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.


Topics - ciox

Pages: [1] 2
1
Suggestions / Riposte should natively support up to 2 stacks of its buff
« on: November 24, 2019, 12:25:02 pm »
There is no way to prove me wrong on this, it's just the way it should be. Captain's Cutlass could provide only 1 extra stack as a counterbalance, but yeah.

2
Suggestions / Buff ideas for dodge/evasion skills
« on: October 11, 2019, 09:33:36 pm »
People complain a lot about the effectiveness of these skills at higher difficulties. My ideas for buffing them are a few feats that do things like:
- reduce or remove the cap on how often attacks can miss against you (at most 60% miss with evasion, at most 90% miss with dodge)
- proc various things when an enemy misses an attack against you (attacker misses an attack against you -> they lose X action points depending on your dodge/evasion)

3
Suggestions / Interesting way to further buff non-gloves unarmed
« on: September 22, 2019, 03:06:39 pm »
I'm trying a bare fists build right now, making use of feats like Improved Unarmed Combat and so on, it's not bad, but it could use a little boost.

What if Lighting Punches was more lenient for characters using bare fists? Something like 20% max penalty if you're using gloves, 25%-30% max penalty if you are barehanded.

Would be pretty neat I think.

4
I can't easily test this yet, since none of my full psi characters are there just yet, but with the additional veteran levels and the Empowered Psychokinesis feat, it should be fairly trivial for a dedicated psi user to go over 275 skill and hit the 75% damage cap of Implosion, at that point casting Empowered Psychokinesis would have no effect on Implosion at all. I would suggest raising the cap a little to keep Empowered Psychokinesis relevant for the top Psychokinesis ability.


5
General / How do you get the coordinates for towing the sub?
« on: August 14, 2019, 11:48:56 pm »
I've found the sub, opened the gates, talked to Ferryman, found the Subsphere in LemCo, but I don't have the option to tow the submarine anywhere?

I've already searched around the area a lot so please tell me what I need to do rather than giving a hint.

6
I can't believe this one is still around, guys, c'mon... enemies either need to use the same targeting routine as the player, or move in the same increments as the player moves, so that they STOP doing this thing where they are in cover compared to the player, but the player is not in cover compared to the enemies.




7
Suggestions / New Psi School - PARABIOSIS
« on: July 17, 2019, 09:19:15 pm »
Just for laughs...



PARABIOSIS

a Biocorp psi school that is based around biological buffs and synergizes with Thought Control (enrage the buffed enemies, or buff enraged enemies, blind them to your presence), its abilities can be invoked either on yourself or others.

**Hormone Overproduction** (0 skill, increases combat and psi skills by % depending on parabiosis skill, starting at 30% and up to 150%, but causes self or friendly target to go berserk and only attack the enemy with basic attacks or basic offensive psi abilities, lasts 2 turns, cooldown 3 turns)

**Retinal Blooming** (15 skill, gives target nightvision complete with daze vulnerability to flashbangs and a flat 50% bonus to detection, duration starts at 2 turns and can go up to 10 turns with higher skill, can use it to daze groups of enemies with a single flashbang)

**Acid Gut** (25 skill, grants target human a Mutant Acid Spray ability for 3 turns, the acid damage of the ability is influenced by parabiosis skill and target's constitution)

**Skin Fouling** (35 skill, enemies attacking target in melee take Bio damage and gain Contaminated debuffs with each attack attempt hit-or-miss, the Bio damage and chance to inflict Contaminated are influenced by skill, lasts 3 turns)

**Nervous Hypermyelination** (45 skill, target's Fortitude and Resolve are increased by a large amount depending on Parabiosis skill, 2 turns, 10 AP, 50 psi)

**Induced Regeneration** (55 skill, target gains a buff for 2 turns, during which it loses 20 action points but regenerates a good number of health points depending on parabiosis skill, regeneration is also applied on initial cast, 35 AP)

**Adaptive Flesh** (65 skill, target gains a buff that causes stacks of 1% mechanical resistance to be added every time it is struck by an enemy, up to 75 stacks maximum, the number of stacks added per attack depends on Parabiosis skill and all the stacks are lost when the buff expires, duration 2 turns, cooldown 4 turns)

Ultimate Skills:

**Deep Cerebral Stimulation** (70 skill, target can cast psi powers without triggering cooldowns and its psi crit chance is increased by % depending on parabiosis skill, lasts 2 turns, 35 AP, 50 psi, 10 turn cooldown)

OR

**Metamorphosis** (70 skill, target evolves permanently into a powerful eldritch bio-horror, The Thing style, hostile to everything it sees, skill influences the chance that the target will be able to resist with a Fortitude check and the creature's attack power, creature's base hitpoints are close to the original target's hitpoints, 60 psi, 10 turn cooldown)

8
Traps like mines have this stat on them, but it never seems to be different from 100%, shouldn't some traps have different values for the display of the stat to make sense?

9
Bugs / Buying Blaine's password from Katherine can still bug out
« on: November 30, 2018, 11:25:03 pm »
This has been reported before, you can buy the info from Kat then go to the intercom and only the 'funny options' are available, and yep it can still happen.

I wonder if stealing your cash back from Kat can cause this? Don't really have the saves to test it.

10
Suggestions / Different Huszar
« on: October 20, 2018, 12:32:31 am »
I get the feeling that the Huszar doesn't get much use in AR builds, the precision penalty and damage spread turns people off so instead it's all about two bursts per turn with Marauder/Hornet and sometimes a critical-focused build with Chimera. Do people secretly use the Huszar in AR builds? Maybe I'm wrong.

My idea for the Huszar is this:
- increase STR requirement from 7 to 8, moving it from "I'm getting STR 7 for Full Auto anyway" territory to "Official Metal Armorer Rifle" territory
- remove the 5% burst precision penalty
- increase base ammo capacity slightly, like +5/6

Now the gun has a really clear purpose, you really want to craft it in a high STR + metal armor build since you'll get several clear benefits, and I would definitely go for it in that build.

11
Suggestions / Feat for single shot AR builds
« on: September 08, 2018, 10:47:26 am »
Right now, single shot AR builds do not exist, even though you can craft weapons for it, like attaching a basic scope and a bipod to an assault rifle to increase the precision of single shots by 16%, basically crafting a dedicated "single shot AR", except... there is no reason to do so or anything to support the playstyle.

Now check out this feat idea:
Perfect Shots - if your uncapped accuracy to the target is 125% or higher, you do maximum damage in your damage spread with single shots from your AR/SMG

Well now, suddenly the 9mm Huszar is a lot more interesting, using a basic scope and/or bipod enhancement is a lot more interesting, Adaptive goggles, interacting with low-light and other accuracy penalties in an AR build. Maybe NPCs could use it so they wouldn't look so foolish when they spend a whole turn firing single shots from an AR.

12
Suggestions / Do something about Cryo Shield?
« on: August 02, 2018, 12:44:57 pm »
http://www.underrail.com/wiki/index.php?title=Cryo-Shield

This ability always felt weak, compares very unfavorably to http://www.underrail.com/wiki/index.php?title=Pseudo-spatial_Projection for one, and any other defensive measures, it's not that it isn't  balanced with its very low AP/psi cost (it is), but more that it feels like a waste of a psi power slot.

I think it would do much better as something that offers little to no physical protection, procs slightly more often, and does something active to your attackers, like it Chills them, or even better, casts Cryokinesis at something like 20% of your Metathermics skill at them.
Another option would be to make it much more costly as far as AP/psi and have it offer resistance to cold and immunity to freezing and chilling debuffs while it's active, somewhat similar to Exothermic Aura, with careful balance to not impact certain Lunatic mobs too much unless you've invested heavily in the right direction.


If Cryokinetic Orb takes inspiration from D2's Frozen Orb, the Cryo Shield could certainly take more inspiration from the D2 Frozen/Chilling/etc Shields :)

13
Suggestions / Unique weapons 'Refurbishing' idea
« on: April 27, 2018, 02:50:28 pm »
We all know that unique weapons have this issue where you can get them fairly easily so they can't be too strong, but crafting is also quite powerful and soon makes them obsolete after finding them or even before finding them.

So here's the idea of 'refurbishing' to give unique weapons a single one time improvement, which in effect is just a name change and stat change.
Refurbishing could be performed by traders located in Core City before DC and in the Tchortist Camp during DC, and would require a high Mercantile skill to carry out and a very large amount of charons.
Examples:

http://www.underrail.com/wiki/index.php?title=Tommy_Gun

Refurbished Version:
Damage spread from 10-40 to 20-40
Burst precision from -20% to -10%

http://www.underrail.com/wiki/index.php?title=NF_F2500

Refurbished Version:
AP cost from 13 to 11

http://www.underrail.com/wiki/index.php?title=Jawbone

Refurbished Version:
Damage spread from 25-50 to 40-80
Range from 14/9 to 18/13 (or AP cost from 25 to 23)




14
Suggestions / Shotgun enhancement idea
« on: April 21, 2018, 02:38:58 pm »
Based on real events...

Quote
A unique feature of the SPAS-12 was the hook on folding-stock variants. This hook could be rotated in 90-degree increments, so it would fit under the user's forearm when the stock was extended. In theory, with the stock supported under the forearm, the gun can be fired with one hand; an example would be letting the user fire from a vehicle through the passenger-side window while driving.

This "Hook Enhancement" would turn a crafted shotgun into a one-handed weapon, which would synergize great with shielded Riot Gear armors which we can all agree are very underused. Riot Gear has great DR/DT and blocking vs melee while shotguns are short-ranged weapons that have a bonus (barrel stare) in melee range.
Another use would be making the shotgun easier to use while riding vehicles, or allow its use in the first place depending on how the vehicle mechanics might have changed.

The Hook could also be only compatible with certain weaker shotguns to help balance, but I doubt that would be necessary, since you already sacrifice an enhancement slot.




15
Suggestions / Different type of Execute?
« on: February 26, 2018, 01:53:00 pm »
The current Execute does not feel good to me, it's a pistol "Snipe" feat that you're supposed to use in addition to Aimed Shot, but it's just not that strong after the nerfs if you use firearm pistols, I feel it's only used for making meme screenshots,  of very lucky shots doing high damage to one target... requiring luck to crit, a stun/incap that goes on cooldown, having to wait 5 turns for the ability to reload...

Thinking about what if its requirements were just to be at melee range and have accuracy to target of 90-95% (synergize with laser pointer / neo luger frame / good lighting) and the cooldown was just 2-3 turns, you'd finally have something like Snipe that was reliable and could be used a lot more often in a fight with the right build, stuns would still work the same way as they'd help you get 95% accuracy.
This would be a mainstay rather than something that has 5 turn cooldown and also tied to the long cooldowns associated with stuns and incapacitations.

Yes I know it isn't as Execute-like anymore that way, but it would fix some things.

Pages: [1] 2