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Topics - Yonaiker

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1
Bugs / Coretech Warehouse mission
« on: May 28, 2018, 05:44:56 pm »
There is one type of Mercenary (knife wielding user) which some of them appear as an invisible entity, you can't target them since they don't have a model but coretech allies can damage them without trouble, they still use hypos and perform their abilities (crippling strike) but it don't affect you at all.

Unfortunately I forgot to save the game and post screenshots just in case but this has happened to me at least in two playthroughs.

2
Bugs / Electrokinetic Imprint
« on: March 21, 2018, 12:18:01 am »
Found two bugs about this one:

1. The description says it should stun a target who steps on it by 2 turns but every human, critter, robot and anything who wants to kill me always gets stunned by 1 turn,

3
General / Protectorate and Psionics
« on: March 02, 2018, 11:31:24 pm »
Lore-wise the Protectorate prefers to rely on technology and brute force instead of the power of the mind, since they have the CAU for chemical and biological warfare why they don't have a special division for psionic soldiers? as a military organization it would be unwise to turn away a potential branch of specialized troopers which can fit different roles depending of their traits.

Perhaps in Expedition they will make a show or are they still afraid of the pill?

4
General / Energy cut effect
« on: February 03, 2018, 07:44:01 pm »
It seems Styg Six has switched his electroshock melee weapon to some kind of lightsaber effect against annoying players which I find pretty cool, can we have a similar type of weapon like a unique high-tech machete?

5
Suggestions / New component: Heating Module
« on: November 28, 2017, 09:42:53 pm »
This component adds the ability to certain melee weapons (sledgehammers, knives, machetes and possibly spears) to deal Heat damage to one target when has energy and its turned on, it uses the Electronics skills and an additional 15 flat Mechanics to properly installation, I thought in two methods on how it works:

Method one: Turn on and forget.

Self-explanatory, once you turn it on it slowly consumes energy and deals additional Heat damage, the batteries is not spent by hits but rather by turns by being a high-consuming energy device to differentiate it from the electroshock variants.

Method two: Turn on and wait.

Instead of an instant damage increase this way would take it to a three-phase threshold: Low, Medium and High Temperature.

Low: 35%
Medium: 65%
High: 100%

When the device is turned on it starts at Low temperature, causing only 35% of the component damage, then it proceeds to Medium at the next turn until it reaches and maintains itself to the last threshold, if the user runs of energy by any means it will begin to climb down the thresholds instead of cooling down completely, so a quick battery reload would keep the device on its highest threshold.

Sorry for the short text, I really suck giving explanations but this could give a basic idea about the component. Please give me a Hypercerebrix dosage

6
General / Two questions
« on: November 16, 2017, 09:31:50 pm »
Do throwing knives are affected by expertise?

Neurovisual Disruption seems... almost never used this particular ability since it looks like another form to enter stealth, how do you use this particular ability?

7
General / Eviscerate mechanics
« on: October 21, 2017, 01:37:00 pm »
I'm having trouble understanding this particular ability as I'm planning a cutthroat character with a serrated knife, as far I can tell the more bleed stacks it causes more damage but what is the formula to calculate the damage done? do the damage of individual bleeds is taken into account?

8
Bugs / Caerus Residential
« on: June 25, 2017, 09:37:19 pm »
It seems that without hacking and/or lockpicking you are unable to open the door (and the others) that leads to the keycard (Maria Hope keycard) to open the gate to tchort, at wiki it seems there are vents but I can't find any ventilation shafts outside the rooms, every door is locked and I'm unable to progress any further.

EDIT: Nevermind, there is a key to open the door, for those to want to know is located by going to the left transition area and loot a skeleton there.

9
Bugs / Abram third quest
« on: June 12, 2017, 02:06:03 am »
In the protectorate prison, the door leading to maura cell cannot be opened with the key (I assume is Cell 1 key) making it impossible to finish it, only if having 60 on lockpicking. Tried dropping it but nothing.

10
Bugs / Free drones last quest condition
« on: June 02, 2017, 12:00:18 am »
Playing the last version.

Before activating the last quest I uncovered the protectorate spy by talking to Darling and get the word "Muffin", I go to the Hanging Rat and talk to Marcella, I kill Alvin Bate and begin the quest, but for some reason the reinforcements appears and when debriefing with Trenton he says we don't have discovered the spy yet and in the dialog the NPC picture disappears and the name changes to "Unknown", also Trenton speaks like if Alvin were still alive.

IIRC correctly twice were the chances I have uncovered the spy using pickpocket and persuasion before triggering the last quest and get no reinforcements, it doesn't work by getting the info by Darling?

11
General / Is this intended? (Spoilers)
« on: February 12, 2017, 11:44:25 pm »
Went to get the Mind Cracker unique sledgehammer for a future playthrough so that makes me hostile to the whole institute and triggers the invasion, fair enough, I manage to kill Eidein and gets his keycard to activate the elevator but how the heck am I supposed to survive 10 - 12 waiting turns against an unending horde of faceless?

http://bayimg.com/faIIdaAGm

I assume in an alternate route when Eidein is on the elevator room (but not activating it) I go to retrieve the unique and get the same result, the entire tchortists hostile.

Edit: Playing on 1.0.0.10, haven't updated the game so I could be wrong about this issue.

12
Suggestions / A rework for a boss (endgame spoilers)
« on: December 04, 2016, 03:09:06 am »
You will know what an agony a god can inflict...



Tchort fight is an interesting one, in order to effectively overcome its high regen and the tentacles you must destroy four mutagen tanks scattered through the level, the main issue are builds which cause high quantities of damage in a few turns (Plasma pistols crits, sniper rifles, assault/smg burst attacks) can easily shred the eye even without touching the tanks, while builds with low but steady damage (crossbows, pistols, knife) will have to get the mutagen tanks in order to counter the high regeneration and also deal with hordes of tchortlings, in my opinion biocides grenades are not enough to fight the tchortlings unless you possess burst damage weapons previously mentioned before they manage you hurt you, and they spawn... very fast. I just want to share my ideas in order to make this fight viable for every build.

One mutagen tank gives Tchort a stacking buff, let's call it "Mutagen Resilience", which reduces all damage taken by 20% and providing regeneration, meaning all the four tanks active giving a total of 80% damage reduction from all sources, making the player to get the tanks in order to break its defense.

When a mutagen tank is destroyed all tentacles get stunned by 2 turns to give the player a moment of breath, of course this one sounds like a deal-breaker so this one could be discarded.

My main issue with tchortlings is they spawn a lot and can deal a lot of damage, specially if the player is recovering in the panic rooms, to be honest I don't have a good idea on this one, maybe reducing their spawn rate when a mutagen tank is destroyed or making them weak depending of the quantity of tanks destroyed.

Any feedback to make this encounter more viable is welcome.

13
Other Games / NEOScavenger
« on: November 19, 2016, 06:31:55 pm »
Anyone has played this game? I bought it two years ago and it is a pretty interesting game made in Flash, the way you have to take care from many hazards from infections to injury treating made it very fun to play.

14
General / Final Boss struggle (big spoilers)
« on: November 14, 2016, 11:53:24 am »
After killing him 2 times in the past without problems this time feels unfair; my build is focused on sustained damage (pistol build with metathermics) which gave me positives results on past quests (rathound king, arena, free drones), and now at Tchort it feels very weak due the nature of the encounter:

- My latest playthroughs against it I had enough burst damage to kill him with just one mutagen tank destroyed. (Pure PSI and SMG build)
- I can only manage to destroy two mutagen tanks of the right side, having a pistol build forces me to take a long walk to get near them, but for this one I have MKV grenades which helps the range issue. Trying to get the remaining tanks is futile due the heavy tchortling spawning, running out of health hypos and constant harassment of the tentacles (Cryokinesis, thought control and acid for this one)
- If I rush to Tchort with only two mutagen tanks and throw everything I can't make enough damage before I get overwhelmed by its minions. (Inmune to Pyromaniac, toxic gas contamination effect, biocides grenades help but I drop quickly)

I don't recall getting overwhelmed so fast by its minions too quickly, my character doesn't have enough strength to wield a sniper rifle to make a quick work of the tanks and have limited movement points, maybe I just built my character wrong but I made it so far so it could be hardly the case.

This is my build: http://underrail.info.tm/?build=AwGloJgVhAWECcIYwIygBzJKgzG-MIvGcHQs0XUVaHO20omi5nELVAdhAgl9whqQrLiSxBseLABsyVCC5YEC9KiA
Weapons: W&S Revolver/Phase Gun

15
General / Wyatt Pear...
« on: October 30, 2016, 07:46:03 pm »
Any good tactic against this guy? I want to get his unique gun but he is very tough, not to mention immunity to stun, fear and incapacitation effects and hits very hard even wearing a tactical vest, I'm playing a metathermic gunslinger so I should wait to get to certain level or there is at least a cheesy tactic to kill him quickly?

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