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Topics - harperfan7

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1
Bugs / Minor graphical bug in Phreaks dungeon
« on: May 12, 2025, 05:31:57 pm »
Across the hall from his entrance room

2
Bugs / Two random encounter bugs
« on: May 12, 2025, 03:23:11 am »
1.  Crusty Martha; she has a non-overcoat leather armor sprite, but she dropped a tacvest.

2.  The exploding ferry; the leaking tanks can be closed in turn-based mode for like 15 ap; trivializes the challenge. 

3
Bugs / Praetorian HQ minor bug
« on: May 09, 2025, 04:54:59 pm »
One of the recruits is a "commoner" instead of "recruit".

4
Let's Plays / Not a let's play, but my underrail videos channel
« on: May 08, 2025, 09:01:15 pm »
Two videos so far, more to come.  Doing another run of my psiblade build for now.

https://www.youtube.com/@harperfan7/videos

5
Bugs / Tiny asset placement bug
« on: May 04, 2025, 09:40:39 pm »
This box isnt sitting right, though I guess it could just be precarious.  Junkyard docks.

6
Suggestions / To Styg: problems with big guns and weapons in general
« on: April 25, 2025, 02:17:27 pm »
I'm going to talk about a few different things in this post:

1. grenade launchers
2. heavy guns
3. energy rifles
4. weapon damage in general

You've confirmed energy rifles for infusion, and mentioned adding a fusion cannon, so I assume you will do the heavy duty weapons as well.  I know infusion will have different mechanics, but I still want to go over what is wrong with them in underrail 1 so we're on the same page. 

To start with, grenade launchers are turbo busted.  Regular grenades are already strong, but with nade launchers we can shoot multiple per turn with no CD, and with scaling damage and critical hits.  Three-pointer let us have critical hit explosions, and I know Nagas can crit with their blasts, but letting NLs crit like any other weapon seems ridiculous, and scaling damage doesn't seem right either.  Just letting people shoot multiple nades per turn is already pretty strong, so I suggest having a set damage range for a particular kind of nade (like with regular grenades), and the characters skill merely determining accuracy; this means the components of a grenade launcher don't matter much but that's a lot smaller problem than letting them be so busted.  If you insist on them being able to crit, just give them an equivalent of three-pointer.  To end this point:  Eidein has a video of him killing the arena masters sewer boss fight with thermobaric nades; those guys are in blast suits, have impossible evasion, and boss hp and he still managed it.  That ought to be impossible.

Next, heavy guns.  The main problem here is that ARs are already strong enough for anything in the game (and frankly are pretty overkill already), so there's just no reason to have an even stronger weapon and then an EVEN STRONGER weapon beyond that (if there was just ONE minigun, a unique, that'd be fine, but you have four frames/two calibers/three engines; all for a weapon that will virtually never get to shine).  With the possible exception of the compound, theres just nothing that justifies it.  Tchort on dom can be killed with a single AR burst and he's by far the tankiest enemy in the game.  So either you'd need to add even bigger and harder fights (which you've already said the game has too-big fights already; too many enemies acting per turn which slows the game down too much) or you'd need to lower player damage overall so that the heavy guns take up ARs old place.

Energy rifles:  kinda the same problem here; if I can 1hko pretty much any enemy with a plasma pistol, what do I need a plasma rifle for?  I once had the idea that energy rifles could give us line attacks like plasma beam, but I get the feeling that's not what you intend. 

So I think the proper course is to rebalance player damage overall.  ARs should be the moderate-but-leaning-towards-"heavy" (and also longer range; a fight against multiple enemies in melee should be practically impossible for an AR imo) choice for the middle of the road soldier, which means you should reallllly struggle to handle the tankiest enemies and biggest fights with an AR.  In underrail 1, you can easily, I repeat EASILY kill nagas or tchort or whoever with a lowly knife; I've seen a video of sheepherder killing a naga with a shiv.  IMO that should be impossible, and to beat one with a knife at all I think you should need an optimized experienced build, a high-end knife, and every edge you can get (blasting cap, corrosive acid, EW-stacking, multiple damage bonus sources, etc).  The weapons that feel in the right place to me are hammers, spears, and sniper rifles which btw most people consider to be the worst weapons (outside of metal gloves and crowbars).  Swords are close to being right but I know firsthand how easily you can buff up and chop down even the big robot enemies without much trouble if you know what you're doing.

People will complain:  "If I can't kill a naga with a knife, why would I ever play a knife build?", but knives ought to be a weapon choice for characters that aren't generally too combat oriented; your thief type characters for instance, characters who can stealth/hack/run/whatever past the really tough enemies.  Whereas your LMG build isn't generally going to be some ninja or james bond infiltrator type character.  Another factor is when a given weapon type becomes available; perhaps instead of "minigun builds", a heavy ranged tank character just upgrades throughout the game from (starting gun type) > assault rifle > lmg > minigun. 

What would justify a lmg over an AR?  What would justify a minigun over an lmg?  What would justify a really optimized minigun build?  or a plasma rifle. 

Picture attached:  a solo (no aegis or turrets present) DOM beach defense with a single non-crafted 5mm AR (no gun lube).  Just stand still and burst. 

7
Suggestions / Immolation should hurt your tailored gear
« on: February 22, 2025, 06:26:17 pm »
like rusting acid does your mechanical gear (rust should affect electronic stuff too, honestly). 

8
Bugs / Combo bug
« on: January 19, 2025, 10:26:36 pm »
Combo says "If you land three consecutive damage dealing unarmed"
"damage dealing"
yet people are telling me the first two dont need to deal any damage to the target for it to function, they just need to hit

9
Suggestions / Stealth bonuses from gear
« on: December 29, 2024, 03:51:15 pm »
I don't think it's right that a character with 0 stealth skill can eventually get a high enough bonus to sneak to avoid auto-detection by all enemies (200+ stealth). 

I propose changing the bonus granted by stealth-boosting gear to a smaller flat bonus, with an and/or percentage bonus as well.  Like:

Black balaclava
This item grants a +3 bonus to stealth or a +3% bonus to stealth, whichever gives a larger bonus. 

Frankly, all skill bonuses from items could work this way.

Edit:  After conferring with my advisors, I've come to the conclusion that halving the existing flat bonus of skill boosts, but also adding a +% of your base skill is probably a better solution.  The technomedic does this and exists in the game already, so theres a precedent.  So If a current balaclava gives +12 to stealth, it would now give +6 flat and some small percentage of your base (how much?  I'd leave that to styg the math genius); but if the bonus is about the same to a character who actually invested in stealth, then all is right in the world and I'm happy.

10
Suggestions / New bolt types (infusion)
« on: December 25, 2024, 12:03:29 am »
As variants of the standard bolt (not special bolts):

Broadhead bolt:  basically a jhp bolt; more damage but higher penalty vs armor
Bodkin bolt: basically a w2c bolt; less damage but better armor penetration

Since they aren't special bolts, you can use them with snipe, aimed shot, etc.  This is assuming that infusion will make you use a "quiver" of loaded bolts or something; if it keeps underrails "all regular bolts loaded at all times", then you'd need some kind of bolt selection to activate

11
Suggestions / Npcs with "discipline"
« on: December 15, 2024, 04:38:04 am »
The idea is that some npcs won't move from their station due to noise, or wont leave a certain area (like aegis soldiers on the beach during combat).  This way the player cant get an entire group of guards to abandon their post so they can sneak past or loot, and cant lure say a sniper into a crappy vulnerable position when they'd be better off way back.  I think mainly it'd be best for snipers, xbows, and other long-range high detection types.

12
Suggestions / Mutie island medicine trading
« on: December 05, 2024, 07:33:11 pm »
Someone pointed out that the mutie island muties are constantly needing medication (as the doctor says), yet you cant sell them any.  Eustace and the food merchant ought to accept infinite medicine in trade, like other merchants buy bullets.

13
Suggestions / A quick-tinkering nerf idea
« on: November 26, 2024, 01:23:35 am »
Not that it's really necessary, but in the interest of fairness, I think it would make sense if quick-tinkering required you to have the trap in a utility slot.  With grenades, you have to pre-select them before the fight starts or else waste AP switching them out.  With quick-tinkering, you just pick something from your inventory.

14
Suggestions / Arena nickname for the regalia
« on: November 16, 2024, 09:04:06 am »
Not my idea, but an arena nickname for if you wear the regalia through the fights.  Seems like something that dumb crowds would like and latch on to.

"Ratter"
"Rat King"
"Alpha Rat"

Also, and I just thought of this while typing this post, but one for a crowbar/rolling pin would be funny too:  "pipeworker"

15
Bugs / Chrono-repeater doesn't count as a psi headband
« on: September 01, 2024, 09:49:42 pm »
when selling it to merchants
I figure it ought to

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