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 - haze1103

Pages: [1] 2 3 ... 11
1
General / Re: Underrail on Linux guide
« on: May 05, 2026, 09:15:25 pm »
I tried on my Arch Linux setup. The first two protontricks commands in OP opened an installer that fails to run, and after running all 3, the game wouldn't boot anymore. It's not a big deal since you can just delete the prefix to return to the original proton, but unfortunately I might be missing something to make it work

2
General / Feedback from my Heavy Guns experience
« on: April 29, 2026, 03:02:47 pm »
After the 10th year anniversary update, I finally got around to trying a Heavy Guns build, and I've beaten the whole game with both DLCs with it now on Dominating.

I was running with 7 int, 10 con, full heavy metal with Disassemble. I mostly used LMGs and rocket launchers, I never really saw a point where I wanted to use a minigun. Rocket launchers gave me an opportunity to initiate from a distance, but were hardly usable in an actual round of combat with no MP and no ability to reload and shoot on the same round, though I found they could easily one shot a band of lunatics or something, so still had their uses. Beast of Burden with some spec points made it much more manageable.

Essentially, anything in the range of my LMG always died in one burst, even with normal bullets. I've used W2Cs for Tchort and making bursting down a group of exosoldiers more reliable. I had never done Heavy Duty before, so I missed the optional end quest, and I didn't know that the fusion cannon would make rocket launchers completely irrelevant. More damage, less resisted, ammo is more plentiful and weighs nothing. If I had spoiled myself, I would have just let gunslinger die and rushed this right after Depot A. I'm wondering what rocket launchers even add compared to that.

It felt like economy was my main obstacle. Never a hard blocker, but I played with the intent on buying a fully upgraded Devastator and some housing upgrades, so I made sure to use Disassemble to craft as much bullets as possible. With this in mind, a swarm of burrower spawns felt more penalizing for my build than a naga protector.

My open questions are, was I missing something to make the heavy guns experience better? It felt silly that when getting surrounded by enemies that couldn't even damage me, my main option was mostly to spend an entire burst on each of them, or wait for grenade cooldown until they finally go down. The playstyle is built around burst, but the spread angle is hardly customizable, it can only be reduced with upgrades. In addition, the burst can only be done around a visible target, not at arbitrary locations.

It feels like the playstyle could be greatly enhanced with a ground-targetted burst ability, could even be a feat given how little feats you need. This could have a much greater spread angle and reduced precision. This would help bring some diversity in choosing different shooting styles depending on enemy placement. This would also give an option for covering swarms of really weak enemies, where you just want one bullet to land on each. I would also consider using miniguns and its larger bursts for suppressive fire and covering hidden targets.

tl;dr are heavy guns kind of dumb and boring, or skill issue?

3
Bugs / Re: Report spelling/grammar errors
« on: April 25, 2026, 04:11:41 pm »
The pitch from the Tchortist Missionary in front of Hardcore City Bar says "renerative cycle" instead of "regenerative cycle"

4
General / Re: Max mutant sliders completed at lv1
« on: April 19, 2026, 01:14:28 am »
No F9 keys were harmed in the making of this playthrough.

Good job, you sure showed that Old Citizen. I'm glad to see someone fall for the same trap over again even more than I do.

5
Suggestions / Re: Let us eat Shrimp
« on: April 15, 2026, 09:53:44 pm »
I'm not asking for unsatured psionic catalyst salted shrimp tacos with insectoid saliva dressing, just give me something new to munch in M'lan Ratula's face before I punch him out of my outpost

6
Suggestions / Let us eat Shrimp
« on: April 15, 2026, 12:53:17 am »
The description says it's tasty.

Give it a useless "Raises max health by 10" buff.

7
General / Re: I present to you start savescumming guide
« on: April 10, 2026, 11:50:23 pm »
Thanks. I tried this, and got 8 saves in a row with Coral, and only the last 2 had the tattoos. Saved me a bunch of time.

EDIT: both had antithermic overcoats as the starting armor lol, rip stealthy glass cannon

8
Suggestions / Re: A problem with current crafting
« on: April 04, 2026, 11:22:38 pm »
Yeah you're right, I actually went and crafted body armor with a lower quality tungsten and ended up only losing energy DR, who cares about stuff my energy shield covers anyway

9
Suggestions / Re: A problem with current crafting
« on: April 01, 2026, 05:26:12 pm »
I'd like to see a normalized progression between the types of metal. I've been spamming only steel plates on this tin can build, because you can simply stack more than the other metals, ending up as the universal best. Metal types already have tradeoffs built into them, why also make tungsten harder to craft?

If everything ended up at 112% at the same pace, I think it wouldn't destroy certain types of crafting as much. But it's possible anything that has optional components that add a percent of requirements also get extra screwed, which might be fine for Energy Shields but not for Metal Armors

10
Suggestions / Re: Stuff to read in SGS library
« on: March 30, 2026, 10:07:10 pm »
I think immediately putting a bunch of lore in the Library level would be a mistake. One thing that's interesting to me about Underrail is how generic is seems at the start, and how the depth is only found if you dig in over the course of the playthrough. Adding a bunch of lore dumps right at the start would add a big cognitive overload for new players, when they already have quite a difficult game to learn.

I would like, however, a library you could build over the playthrough. "Oh no, the earthquake destroyed our knowledge database and the backup, we've lost decades of history!" And Vera could request that you help her build back the library.

It could either be a new collectible, or it could simply be a database that contains extra text based on oddity sets that you complete. There's currently not much you gain by completing an oddity set, you get all their info on the first one you find, so it could work as an incentive to savescum the Train Log from Gauntlet find all the pieces that you might be missing.

11
General / Re: Prednisone Solution after beating the original game?
« on: March 30, 2026, 01:33:11 pm »
I always do Deep Caverns before DLCs by principle, though with 10th year exp changes, I still ended up level 27 before Tchort.

I've never done HD, so I don't know how much hard encounters I can expect, but I'll make 25 supersoldier drugs for both Expedition and HD and live with it. Hopefully I don't need more than like, 10.

By the way, I am correct that you can go back and farm the other DC components, right?

12
General / Prednisone Solution after beating the original game?
« on: March 29, 2026, 02:44:12 am »
I am in the middle of Deep Caverns, and while I am able to craft Supersoldier Drug now, I was wondering if I would be able to keep crafting more after beating the boss of the area, or if I should farm as many as I can now. I'm on an LMG build, so my bullets are somewhat limited before I need to go and finish the game.

As far as I remember, for most other DC components, I can just go back and harvest more, but I'm not sure about the Prednisone, as it's harvested from the brains of the creatures in Hollow Earth.

13
Bugs / Re: Zone transition error
« on: March 24, 2026, 05:38:57 pm »
I've hit this issue also after playing temporarily on a separate computer. From reading the log data, it seems to be due to both computers having different locales (one French, one US English). These sorts of mistakes happen often in C#, I can't remember if Underrail is using that. I've been avoiding playing on a separate computer since.

I've solved the issue by rolling back to a save before I started playing on a separate computer, which lost about 2 days of progress.

14
General / Re: New Player Home burglars?
« on: March 17, 2026, 03:08:56 pm »
Cool. I guess I did have a habit of locking my SGS and Core City door for RP in the past for fun, I just didn't bother this run. So security systems are still only for people who want to save the effort? Classic home value

15
General / New Player Home burglars?
« on: March 17, 2026, 01:32:40 am »
I was loading old saves (on lower difficulties) to check the fully upgraded house, and I noticed burglar corpses in front of security features. On my current Dominating run that only has the bare minimum for crafting stations, I noticed items missing from my lockers, and then I got ambushed by a burglar holding some of my items I had stored.

Are these burglar events new to 1.3.0.15? I don't remember getting them before, and now I've gotten it multiple times within 30 minutes of messing around with housing, though across multiple runs.

Pages: [1] 2 3 ... 11