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Topics - HulkOSaurus

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1
Bugs / Vanishing Powder Grenade
« on: November 24, 2020, 12:00:00 pm »





The issue is somewhat inconsistent. But I definitely have experience cases in which the VPG doesn't put the character in stealth.

https://app.box.com/s/bh7o5uuqrsewzuihfd2ixr7zotfphdia - let me know if there's anything wrong with the link.

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General / Vanishing Powder Grenade
« on: November 15, 2020, 04:45:35 pm »
Does anyone know if they have an intrinsic fail chance, i.e., failing to put you into stealth?

3
General / Something you wish was different or added to the game?
« on: October 19, 2020, 03:59:27 pm »
This is about stuff you think would be cool if it was in the game. It's not about complaining, ect. Just sharing your neat, impossible concepts. I am sure there are things people wished were in.

I'll start.

I wish there was a viable way to play as a mutant. Once you mutate the core gameplay changes as the ordinary inhabitants of Underrail no longer accept you and the player has to search for ways to adapt. For example, Wyatt can start trading with you - offering scavenged Junkyard stuff. The mutie community at the island refuge can become a new players hub and the thing in the cursed hospital can become a psionic mentor to the PC(the price is killing it, so you will have only a few choices before you do it.)

The player will lose, however, access to most of the vendours in the game; maybe they will still accept him/her at SGS as Tanner wouldn't throw away a willing puppet, but perhaps some of the other inhabitants will have something to say leading to interesting situations. Oculus seems like a place that will always welcome the PC as they have an affected of their own already.

PC could change to different types of mutants - for example if they had a dominant Str value they would gain natural abilities based on that. There could be psionic, smart, sneaky, ect., mutants.

Even though we're mostly used to mutants being mostly savage, lore-wise we've seen several cases of exceptional mutations. PC could be one of those.   

4
It used to be called Timelapse Vertigo in the past, eh?

https://www.rpgwatch.com/forums/archive/index.php/t-16165.html

Can anyone share some screens and info from it's pre-alpha?

5
Builds / The Ultra-Hybrid
« on: September 06, 2020, 11:01:07 am »
It's called Ultra-Hybrid because it goes in all directions but can use the most appropriate tool for a job. With small tweaks the build is viable for Ironman.



These are the starting stats(10 Dex), as well as the end-game ones.



Bison Milk is better than an Eel Sandwich when using Super Soldiers.



It can do some damage.

Feats:





More weight limit is just a God-sent for me. I'd never swap it out, personally, but that's down to personal preference.

Hypertoxicity is a feat that's not always going to provide value. It doesn't always come online, but I still find it rather fun. I took it so early on because of the Foundry quest line.

I'd never swap Escape Artist out. I wish there were more ways to deal with enemy roots, though.

Ripper is superior to Critical Power in the context of this build, but it was there mostly for the last fight, regardless.

Expose Weakness is fundamental in my opinion. Although it's not taken very early on, it comes in just at the right time. The one spec point didn't provide any value, so it can be allocated elsewhere.

Three-Pointer and Fatal Throw like each other a lot. You basically end up spending 7 AP for less enemies around. Add in Premediated Thermodynamic Destabilisation, and you're swimming in cheese.

Quick Tinkering, Gas Grenades and Cryostasis is how I dealt with a lot of the mid-game quests. The entire Protectorate quest line, for example, is easily done with just those. The Lunatic Mall was a cakewalk, as well.

Speaking of the Psi:



For once Cryokinetic Orb isn't a fundamental skill. Cryostasis and Thermodynamic Destabilisation are, though. I used the Orb here and there, but to be honest you might not even bother with it. Exothermic Aura and Cryo-Shield are more useful. You can stop putting points into Metathermics once you get 100 % Destabilisation.

Here's some equipment:








I opted for the middle ground of just your regular Steel Knife, and it was doing fine. Reliable crits and good damage spread.

Rapid LS SMG. I love this stuff. It's fun when the repeater procs after a knife throw kill. Now you have 50 AP before Adrenaline but half the enemies are already dead. I didn't miss the extra 2 burst shots, but I found the extra accuracy to be quite nice. With Expose Weakness the SMG was doing triple digits on a Naga Protector without crits. Appropriate ammo applies, of course.

Don't shy from using Acid Blob Pistols. They are great.

I always ask myself - How do you survive a sniper shot without heavy armour?... Infused Bison Leather, of course. It's amazing how much it can tank for you. You can still make an Infused Rathound Leather for the final boss.

Also used Tesla Armour and crafted Galvanic helmet and boots for 100 % Electric Resistance.

Skill Points:




Pickpocketing to 40 asap. With an Eel Sandwich you can get some very nice knives from Captain Svana and Broderick. If you're lucky you can loot more from the gangsters in Junkyard. Gort, the named female npc next to the embassy, Fixer, Hopper Jim are just some of the easy sources of income. Looting everyone is a bit of a waste of time, but if you ever find yourself short on cash, you can just go for it, regardless. If you take your time you move in to save Newton at lvl 5 with MK II Frags, Flash Bangs, Taser, Traps, Poison Caltrops, Adrenaline Shots, ect. Looting the SGS sentries after you finish the first quest will give you 600-700 bullets to sell. In addition just 40 Pickpocketing gives you 17 Oddity xp for the game, 15 of which you get before hitting lvl 10. 

I think it's best to lvl up some Thought Control, as well. 20 or so points from Stealth, some points from Metathermics(after you get 100 % Destabilisation), 20 or so from Crafting(I am a little over-invested, actually) and a dedicated Neural Overload amp for dealing with the ghosts in Tithonus. That is if you want to go flawless.

6


Currently allied pirates go hostile on the first raid in the Dreadpool. Double checked and they are all allied before entering this particular zone.

On the same save there have been a number of other NPCs who went hostile towards PC for no obvious reason. Katya's dogs as well as the bouncer and the drunk in front of the new cocktails bar in the middle of the river. The NPCs inside the bar are also hostile. 

7
General / Is there any particular reason Katya's dog are hostile?
« on: August 30, 2020, 01:51:58 am »
All of the pirates are allies except Katya's dogs. I can trade with her no problem, it's just her bulldog is red for some reason.

Is there any particular reason for that or should I post it in bugs?

Speaking of which, the NPC bouncer in the waterways barge bar was also aggressive for no apparent reason - just didn't think much of it.

8
Suggestions / If the Ferryman moves in the mean time :D...
« on: August 29, 2020, 01:54:53 pm »


I don't know if something like this can be, or should be fixed... but just putting it out in any case.

If you park at the Ferryman's but he moves in the mean time you'll end up stuck :D.

PS: any help appreciated, btw...

9
Suggestions / Hardcore Mode
« on: August 27, 2020, 12:40:14 pm »
This is something I find fun to think about more than it's a suggestion, but I guess I should put it here, nonetheless. :)

Hardcore Mode. You set the lives you want to play with - 1 to 10. This is essentially how many times you allow yourself to die and reload. You can only save in places like SGS, Core City, ect., and the game keeps a log with your deaths plus you can add notes to each. Whoever beats the game with 1 life gets the Ultimate Hardcore Dominating Achievement(although I guess you can cheese that with backup save files...). And we also get to share our ridiculous failures like failing to land a Throwing Net on a frozen target, ect.

10
Suggestions / Remove one tile of Mutagen Gas in the Drone hideout?
« on: August 05, 2020, 11:49:01 am »
I was playing the other day and was doing the Protectorate Drone quest.

I attacked asap because of one particular oddity. Saved the game after combat and went to do something else.

Today I found that the way forwards is blocked :D.



The reason why it halts this playthrough is because I only play with a single save per character. Autosaving is good in the beginning, but progressively takes longer and longer as the game goes on, so it makes sense to turn it off... plus it makes the game more interesting.

Unfortunately, this is one of its consequences :). I am not saying it should be fixed... I can take it if this is a botched playthrough. But it does have the potential to be gamebreaking in a way.

PS:I'd have loved if there was a legit way to play as a mutant because in that situation I'd totally have continued as one :). You know - like a Nosferatu in Bloodlines.

11


Can't exit the place after defeating the laser cats(unless there's something else I've messed up, this is actually quite gamebreaking for me as I don't save very often.)

12


Destroyed or vacant Protectorate Cruisers change to Aegis Patrolers.

13


At Mutie Refuge you tell the Ferryman to pick Todd up and he does so immediately.

PS:The pirate corpses are still there from earlier, but that's not a biggie, to be honest.

14
Suggestions / EMP grenades
« on: July 31, 2020, 10:31:54 am »
Have EMP 'nades burn % base battery charge based on their tier? 80% for tier 1, 90% for tier 2 and 100 % for tier 3? So for example if your battery charge is at 80 % an EMP 'nade will still burn it all, but if you have full charge it will leave you with 20%.

Suggestion is mostly based on enemies who use EMP 'nades during naval combat. Burning away all the jet charge is difficult to bounce from - the Protectorate Marine patrol is unreasonably strong in this regard. In the mean time it will give the player bigger incentive to craft higher tiers of EMP 'nades. 

15
Suggestions / Craft window sub-categories.
« on: July 28, 2020, 11:15:21 am »
The crafting window becomes a little nightmare to navigate once you go over 30-40 recipes.

This probably has been said before but sub-categories would help with the late game. It could be set to ''All'' by default with additional small windows on the top of the crafting list for melee, ranged, body-wear, medicine & drugs, throwables, electronics, misc.

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