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Messages - Makfar

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Suggestions / Blacksmith Refurbishment (melee reforging/tinkerer)
« on: October 29, 2023, 10:39:07 pm »
 NPC who just loves a sharp edge and a chunky weight in his hand, resides in foundry (he takes unique melee and refurbishes them). the idea is he can take things like claymore and add electrical(shock) to it or perhaps just simply raising its precision and a little damage since its a super steel blade. Carving out spikes on balor and lower its str req to 19-18 (just spitballing), even perhaps doing things like taking the claw glove and dipping it into toxic sludge and having something like set of bio boots to scramble into sealing a glove for the hand or sharpening it down and hallowing out the claws themselves to fill them with poison injectors.

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Builds / Re: Build that can utilise the Chainsword?
« on: October 04, 2023, 08:32:58 pm »
no, machetes innately suffer from 125% penalty for armor making it basically 25% more then usual. then expose weakness cuts that armor in half and then chainsword will work off half of that
 ends up work out at 30% of the current targets mech max resistance

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Builds / Re: Build that can utilise the Chainsword?
« on: October 04, 2023, 07:22:28 pm »
its a great weapon in the fact that it ignores Damage resistance and Threshold, the damage is somewhat low so it relys on being a crit sword. pairing it with the claymore is a build in itself i called chainmore. you sweep and then high armor targets get the chainsword through the chest. you can keep it at low charge if you don't want to spend too many action points on the chain and visa versa. https://underrail.info/build/?HhAHBwQDAwYAWgDCoCgAAF1OWAB1eTRdbwAAAAAAwqBNJCZEwowGE8KLPMKNRUtCwoFOwrZ8MeKmuAPip4IC4rKIBeKykgXfvg

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General / Re: Heavy Duty speculation
« on: September 29, 2023, 10:46:08 pm »
in the announcement its said grenade launcher is in guns, so an easy assumption is per and it takes 7 strength to wield at least one type of them from what we can see in the trailer, plus there is several variants of grenade shells for different encounters presumably, one of which i've seen is a cluster bomb but also consider that the weapon is AP intensive.

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Builds / The Spear Enchiridion
« on: July 12, 2023, 07:40:15 am »
i have been working on a spear guide filled with builds and bits of info for people to play the game with still being worked on but still has a fair bit of stuff atm
https://docs.google.com/document/d/1iI2dPfXvGb4zARCn7p0kcuX1ZEdrZSteQfQ7Ecusr48/edit?usp=sharing.
here it is.

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Bugs / Weird bug with ambush in front of GMS
« on: March 13, 2023, 02:48:42 am »
i did some testing outside the area of gms and the walking area before it with rathounds and i compared my portrait they were looking like the exact same darkness level however it was not proccing/providing the ambush symbol on the rats in light infront of gms, despite me being in the maps most total darkness available and it may be a map bug or simple oversight i think.

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Bugs / Dirty kick Inconsistency
« on: February 05, 2023, 06:25:29 pm »
Heavyweight is not properly applying to my dirty kicks and it does not feel like Survival instinct is either with how rarely i crit comparably to my fist it even feels like focus stim may or may not help

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Suggestions / Double barreled reloading
« on: January 23, 2023, 10:08:55 pm »
Why does the double barrel take longer to reload when realistically and frankly it is easier to load two shells in either a side by side or an over-under shotgun then it is to fully load a pump with 5-8 shells, unless the reload cost is because you're making fun of the ferryman cause of how old he is

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Suggestions / A Sound update
« on: January 23, 2023, 10:07:12 pm »
Some of the gun noises in the game could be considered lackluster like the dinky 5mm sounds, so maybe given some time a sound update could take place to improve existing weapons sounds and improve overall feel of the game this could also include sounds effects for different calibers of pistol executes, mostly just seeing if we can get a small QoL update to some of the pre-existing weapons we have in the game and improve the overall feel when doing actions.

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Suggestions / Chainsword, shock shuriken, and multiple others
« on: January 17, 2023, 06:25:32 pm »
Chainsword continuing to attack despite a dead opponent either needs a trigger chance of fear on nearby enemies like brutality with a increasing fear chance proc's as the revving continues, end on kill to have it be strong and simple like flurry, or a way to charge it for less AP to make it more combat useable against multiple enemies because having to load 10 for me to spend 15 on 3 attacks is a bit rough.

Shock shuriken has no scaling on either mech or electrical making it practically inferior to regular knives since you can at least pin or poison.

wyrm suits infused bonus is mediocre at best. possible a retaliation affect to melee enemies where they take damage when they try to hit with melee or something else then the 25% knife protection, they already can't get through the armor as is practically due to their natural 125% incurement penalty of dr/dt

Rust maker still suffers from lacking acid breakthrough for robot resistances. an idea for an couple lanes of improvement could be a unique debuff rather then just using the saddening rusting debuff on mechanical items (this debuff really only affects the player anyway) something akin to hitting a target with it and creatting a burning hole/wound in a targets armor for more acid to penetrate through should they have any form of acid dr/dt, or simply just letting us transform it with corrosive acid.

A bio-chemgun, either as a separate extra type of chemgun that shoots biosludge and contaminate or other, or it can be a unique chemgun (since there is only one) that is a bio-organic gun that can use organs (or whatever you would want it too) and shoots either toxic spines or who knows what blobs.

no one uses spirit potion and has no reason to considering the dark presence debuff to psi users and its just a couple extra turns of psi-gen. would be better as a short psi boost then ruins you after like vit powder.

Gluck burst limit at 30ap is a bit too high considering you can get much lower with smg's and more bullets coming out and getting suppressive fire.

the TT 3000 is just a 7.62 pistol with a laser sight and nothing else going for it.

Rancor seems just a little too weak to be a DC weapon.

Slightly lower caltrop weight? 1.5 into 1.2 or 1. (just hard to carry on a straight throwing build)

Vuk selling spirit poison since Octavia sells corrosive.

Metal gloves are still low tier weapons left mostly unused, needs improvements. such as lowering the penalty of resistance they face with the natural 140% damage res/dt penalty because as it stand not much to use over leather and it just is so slow with the ap usage it has

the newer added TC spells are very weak and are left unused, needs buffs.

RRCh-42 is unused due to the fact that every burst build take suppressive fire and therefore would have no reason to run it. outside the funny large mag size

glaive could be so much more then it is currently, it came out with the likes of claymore which still heavily overshadow the poor spear. it mechanical damage is a bit mediocre as its less quality then a 100q spear. it has a blade like head and since swords have a spear feat on a weapon why can't a spear weapon have a sword feat especially when the bladed head makes alot of sense with it. in other words it needs some more going for it to stand on its own instead of just being used as a buffing tool for an actual spear

Lemurian spear also needs love because its damage on the emitter is a bit lacking and the fact the shooting of the spear has a 3t cooldown is a bit painful as well. it could use an actual unique ability like blasting the inside of a target with a effect that works passively with impales/crits. the battery is good size and it is efficient in the usage that way wise, but otherwise for having to fight a bunch of Nagas a bit disappointing

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Let's Plays / Distortion shenanigans
« on: March 16, 2022, 01:32:24 am »
We don't need to don't need no Neural overload. all it takes is time.

https://youtu.be/eVQvEk-dSUg

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Bugs / Interaction with phreaks questline and coretech questline
« on: March 15, 2022, 07:22:25 pm »
i turned in my quest earlier in the game for ruppert simons after doing all of phreaks questline first and having gone to the facility before joining up to coretech already had the head of cornell, and turned it in at earliest convenience. however later in the game i'm told to go kill cornell again after receiving the messenger. he would not talk to me afterwards and i had the quest just open in my tab. not soft locked but I do find it odd and a tad annoying that I won't have a quest completion for it.

The Save : https://mega.nz/folder/FE50TSZL#jwgAxUdCQgNwz-dBan5Pfw

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Bugs / Yahota refusing to snipe
« on: February 07, 2022, 11:36:57 pm »
Simply put, she is using the smg more then her sniper. seems to be unintended as she refuses to even use the sniper again.

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Suggestions / The Glaive Improvment (decapitate)
« on: February 02, 2022, 07:50:13 pm »
My argument for adding decapitate to the glaive is similar to how the claymore was implemented. with sweep since the glaive is a more bladed weapon it would be capable of slicing the neck and head off of an opponent, to add more reason to use the glaive.

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Bugs / Re: Zone transition/Saving issue after 1.1.4.2
« on: July 07, 2021, 12:05:02 am »
I am also experience the saving and transition error along i had to turn off auto save because of the transition error and i get the can't save with f5

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