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 - Kekus Maximus

Pages: [1] 2 3
1
Suggestions / Re: Undo Last Movement
« on: June 09, 2023, 05:57:16 am »
I see some potential for abuse in this. What if you step on a mine and just undo it? What if you walk into LoS of unaware enemy and undo it, will they forget about it? Player would be able walk around the corner (in combat) to reveal unexplored area, and then undo the movement and keeping all movement/action points. You can already check enemy positions in explored area just by hovering mouse over traversable tiles, as pathfinding line reveals occupied squares. Knowing the exact positions every single turn is huge, and I think this mechanic is most likely not intended to work like that. Ability to undo last movement will make it even worse.

To avoid missclicks I suggest to take it slow.

2
Suggestions / Re: Additions for Sure Step and Doctor plus 1 new feat
« on: June 06, 2023, 07:18:13 am »
Posting in this thread is kinda pointless at this point, however, the amount of pure, distilled retardation in your posts is just too much to ignore. This will be completely off-topic, I can't force myself to not reply to this shit.

>the entire second paragraph
Normally, I don't dedicate 1/3 of my precious inventory space to fucking caltrops, same goes for traps. Because I am not insane to waste my time setting up Mannerheim lines, and I can win fights without spamming that shit over the entirety of the area.

Secondly, outrunning enemies and/or breaking LoS is possible almost fucking anywhere, in some areas you can't do this forever, but there is no need; and if I use caltrops, I only need their effect ONCE, maybe twice at most, because by that point all dangerous enemies would already be dead.

Thirdly, the difference between Normal and Hard is absolutely insignificant, and the fact that you even bring that up makes me wonder if you have ever completed Dom.

>shotguns, fireballs, grenades
Like, what? Ranged enemies are present on every difficulty level, and cans as well.

>thick tin cans
Ah yes, they are so difficult to outrun, and it's not like most of them are wearing a helmet that decreases guns skill.

>All they will shoot in you
"Enemies shoot at you" - no way! What a mind blowing discovery, truly brilliant. There is quite a number of ways to defend oneself, and evasion is viable on Dom, it just needs a lot more investment compared to lower difficulty levels. With the right build it's totally possible to chill for a few turns doing nothing while being shot at by multiple enemies.

>the entire third paragraph
So fucking what? If throwing is decent, the chance to miss is only 10%, and there are also spots where randomness of a throw can be limited; and in some cases it is a viable option to throw caltrops near character even without SS and then walking away, only one square of caltrops will do damage, small loss of MP/AP might still worth the result; and finally - if the survival depends entirely on a success of a single action with a cooldown - this is clearly a skill issue.
 
I've wasted enough time replying to projections, fantasies and false knowledge of this reddit-brained clown with an ego of Rome emperor. There is nothing more to discuss here.

3
Suggestions / Re: Additions for Sure Step and Doctor plus 1 new feat
« on: June 05, 2023, 09:48:41 am »
Well, anyone can benefit from using poisoned caltrops, but not everyone necessarily needs to walk over them, or  throw them under own feet.
MD leather is just very good against mutants in early game, and resists most of their acid damage just fine. As for chempistol + SS, this feat is totally fine, because they create puddles in every fight, not just with mutants.
Although I agree CD part is a bit of an overkill, especially it becomes too good for metal armor tanks and TM users in general.

4
Suggestions / Re: Additions for Sure Step and Doctor plus 1 new feat
« on: June 05, 2023, 07:59:35 am »
Your ability to understand what you read is questionable at best.


>No comments....
>Proceeds to write an entire wall of text

>There is AI "hole" when using together caltrops + gas/napalm grenades
How is this relevant? And do you absolutely have to stand in both napalm and gas?

>But no, you know everything
I don't know everything, but I know enough to understand which gear I need for any given encounter, which fights I want to play fair, which fights I could cheese, and which fights could be skipped entirely.

I don't understand what's your point here, I just want some feats to be a little less skippable. I don't ask to remove them, or rework or anything, I want them to be expanded.

5
Suggestions / Re: Additions for Sure Step and Doctor plus 1 new feat
« on: June 05, 2023, 04:58:01 am »
Basic mutant dog leather armor is enough to resist 90-100% of damage from acid puddles. If my build uses another armor suit as main, sure, I would pick SS, but puddle immunity does not make it OP, it just covers minor weakness of acid pistol.

Only melee builds really benefit from caltrops immunity, everyone else just don't need it. And usually, agile melee characters have a ton of MP anyway, melee tanks can wear metal boots and don't move much, so SS rarely comes into play. It is still useful, but you can live without this feat.

6
Suggestions / Additions for Sure Step and Doctor plus 1 new feat
« on: June 04, 2023, 06:26:22 pm »
These two feats are a bit meh so here are some ideas to improve them:

Sure step:
1)Trap "immunity" - character will not activate one detected trap for 1 turn or per two tiles traveled. This means character with SS can walk on a trap and stand there for indefinite amount of time; once they step on it, this effect is nullified after a very small delay, so the trap can't instantly trigger. If character moves away from trapped tile, effect comes back after 5 seconds or after moving for 20 MP. This allows to "jump" over traps, even in combat.
2)Character only loses focus after moving for at least 16 MP.

Doctor:
1)Shortens CD of all meds and drugs by 2(3?) turns. And specialization could decrease it further by 0.5 turns per point, 2 levels.
2)Also, restoring health with any hypo or bandage instantly decreases duration of bleeding wounds and crippled by 1 (2?) turn(s).
3)Required biology probably should be increased to compensate.

All of these are an addition to existing effects.

New feat - Built Different.
Decreases duration of fatigue by 3 turns, cooldown of morphine by 4 turns, INT by 1. Requires 7(8?) CON (and maybe Motioner).

7
Suggestions / Re: Phreak's Glove
« on: June 02, 2023, 04:18:49 pm »
I've completed an almost pacifist run on Dominating, and I even have saves left. And fully pacifist run is also possible. What is not possible is no kills run, and no combat run. Definition is key. I will make an entire post about this run in general sometime later.

To be short:
1)My rule for this run was: "My actions should not cause harm and unnecessary deaths if possible". That is how I defined pacifist run.

2)There are 2 things you are absolutely must kill in order to finish the main story - Pulsating roots and Tchort.

3)Robots, any critters, animals, etc. are okay to kill if necessary.

THEORETICALLY, even 3) can be avoided with one single exception.

Now, for the "almost" part:
In this run I did not kill a single mutie or mutant, however I did caused deaths of 3 humans if I remember correctly (Jack's first quest, I accidentally exploded a barrel near rathounds with electrokinesis, and the sound attracted thugs, and then rathounds killed them). I killed a few stalkers in Arke Basement (I think it's avoidable), some robots and psi-beetles. Spiders in a lab near Foundry. Possibly some rathounds, dogs and mutant dogs, I don't remember.

There is a lot of BS in your post, like
"You can't kill dogs, they are humans too"
"psi beetles also humans, wish you or not"
"you can't kill rathounds. They are humans too. You can't kill robots, they are humans too"
and especially
"But all games teach something, in this case kill innocent people"

I'm not going to reply to all this, I'll just say it's wrong. Also Tchort is not a human(s). It was once, but not anymore.

Returning to the topic of this thread -
>It is RPG!
Exactly. Clearly Phreak needs this shit, or else he would sell it to you or give it as award for doing his quests. You either kill him and get the glove, or you don't kill him because he did nothing wrong to you, but in that case you won't get the glove. A rather basic example of choice as far as RPGs go, but still. If you remove the choice, RPG part of the game will be gone, and it's already not a strong part of Underrail in my opinion. And finally, it's not a big deal to miss this item.

Someone have completed pacifist run on youtube, I think it was Tygrende; he used Enrage on tentacles to get the boss.
In my run, I used Temporal Manipulation and Psychokinesis.

8
Suggestions / Re: Phreak's Glove
« on: June 02, 2023, 06:14:31 am »
With the addition of Phreak's questsline, you don't need to kill fucking anyone (sentient) in this game, except final boss.

>In the end, our hero is even worse than CAU
You mean, your character is worse than CAU. You are using meta knowledge to get the most profits, so why even bother thinking about morals?

9
Builds / Re: (One Hit) Psi Build
« on: May 30, 2023, 07:28:58 am »
This is not new, like at all, also a literal ton of stats, skills and feats are wasted.
You don't need 5 STR period. You don't need melee, and DEX too, maybe 2 effective in throwing for nets and that's it. For INT, either 10 or 12 for one more psi slot, but not 11. Free stats can be used for CON, AGI, WILL. CON for Fast Metabolism, AGI for Evasive Maneuvers and Uncanny Dodge if you want to do some ballsy moves way out of cover. WILL for damage.

Opportunist... just why.
Hypothermia is completely useless on normal and hard.
LoC on level 20 is way too late.
Snooping is beyond useless.

>no tailoring
>pig leather tabis
>3 CON
>0 stealth
>19 initiative
bruh
Maybe it's okay for normal, I don't know, but DOM will punish this savescum simulator build real hard.

10
General / Re: EOS Complex
« on: May 07, 2023, 06:41:19 pm »
I won't spoil you the solutions, instead here is a hint - stacking cold resistance is almost meaningless there, because the debuff will eventually drop it to 0 no matter how high the starting percentage is. Pay attention to the enviroment. Some cold protection is alright for "bossfight" tho, and a good low/low shield can also be a huge help, as the boss basically can't fully deplete it. Also there is one option that makes the entire dungeon trivial, but it seems your build is unable to use it.

11
General / Suggestion - Destructible doors and tiles
« on: April 29, 2023, 05:26:31 pm »
Give HP to some doors, so large beasts can break them, also player and (even more importantly) human enemies with powerful guns, melee and explosives can blow them up. Different kinds of doors can have different HP and resistances, for example "curtain" type door is weak to bladed weapons, while thick metal door has very high mech DT/DR, but low heat/energy DR. Or fence gate with no acid resistance but high explosive DT and so on. And destructible walls too! But not like we have now - "look! this one specific tile can be destroyed with jackhammer or tnt! Rather, to make it less obvious, remove markers from "weak" walls, and allow some of them to be destroyed with something other than mining equipment.

Pros:
Less AI abuse!
More secrets that are not (ingame) PER checks!
Better, immersive gameplay!
More ambush encounters fuckery!

Cons:
???

12
Builds / Re: LF an Unstoppable Force
« on: April 29, 2023, 04:07:01 pm »
This is doable, yes. The example in your post has about 0 actual staying power and relies on running and also TM being OP af. In other words any build that can reliably kill at least 2-3 enemies per turn will easily dominate the game with 3 will 70 TM tm. It is definitely very strong, but it just can't allow enemies to even breath on them; EMPs are most likely equal to instant death.

Here's my recent leather/metal gloves build. Not quite fitting, lacks raw power until late game, but still it can explain one way to approach this, sort of:
https://underrail.info/build/?HAcPCAUDAwUAeADClijClngAVS0AAAAAAAAAAAAAAAAAJDkmIEEGEgdDCQMxTjzCs0vinY0J4p-EAeKmrgPfvw

I didn't pick Fancy Footwork on purpose. The philosophy behind this build is simple - if I can't run away, and can't kill a lot of enemies per turn, I have to do everything in my power to debuff or disable enemies, so even my mediocre defences are too much for them to overcome.
It's not tanky at all, but it can stay surrounded by enemies for multiple turns, thanks to specced Wrestling. It lasts two turns, that means you can refresh it with 1 or 2 hits, just ~5 AP. On my belt I almost always had cave ear poison throwing knives and throwing net, and the last belt slot was either for flashbang (rarely used), or molotovs, which i could throw under my feet while being in the middle of a crowd, or black dragon poison knives to disable psionics. Or sometimes cloaking device to further boost evasion. High evasion and antithermic leather armor almost completely negate grenades. Incapacitation from pneumatic hammers are really hard to resist, so most organic targets that survive after being hit by one will be disabled, usually till the very end of combat. Staying near disabled enemies prevents others (except Lunatics) from using bursts, grenades, AoE psi and flashbangs. Crippling strike is very good against snipers and some AR and shotgun users as well, sometimes crippled snipers don't have enough AP to shoot, but if they do, they have a huge accuracy penalty. Five CON is not too little, not too many to hurt damage stat; on 20+ level and with some mid leather armor and a good shield it's possible to more or less reliably survive a single sniper crit, if you let them land it; at level 20 I gave the first turn to Carnifex, and successfully survived with ~35-40% HP. Regenerative vest is a great choice for general combat, though most of the time I preffered infused rathound leather for crits and fire protection. High DEX and 8 agility means even if I fuck up stealth, I still get my first turn pretty often. Lastly, Uncanny Dodge allows to completely ignore melee enemies and focus on more dangerous targets instead; and it was a real MVP against faceless gaunts in DC.

The lesson of this playthrough was - don't fuck with Faceless before the endgame, it's not worth it. Foundry Faceless at level 16 was a single hardest fight for the build before Expedition.

In the end it is a very solid build, despite lacking a little in offence; however I struggled in DC with Faceless base so much I had too cheese it with gas grenades. On the other hand, if I faced the Faceless (badum-tss) after last boss, I would probably had a much better chance.

======================================

I also posted Cryo Tank build a while ago:
https://stygiansoftware.com/forums/index.php?topic=8799.0
This is, in essence a very fat yet evasive psi "sniper" with occasional powerful crits and 2 very good AoE abilities. Definetely needs some tweaks tho, less WILL, more AGI (because 6 is not quite enough) and 1 additional point in INT, needs more base psi points as it runs out very quickly; I also recommended a lot of very optional items and to spec in Hypothermia, but now I think it's a complete waste of time and points, and Hypothermia doesn't work on last boss anyway.
I stormed a pirate base all on my own with this build, and only in one location I had to reload multiple times. This build has to break line of sight from time to time, and since it's a Psychosis build in some fights I had to do nothing for 1-2 turns due to huge psi costs, it can barely deal with robots until at least level 16; nevertheless I still think this is the closest I've done to your request.

13
General / Re: not-so-invincible bloodpsican
« on: April 25, 2023, 10:08:25 pm »
You are clearly doing something wrong. You don't have to break plasma sentry, just EMP it once and take the disk from a chest, then run, use adrenaline if you need it. Biocorp robots can't open doors. Zero points in stealth? Craft stealth items. If you have at least 4 STR, you can buff it to 8 with junkyard surprise and adrenaline; should be enough to open vents.

14
General / Re: Tchort Fight - Low Damage
« on: April 25, 2023, 09:47:34 pm »
Seems just about right, if the non-crit damage of NO in the end your list is after all buffs. Last time I played TC psychosis build I oneshotted Tchort with 6k+ crit - enough to kill it twice (that was before the patch that buffed it's HP). I used pretty much everything on your list, plus damage feats and mental breakdown, which doubles the damage of NO.

Trance doesn't give +100% damage, it gives +100% crit damage, similar to pickled mindshrooms.

15
Suggestions / Re: Anticoagulant bolts and bear traps?
« on: November 14, 2022, 07:32:41 am »
Caltrops too.

Pages: [1] 2 3