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Messages - apollounderrail

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1
Bugs / Invisible pirate chucker, black sea
« on: December 12, 2023, 03:07:46 am »
One of the jet ski pirates beside razor, I believe a pirate chucker, is invisible. I can see the wave pattern under his jet ski, and he appears to throw grenades before becoming invisible again. He is still vulnerable to flash bangs, etc. Though he doesn't become visible, even when incapacitated.

2
Bugs / Re: West Storage Depot door picklockable! Skip the entire dungeon!
« on: December 12, 2023, 03:05:28 am »
Thank you!

3
Bugs / West Storage Depot door picklockable! Skip the entire dungeon!
« on: December 08, 2023, 09:43:17 pm »
At the very start of expedition, when you go down to the first floor under the mutie refuge (West Storage Depot), I recall the body where you can take phil bridges arm being behind a door that is stuck shut. Just now on this playthrough, the door is actually a lockpicking 0 lock. So I unlocked it and I immediately have his arm, skipping the entire dungeon. I will now engage in doing this dungeon backwards, just to see how it goes.

4
General / Re: LMG gameplay feels unsatisfying
« on: November 15, 2023, 03:59:33 pm »
While I did find LMGs fun to use at first, I became extremely bored halfway through the game and had to make a new character (chempistol grenade launcher). The reason is it felt too similar to my playthroughs with SMGs and assault rifles. As you noted, specific skills for the new weapon classes would go a long way towards differentiating them.

LMG skill ideas:
spray’n’pray - triple the firing arc and double the amount of bullets fired, once every 2-3 turns
(Don’t have a name idea) Half AP cost for firing LMGs for two turns, cooldown is 10 turns

Grenade launcher - edit: loving them so far.

5
also
Quote from: Styg
Hey hey people, have you tried this new DOMINATING difficulty yet?
[/quote]

The game isn't intended for DOMINATING to be the goal. I think it was provided to give veteran players something to try their OP builds against. I love it, personally - but I admit that I frequently rely on inspiration from builds provided by other players in order to handle it.

6
I forgot to add:

The mobs this happens to (e.g., the robots in the GMS compound) will just sit there and passively wait to die. They often don't shoot or use abilities, although this could be due to line of sight. This is far more noticable than at any time in the game's past that I've played it (probably about 4 years ago).

7
Hi,

Groups of monsters are frequently bugging out now in Heavy Duty, specifically in terms of pathing through an open gate/door. This is noticable right after starting a game: groups of rathounds will sometimes cluster around an open gate instead of going through (e.g., reclaiming the outposts outside of SGS). It's like a traffic jam.

Also happens 2 zones to the north of SGS, there are 4 dogs behind a gate. If you close the gate to let them group up, then open the gate again, they are jammed and can't get through. I believe the frequency of this bug has increased considerably from what it once was. This could simply be bad luck, however.

Thanks to Styg and the rest of the team, and the fanatical beta testers, for their hard work! I am enjoying it so far.

8
Beautiful guide. Learned a lot already. This will help with that build you recommended on discord. Dominating oddity, my first full psi build, because I love the pain.

9
Development Log / Re: Dev Log #6: New Environment Renderer
« on: February 11, 2023, 01:52:01 am »
The height really does add a whole new dimension to the atmosphere (and I'm sure somewhat affects mechanics as you've alluded to). Gorgeous graphics. Also love how you're showing sight with the shaded black bars - doing darkness alone would be confusing and not look great.

10
Development Log / Re: Dev Log #5: Character Model Customization
« on: August 08, 2022, 12:26:04 pm »
Everything you've said is music to my ears. In particular, I am a fervent advocate of the appearance-follows-attributes approach. Appreciate the update!

11
Builds / Re: Assault Rifle / Crafter Build?
« on: August 03, 2022, 12:49:23 am »
https://underrail.info/build/?HgsDAwwLAwPCoMKgAAAAAAAAAAAAwobCgmJObgAAAAAAwqB7AVAmYxU7SlVJRAgfYk9xc8K14p-iBeKijQPip6oD4qe0BN-_

This will be a little rough in the very early game due to low initiative, bad armor, bad guns, bad throwing, and no stealth.  By the time you get to GMS you should be doing fine and it should stay very strong all the way through the game.  Start with 9 str, 10 con, 9 per.  Raise per to 11 first, then str to 11, then con to 12, in that order.  Use those last skill points wherever you want; I would suggest hacking.  Don't level mercantile until you're happy with your crafting skills; it's mainly for a cheaper good jet ski and lategame crafting components.

No need for traps with this build, but you can use bear traps no problem on any character.

This build slaps. I immediately recognized your name from a previous build that I enjoyed, so I gave it a try. As promised, the start is very rocky. But after GMS/Depot A, it gets much better. I'm experiencing a new side of the game, I somehow fell into a tired routine of always rocking stealth, pickpock, lockpicking, and moderate-high dex. You've inspired me!

12
Development Log / Re: Dev Log #4: Laying the Foundations
« on: August 03, 2022, 12:44:02 am »
Major hype! When the game comes out, you can count on me to get ZEALOUS, you can count on me to get RADICAL, and you can count on me to GALVANIZE my friends and brothers into buying it.

13
Bugs / Re: Gorsky (core city) pickpocketed inventory makes no sense
« on: July 09, 2022, 07:04:41 pm »
Ah... So you can't see all their equipment. This actually makes so much sense, considering how only selected items are visible. Thank you! It finally make sense!

14
I've pick-pocketed Gorsky in core city, and he has boots, a .44 Hammerer, and 100 7.62mm Standard Rounds. Why doesn't the ammunition match the weapon type? I assume a bug!

15
General / Re: Assault rifles precision: am i missing something?
« on: July 08, 2022, 01:19:46 am »
I can confirm that my assault rifle has inferior accuracy to a pistol or SMG, even at 12 tiles. Obviously, this makes no sense. I have 1 strength higher than the requirement (6). I haven't moved, as I'm out of combat just standing there. Reproduced once combat starts. Very bewildering.

I read each weapon very carefully for mods. There is no laser sight, scope, or any other mod that would affect this. I have noticed it with multiple weapons as well. It's not the lighting, since the lighting is the same if I remain stationary and simply swap weapons.

Edit: Now I'm realizing that the assault rifle can hit ranges that the SMG/pistol cannot. It's still surprising that the assault rifle reliably has inferior accuracy at the upper limit of SMG and pistol range.

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