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Topics - gh0stwizard

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Bugs / Combat ends automatically in front of incapacitated targets
« on: June 09, 2023, 08:09:33 pm »
Title. I threw flashbang on my 1 turn then do reloading and waiting of cooldowns. On my second turn the combat STOPS, I am getting the enter combat penalty/cooldown, then the initiative re-roll happens! This is not how "a combat-oriented game" should work! If I want to stop combat, I can easily press "end combat" key/button.

Why the game decides what I want to do?! Maybe this is stealth-oriented game? No, because stealth does not work in DC! Stealth does not work on jet ski! Maybe it is social game? No, because Faceless don't help you to defeat the final boss (meanwhile there is TWO dialogue options about this).

If take into account random **** which happens everywhere, the game just loud as hell to player: eat ****, eat ****, eat ****, eat, eat, eat. MUHHAHAHAHAHA.

Please, fix this at least in your next game!

2
Suggestions / Phreak's Glove
« on: June 01, 2023, 07:28:53 pm »
After years the game is looking very simply:
* Tribals - annihilated for oddities (oddities!!!).
* Muties in waterways facility - annihilated without any reason. They just like do jumping on jet skis and this has no soul of Fallout!
* Phreak - annihilated, just because of the damn glove. Yes, because even Q164 shields do require Electronics 169. Okay, war never changes, but what is the war against Phreak?!

In the end, our hero is even worse than CAU. At least last one fight with their enemies, instead of doing brainless kills.

Suggestion: Phreak should leave his glove on the table near by his laptop after completing all his quests. Poor soul even doesn't drop an oddity. Or nerf it and remove its all crafting bonuses (by your own plot he even doesn't believe in usefulness of Haxxors...).

3
General / Waterways changed or did I miss smth?
« on: May 30, 2023, 05:06:31 pm »
As far as I recall, in 2022 or 2020 it was possible to ride on a jet ski in Mushroom Cove. Now it is impossible. Was it a dream or waterways has been cut off?
I have read all recent release notes, there is only "minor map changes".

4
Suggestions / Improve Psychokinetic Chain
« on: May 25, 2023, 01:39:51 pm »
1. It converts all electricity damage to mechanical one, widest resistance/threshold amongst everything (creatures, humans, robots).
2. It has limit up to 125 damage with 315 effective Psychokinesis skill.
3. It has one of the worst cooldowns, 12 turns. It is already a huge downside/penalty. The worst has only Locus-Focus, but it is OP in contrast with the PK-chain.
4. It cannot crit, thanks to the limit. Second worst of all penalties.

Suggestion: remove the damage cap entirely, so 3k crits from energy pistols would be converted to 1k mechanical dmg in the chain links. Or give it better cap scaling. There are not so many encounters where 10 people/creatures/robots stay close enough to each other.

P.S. Please, don't tell me about fist builds, fist builds don't rely on PK-Chain at all (or much), they rely on stuns & incapacitations. In current state PK-Chain breaks incapacitations. yet another downside.

5
Bugs / Epilogue and ending screen bugs
« on: May 24, 2023, 09:44:25 pm »
I fought and won the battle vs last Faceless. All text in screenshots below is a lie. Very-very-very disappointed (not of course, but just strange feelings).

Explanations of screenshots:
1. I did not give the cube to Faceless.
2. The same as above. Actually, the game doesn't have an option to beat Tchort with Faceless support (sic!), but this would be great  :'(
3. This question is irrelevant for the epilogue.
4. No, no, no! Six took the cube from me in the elevator!

6
Bugs / Arke Master Control Console dialogue bugs
« on: May 23, 2023, 07:25:09 pm »
1. Nice scrolling (enabled everything except Hollow Earth).
2. Nice information without "Back" button.

7
Bugs / Port Zenith Docks and weird walls
« on: May 19, 2023, 09:17:33 am »
Please, fix the walls. There is literally no place to hide on jet skis. Snipers shoot from nowhere....

8
Bugs / Invisible box in the West Wing
« on: May 14, 2023, 05:41:40 pm »
Plus, it respawns each time when enter to the location.

9
Searched both forums here and Steam. Posted on Steam, but I don't think that somebody read it. Plus, as wiki says nobody cared about this feat since 0.1.14.0.

1. Incendiary Pistols issue #1

The current math: original_bonus_dmg * (2+ (0.07 * spec_points))
Should be at least (at best totally reworked, see below why): original_bonus_dmg * 2 (Mad Chemist itself) * (1 + 0.07 * spec_points)

2. Incendiary Pistols issue #2

Mad Chemist by some reason affects number of turns of On-Hit effects. This works badly in current implementation.

Q149 example, the current math:
Original dmg bonus 227% over 6 turns (?). I can't check but I feel that Mad Chemist multiply by 2 and number of turns too. The last thing is bad, see below why.
Mad Chemist, SpecPoints (SP for brief) 0: 454% dmg over 6 turns, dmg per turn 75.6% (454/6)
Mad Chemist, SP 1: 469% dmg over 6 turns, 78.16% per turn
Mad Chemist, SP 2: 485% dmg over 7 turns, 69.28 per turn <-- who needs less dmg per turn?

2. Cryoliquid Pistols issue

The issue is that they don't get any bonuses of spec points in Mad Chemist feat.

Can't check, but I think they get additional frozen turn with SP 8-10. For instance, with SP 0, you may freeze a target for 2 turns. With SP 8: for 3 turns. Math probably is number_of_turns * (1+0.07 * spec_points).

IMHO, such "bonus" of "wasted" 8 spec points is pointless for any build on any difficulty.

Additionally, I may say that any cryo pistol should have the effect to shatter frozen targets _by_design_, like Cryogenic Induction feat, but without this feat. Otherwise, the usage of cryo pistols is very low, so you may throw them in a trash can. Even their shots do break frozen state.

Additionally, neither cryo pistols nor fire pistols have better ammo, nor feats. For Q149 fire pistol example above, the "additional damage" is 50 dmg per turn. Exactly such value you may get, the math is like this:
1. Additional dmg is taken from a separate roll. It includes your effective dmg of a weapon. Q149 produces 25-42 fire pistol. With guns 130 the effective dmg for this pistol is about 60-90.
2. 60-90 * 75% = 45-67. This is the range of regular "additional" damage per turn.
3. With SP 2 in Mad Chemist the range is 60-90 * 69.28% = 42-63 per turn.

Needless to say, that if first shot was a critical hit, the bonus dmg will also be critical. But next regular hit may override this bonus dmg, because the additional dmg is taken from a separate roll. In the end, all this looks very very sad.

But there is good news too, at least acid pistols deal +/- decent damage.

In the end, fire pistols and cryo pistols in the current state look useless:
* low base dmg
* high AP cost
* "overrides" previous bonus dmg
* fire effect lasts lots of turns, but panic lasts 2 turns, then aphobia 3 turns
* no shattering out of box
* low range and low precion lead to lots of misses, in the end lots of quick loads
* dmg don't scale with anything except Guns skill
* crit chance is low
* wearing any of 2 exclusive chem belts costs you an extra slot (for toxic grenades, but you can't take them now)
* cryostasis of cryo pistols don't deal any additional dmg, in conjunction with low base dmg ... Crowbar is even better than this (I'm joking, but any joke has part of truth).
* cryo pistols don't receive any significant bonus of Mad Chemist's spec points
* dmg/turn of fire pistols become worse if you spend spec points to Med Chemist

Looks like I am the only one who whining about this after 7 years since the game was released. There is no hope that anything would be fixed (new project, Underrail development is frozen, etc, etc), but somebody should tell this at one day.

Thank you for reading. Have a nice day.

10
Suggestions / An alternative ending [SPOILERS]
« on: July 26, 2016, 07:19:07 pm »
First of all, thanks for the nice game.

Are there alternative ways to finish the game?
To be clear, the ways without descending into DC. I see no one.

Can you provide to players who are playing in the game just for the "ending screens" such possibility?

At least some sort of a bedroll in the DC: you click on it and accept to die in these caves, then the ending screens begins. Ah?

Thanks.

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