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Messages - igetnorespect

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General / Re: Post-nerf sniper rifle
« on: January 23, 2021, 11:29:58 pm »
Well game developer's goal is to make money selling games. Shooting Spree and TM are add-on and not a direct nerf to the base game. I think even if that was the intention (not saying that it is) it's acceptable and fully justified.

But the base  game WAS nerfed. It had balanced Snipers. Then the expansion came out with AP-saving abilities, so to counter-balance the base game was patched to increase AP cost of Snipers. End-result: even the crappiest Sniper in base doesn't let you shoot twice in one round without drugs like before. Making Snipers a poor build in the base game.

The game should have had 2 AP cost tables for weapons, one balanced for the base game and used if the user doesn't have the expansion, and the current table for the expansion.

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General / Re: Post-nerf sniper rifle
« on: January 20, 2021, 03:58:10 pm »
Feels like this is a gimping of the base game so that people have to buy the expansion for stuff like Shooting Spree and Temporal Manipulation.

I'm not falling for this.

3
I'm playing a very high-perception character, and found all secrets in my game so far.

I don't think I would have missed any secrets. There are so few of them, and they seem to fall under one of the following categories:

a) Random loot. But by the mid-game I was already loaded to the point where I wasn't bothering to pick up expensive loot from enemy corpses.
b) Fixed loot. But nothing unique, except for the Black Arrow sniper rifle.
c) Unlock some shortcuts. But I never want to miss a fight, I want to murder everything in my way.
d) Deacon's shop in RC. But his quality is way worse than anything you find in Core City, so what's the point.

I'll be playing with 3 PER on my next char, I don't think I'll even bother with switching to PER gear/food for secrets. Just for the ratking's trap maze.

This makes the Snooping feat (+3 PER for secrets only) the most worthless feat in the game.

4
Builds / Re: Force Emission based puncher?
« on: January 18, 2021, 12:34:16 am »
I'm sure is nice, but I have such a huge backlog of unplayed games, I'm not buying any new games for at least a few years. I have games I bought years ago on sale that I haven't touched. Underrail was one of them until a few weeks ago.

I see in your video you walk into fights already below 30% HP, instead of letting it happen naturally during the fight. How do you maintain SI? Characters regenerate HP every turn naturally, so how are you staying under 30%? Do you stop every few screens of exploration to throw caltrops at your feet or something? Or do you only do this before tough fights?

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Builds / Re: Advice for a Stealth/Sniper/SMG Build?
« on: January 17, 2021, 08:58:44 pm »
Disclaimer: I'm no veteran. But I did a bit of research.

I can tell what you're trying to do, it's just hard to do in this game. Like, perception is used for all ranged accuracy, but dexterity reduces AP cost of SMGs. You have to conform your build to the game mechanics, not what makes sense in real-life. Think of Underrail as an opinionated Excel spreadsheet. In this spreadsheet, there's no good general gunner build, or rather, such a build is always weaker than a dedicated 1-weapon build.

So for SMGs, it's much better to just pump DEX, and walk up closer to enemies before you burst them to death, than to have high PER. Veterans who play SMGs calculate an AP usage threshold (??? dex + rapid reloader + ammo type on crafting), pump DEX enough to get the AP cost down to that desired level, to be able to burst a maximum amount of times per round.

However, I think if you make SMG your primary, and Sniper your occasional weapon, you can get. Snipers are so powerful, they don't need much hand-holding in terms of build. Perhaps (not sure, can a veteran confirm?) with just 6 PER, which you need on an SMG build to get Suppressive Fire (for Opportunist), and which unlocks Aimed Shot, you could keep using the sniper and used an aimed shot as your opener. If you're maxing Guns every level up, that might give enough accuracy at 6 PER to reliably hit enemies.

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Builds / Re: Force Emission based puncher?
« on: January 17, 2021, 08:36:01 pm »
I think Force Emissions work quite well with Unarmed, but I wouldn't use it with Combat Gloves, because as you said, the damage from Pneumatic gloves completely overshadows the damage from Force Emissions. Combat gloves can max DEX and ignore STR, only losing Heavy Punch/Wrestling/Bone Breaker.
Unarmed on the other hand, needs the multiplicative damage bonus from STR and Force Emissions, because it has fewer ways to increase it's damage output, plus the base damage is fairly low. It can then get just enough DEX to reach 4 AP or 5 AP attacks.

Of the two (Unarmed vs Pneumatic Gloves), which would you recommend for a Dominating run? The 4th hit from pneumatic gloves is nice, but I'd be losing Improved Unarmed which is +20% dmg on every attack. I don't have Expedition.

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Suggestions / Re: Feedback from a fresh set of eyes
« on: January 15, 2021, 04:20:26 pm »
There's a difference between a unique blueprint only sold by Leonie after finishing a quest, and the generic blueprints that can appear in various merchant's stock due to RNG. I don't bother checking every merchant every visit, it's tedious. I check them on my 1st visit to get an idea of what they got, then it's on an as-needed basis unless the game gives me a good reason to check everything again.

I read all the text after the Beast, did a little victory lap around town, and don't recall anyone mentioning Leonie having new inventory. Do you recall who says it?

Even if you were right: why do I have to mouse over every item to get item info? That's so inefficient/tedious. Why don't unlearned blueprints have a different border from learned ones? Better yet, why don't unique/exclusive blueprints such as Infused Leather have a different icon color to spot them more easily? Same for those rare blue items. Taking it further, why can't I set a visual filter that says "highlight (electronics/crossbow/rifle/all crafting) parts with quality > 100", and when I talk to a merchant I spot them immediately?

To me, pointless tedium ruins the game experience. That's why I didn't catch Infused Leather. An extra 10 hours of gameplay where I'm just moving the mouse over merchant stock "just in case" is not my idea of fun. And I don't care about subjectivity, so I'm gonna say this: it shouldn't be fun to anyone, and it's wrong to find it acceptable.

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Builds / Re: Force Emission based puncher?
« on: January 14, 2021, 05:48:24 pm »

Never played with force emission myself but here is our friend Sheepherder : https://www.youtube.com/watch?v=YDR43ASOrVU&t=350s

I'm planning to try a 10 will fist weapon dude with psychokinesis and TC some day, don't know if it will be good but could be worth the try.

Nice, will use that as inspiration. I don't have Expedition but some limited use of CheatEngine will let me fill the gaps in vanilla.

And thanks for the heads up about requiring crits.

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Suggestions / Feedback from a fresh set of eyes
« on: January 14, 2021, 03:20:17 am »

I think I'm half-way through my 1st playthrough (cleared Rail City and Foundry, explored almost everywhere), and here's my feedback.

I enjoy the game, I enjoy the difficulty of combat, I enjoy the setting. But it has a big imbalance in terms of info available to the player.

TLDR of Underrail's problems: the game is balanced around players reading the wiki, forums, and other out-of-game sources. It is unbalanced, and sometimes downright unfair, to normal players who only rely on the information provided in the game.

Example 1: infused leather
The Beast is the most recent quest I finished. My character is light-armored, so when Bernard started talking about Supersteel, I didn't care. I asked him to make one, not because I needed it, but because I thought it might start some new questline. It didn't. When he said it takes a few days, I left. On my way out, I passed by Leonie just to see if she had high-quality chempistol components, as a long shot (she never does). I then left Foundry, not planning to come back anytime soon.

So there's this new improved leather useful for light armored players available with her, but had I not read the wiki, I would never have known. The game doesn't mention it in-game like it did for Supersteel.

Am I supposed to mouse over vendor inventory every time I REvisit a merchant, just in case they have some unique blueprint that the game added silently after a quest? No. That's not fun. That's the very definition of tedium, the sort that would turn a 10/10 game into a sour experience.

Example 2: Core City quest lockout
I hadn't started Core City, mainly because I was worried about being locked out of things, having read that starting a quest (not even finishing, just accepting) with one company locks you out of all the others. Any normal RPG gamer tries to do as many quests as they can, as this is mainly how game developers feed prepared set pieces to the player. So they are likely to accept the quest from the first company they talk to. I looked it up on youtube, and the line starts with "Do you have any work available?" (not "Can I bind my soul to your company forever?"). At no point, in ANY of the dialog with the company representative, does the game indicate you're locking yourself out of every other oligarch questline. The poor gamer (playing blind) finds out when they leave, go into the next building, and talk to the receptionist.

If that had happened to me, I would have been upset by this unfairness. Imagine if you're a plumber, and get a job fixing someone's sink. Then you leave, and try to find another gig, and the government tells you you're not allowed to be a plumber for other people anymore. Only the original homeowner. You weren't warned about it, you didn't sign a contract, but it's being enforced. You'd think they were retarded, wouldn't you? Well that's what this design decision is.

Conclusion
I get that the game doesn't hand-hold the player. But the difference between "hard but fair" and "unfair" is whether the game provides the player with the tools and info to succeed on their own, like Dark Souls does. And Underrail frequently fails at that.

Btw, reading wikis IS hand-holding, so you can't claim some sort of "hardcore game" cred by not putting info organically in the game, instead leaving the work for people who edit the wiki.

If you insist the current game design approach is fine, then I suggest for your next game you embed the wiki into the game as an official in-game manual, updated along the game patches, and provide buttons to access and navigate it in-game. It would be bad design, but an improvement over what Underrail is like now, because then no one can 100% claim they felt cheated over info the game didn't give.

10
After 10 minutes, 15 attempts, and 3 failed audio files, I started wondering if the forum was closed to new users and this was the programmer's trolling way of doing it.

Was I supposed to answer the questions in croat or whatever? Or does casing matter, and I was supposed to type "pacific" instead of "Pacific" (pretty sure I tried that too)? Or did someone decide the world's largest ocean is no longer the Pacific anymore?

11
Builds / Force Emission based puncher?
« on: January 14, 2021, 01:58:38 am »
I'm half-way through my 1st playthrough (stealthy chem pistol/sniper), but I'm already thinking about my 2nd.

Burst weapons seems too similar an experience, so I wanted to go melee. I had designed a heavy sledgehammer build, but having recently experienced what lack of stealth does when I explored a bit in heavy armor, it's not something I want to play. I like stealth, and how it keeps me in control of the initial attack, so I want to keep that. So I went another path: Bruce Lee.

https://underrail.info/build/?GQwIBwYDBQUAPADCh8KHwodkADwAGks_AAAVAMKHAADChwArTyZpGBlEIAzCqBNDB2gG
(Ignore the feat levelling progression, I just picked them in the order presented on the site)

Is this viable on Hard or maybe even Dominating? The idea is to use Force Emission to add unarmed damage, and use other psychokinesis abilities as support. Sneak up on enemy groups, activate it, punch away (or flashbang then punch away). The tons of movement points should help me escape tight situations, but I'm hoping the 20 attacks of Force Emission I get out of 100 psi are enough to turn the tide.

I don't have the expansion.

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