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Messages - LazyMonk

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1
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 18, 2015, 07:37:51 pm »
Congrats, Styg and thanks for the great game.

Finally something to make me stop playing Age of Decadence.

2
Other Games / Re: serpent in the staglands
« on: February 24, 2015, 11:12:26 pm »
I have been playing the beta since last year and i can not recommend it enough.
Despite the bugs the early versions had, it was a very rich and enjoyable experience.
The setting is very fresh, there isnt many games like it. The combat is good, even though its rtwp, its quite manageable.

3
Development Log / Re: Dev Log #35: Portraits and Music
« on: October 28, 2014, 03:02:22 pm »
Very cool portraits, they really fit with the underrail theme and the lightning is also very cool gimmick.

You can no longer load individual bullets during combat as stated by the tooltip
Noooo :( why?
I actually liked that feature. Have you considered in just increasing the ap cost of the single loading over the normal reload?

Crawlers buffed and their AI has been slightly tweaked
They are very interesting creatures, though not very impressive in low numbers. What can we expect of them now?

4
General / Re: assault rifle build
« on: October 18, 2014, 01:06:48 am »
I am trying right now a similar build but with smg's instead of assault rifles, and one of the reasons, i guess, is the lack of AR feats.
Don't disconsider agility just on the grounds of the skills it affects directly.
Keep in mind that agility also affects: Movement points (and you are going to be short of those because of the encumbrance of the heavy armor) and Initiative (although Dexterity also contributes on this).

You can try mitigating the lack of movement points by wearing either Tabi Boots or Boots enchanced with striders and/or recurring to feats like Nimble/Hit and Run/Sprint. Although i have to confess that these feats might not be worth it. My first character was a heavy metal armor + sledgehammer + Psychokinesis guy and i barely felt the need for more movement points.

Epeli already gave you very good advices.
Opportunist feat is great but you need some skill to make it work. I would recommend throwing nets and flashbangs.
Bear traps would also work, but are less versatile and less useful since you can't sneak and place them around at your own leisure.
Psy powers are also good to cause status effects, but you would have to tweak your build a little.

I am sure Styg has something planned for the assault rifles, since he has been giving love to each weapon avaiable, making it a viable build option and also fun. I remember that not long ago the unarmed builds didn't had unarmed weapons to count on.

5
Bugs / Re: Junktown bout man gone?
« on: October 16, 2014, 09:31:23 pm »
I was thinking of the Scrappers shooting civilians at the docks.
Either way i was joking.

6
Bugs / Re: Junktown bout man gone?
« on: October 16, 2014, 07:03:24 pm »
If thats what happened epeli, it sounds like a feature to me.  :)

7
Suggestions / Re: Weapons DLC? AK type wepaon?
« on: October 14, 2014, 05:31:32 pm »
Yes they are, you are right.

8
Suggestions / Re: Weapons DLC? AK type wepaon?
« on: October 14, 2014, 12:54:15 pm »
Well the Dragunov already makes an appearance at the Underrail.
http://www.underrail.com/wiki/index.php?title=Dragunov

It is not the only real life based unique weapon in the game since the H&K MP5 is also present.
I guess an AK wouldn't look too much out of place but.

I would prefer if we have just a couple of real life based weapons, too many might ruin the setting.
Underrail feels so far into the future and too many remainders from the past might ruin that feeling.

But if Styg decides to introduce an AK and if it is the AK 47 i hope it has a lousy precision. :P

9
Bugs / Re: Single bullet loading.
« on: October 13, 2014, 07:37:47 pm »
Ops my bad.

Thanks for clearing that out epeli, just tested it out and it works exactly like you said.
Wierd how i managed to confuse myself.  :-[

10
Bugs / Single bullet loading.
« on: October 13, 2014, 03:49:44 pm »
This is not really bug, but might mess with the player expectations.

The last bullet in the bottom of the magazine is the first being shot.
Since we can load single bullets one by one and there are three types of ammo this can lead to less than perfect scenarios.

The 1st one and least important is that while you are loading your gun, bullet by bullet, you have to be aware that the first being loaded into the magazine is the first one to go. This is not much of an issue because although it doesn't work like it does in real life, you just have to get used to it and ignore it completely.

The 2nd one is that you can't make the most of the single bullet loading in the middle of a battle.
Imagine this. You have a smg loaded with 15 W2C Rounds, which is great because you are shooting a Plasma Sentry.
Then comes a squishy target like a alpha rathound, and you want to take it first, because you know that the Plasma Sentry is going to last longer.
What can you do?
  • You can shoot some w2c rounds on the rathound, but they would be a waste since their efficiency would be lost on the squishy body of the rathound.
  • You can reload the smg with a whole jhp clip. It would give you an edge against the rathound but now you are less effective against the Plasma Sentry. You could reload again back to w2c rounds but this would mean that you would waste 30 ap just in reloads
  • You could just add one jhp bullet to your magazine.This way you get one shot of doing some nice damage to your organic target, thanks to the jhp bonus, and still keep your magazine with enough w2c bullets for the Plasma Sentry
Right now the single bullet loading is great to create versatile magazines, but if fixed it could become a last minute tool allowing to you adjust to a new target in the fly.
What do you think?


11
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 15, 2014, 07:41:20 pm »
I rushed my game so i could get to the Core City sooner to met this character. Priceless.  :D
The city is very good looking and i love the atmosphere.

12
Bugs / Re: Melee attack bug
« on: August 09, 2014, 09:35:42 pm »
Bump,
Because of this Acidic entanglement is a death sentence to a exclusive melee character.
Force emissions on my psy/melee hybrid used to help because it gave range to your punches but it no longer applies. :(

13
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 07, 2014, 12:26:06 am »
Oh you mean all those zipped .dll files? I never got to try it.
Thanks for reminding me!

14
Development Log / Re: Dev Log #33: Version 0.1.12.0 released
« on: August 06, 2014, 08:18:30 pm »
Hey Styg!
I have been away for awhile and it seems i lost a lot of the developtment.  :D
The game looks to be growing fast. I havent tested it much yet but those new feats look great, speacially the unarmed ones.

Keep up the good job :D

I just went in for a second to take a look at character creation and the option menu... now I know I always ask this but do bear with me please.

I saw no option to disable merchant buying limits.
Hahaha some things never change.
Out of curiosity Elhazzared, Styg has confirmed that he would be adding such option?

15
Development Log / Re: Dev Log #30: Version 0.1.11.0 released
« on: April 22, 2014, 04:31:08 pm »
Thanks for the update Styg.
As soon as i have some free time i will give it a spin.  :)

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