up/down for a split second it would be quicker and more comfortable. Perhaps other players would find other convenient things to bind in this way.

Alternatively, a separate keybind to simply toggle between the fastest/slowest speed would help for my complaint, but that is a very specific thing that I'm not sure many players would benefit from.

7
Suggestions / Re: Some suggestions for mechanical pistols.
« on: November 09, 2020, 07:44:53 pm »
I think mechanical pistols should have their roles as reliable low-investment sidearms emphasized. Maybe give them a precision bonus that only applies in optimal range. That way a character that isn't focused on guns can still get decent hit chance out of a pistol.

8
General / Re: Custom Portraits
« on: November 05, 2020, 08:26:16 pm »
I've masked and scaled two characters from the Dishonored franchise into custom portraits. The first is Billie Lurk as she appears in Dishonored: Death of the Outsider (from this concept art: https://dishonored.fandom.com/wiki/Billie_Lurk?file=DotO_Billie_Concept.jpg). The second is a whaler assassin found in most of the games.
Preview:
Download link: https://mega.nz/file/00xm3TAZ#nUPQ7zpT5xI5rEOBOjU9luTPOZ0iMs73YB2gcgcH-tQ

Pages: [1]