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Topics - paulkirikawa

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1
Suggestions / Quick Tinkering nerf is poor and excessive
« on: October 22, 2019, 03:41:40 am »
I played both experimental (1.1.0.14) and current stantard version (1.1.0.12) and I noticed this god darn change (of course with unexpected deaths).
"Quick Tinkering
When activated will allow you to arm next trap instantly, even in combat in which case it will cost 25 action points.
Cooldown: 5 turns"
WHAT THE HECK?
Paying 25 Action Point for a mere trap per 5 turn? It's a catastrophe, especially when
(i) Every (negative) character tweak in this game is retroactive
(ii) There is no way to reduce AP cost for QT, at least I haven't seen any
(iii) It's almost the only "regualer power" in comparison to average Psion power, do I need to remind you of the folking Premeditation? 5 turn cooldown with no other cost.
You are killing the variety and making unnerfed Psi the only thing irreplaceable--so why don't you remove all noobie skill/feat/weapon factor and make it "Psionicrail"? Underrail is not D&D 3.5 (Spellcasters and other Noobies 3.5), so please don't be the WOTC.
Plus I ain't even see a Development Log or Hotfix Readme stated that you guys have added such a huge cost for QT on current standard version. This is the actually reason that makes me folking angry. So-hardcore-that-destroy-the-fun-devs, are you suffering some serious head damage?
I'll give a negative comment for Underrail on Steam and got some pirate copy (like 1.0.3.20) to play (no, I'm not going to send the Corp more money on GOG), until you guys make a proper explanation. I'm not cling to former type of QT, I only need an explanation.

2
Suggestions / Feat Suggestion: Slinger Enhancement
« on: July 26, 2019, 12:51:07 pm »
 Pals, for a long period I've been frustrated by a simple mechanism in the game: no matter how your dexterity score goes GODLY high, you receive no AP cost bonus when throwing nets and 'nades. Yes, I know 'nades are really heavy in real world and should not be messed with. I only think a devoted slinger should get some mastery experience to make he/she throw better, far better than those "30 point-Grenadier" folks.
 Generally I want a lvl 14 mid-game feat to fill some gap, because IMHO Grenadier (lvl 4) is good and Three-Pointer (lvl 8) is simply GOD, but Split Spare is a god darn joke.
Quote
I don't know why "level 8" in short becomes a sticker. But you can understand me, don't you?
So this is my original thought:

 Feat: Action Slinger
 Requirements:
 - 5 Strength (A master slinger cannot be a feeble one, especially in physical & muscle power. But the art of slinging was focused in balance and coordination, not distance or speed)
 - 10 Dexterity (Merely basic score, Easy for light weapon based melee and SMG spec operatives)
 - 75 Throwing (Maybe higher)
 - Feat: Grenadier (Mandatory, of course)
 Grants you two abilities, "Steady slinging" and "Storm slinging". Activate "Steady Slinging" will cause 5 additional AP cost of all throwing utilities, and grant 5% extra precision for throwing (addictive), reduce cooldown of all throwing by 1 turn (minimal 1 turn, cannot affect cooldown before activating the ability). Activate "Storm Slinging" will reduce AP cost of all throwing utilities by 5 (minimal at 10), but increases cooldown by 1 turn. This feat affects flare, and does not affect Throwing Spear. Both of the abilities last for 3 turns.
 Cooldown: 13 turns (sharing).

I am still imagining its working mechanism in comparison with other lvl 14 core feats (E.g. Commando,  Locus of Control, Critical Power). The conclusion (thus far) is, Action Slinger is quite OP, if you can gain two complementary abilities and change cooldown by only picking one feat.
My second design was stated below, weakened twin power:

 Feat: Storm Slinger
 Requirements:
 - 10 Dexterity (Designed for heavily-devoted throwing build, so they can relatively overcome the precision penalty)
 - 75 Throwing
 - Feat: Grenadier
 - Restricted Feat: Steady Slinger
 When throwing anything (except flares and spears) you gain a two-turn "Whirlwind" effect which reduces 2 AP cost (minimal 10) and 20% precision (multiplicative) for further throwing action. Stacks for 3 times.

 Feat: Steady Slinger
 Requirements:
 - 7 Strength
 - 6 Dexterity (Designed for heavy weapon based melee, give them reliable distant power. Could make commando-type guys too OP.)
 - 75 Throwing
 - Feat: Grenadier
 - Restricted Feat: Storm Slinger
 You slowly gain an "Buzzerbeater" effect (2 turn each stack) when you don't throw anything (except flares and spears) for 10 turns, which adds extra 1 AP cost and 3% precision (addictive) for next throw. Stacks 10 times. Every 5 stack increase your maximum throwing range by 2 (Maximum at 14, same as the optimal range of SR). Each throw removes 2 stack of Buzzerbeater, and prevent them to stack in next 10 turns.

 Now I have another idea, this one is focused on roleplaying so it becomes an veteran feat!

 Feat: One-hand Slinger
 Requirements:
 - Level 26
 - Dexterity 13
 - Throwing 120
 When unarmed or holding one-handed weapon (without shield), reduce all throwing AP cost and precision by 20%.

 Any criticism and suggestion are welcome! Let me know your opinion!

3
Suggestions / Suggestions of random encounters and status effects
« on: April 02, 2019, 02:21:28 pm »
1. Is it possible to make random encounters occur in train/boat fast trip? Underrail Express might be in top seurity defense, meanwhile those boats are absolutely good target for Black Sea pirates.
2. Bleeding status might effect stealth skill (negatively). I mean, if you are bleeding, dropping red spots, when you move around, these red spots would become significant traces that might expose your position.

4
General / Any further planning off% sale on Steam during February?
« on: February 06, 2019, 03:27:46 am »
I knew there was a 50% off in Jan. but as a Chinaman (free-speech included) I've been planning to buy a hell load of Underrail with my Lunar New Year red pocket gift money and send them to my dear CRPG-holic friends (who might not buy Underrail for themselves).
So it would be a bad thing for me if Styg and the corp. decided not to give discount so soonly. I couldn't afford more than 6 pack under current price. Well, otherwise I can save my money and purchase 'em in later promotions, but Lunar New Year vacation for my fellow citizens is just like Christmas for the Anglosphere. I srsly doubt they'll have enough time to play any immersion-experiencing, story-driven CRPG after Feb.

5
I've been thinking about this for a long time: how could it be possible that you can acquire leathers above average quality from a rathound/pig/siphoner killed by full-auto lead storm or uncountable knife stabs? It's basically no reason.
Mechanical damage should become a threat if you want to gain high quality leather or caparace, and some other damage/status effect should be totally avoided. For game mechanic, each individual attack decreases critter component quality for a certain percentage, and leather loot shouldn't be found on burn/acid entanglement effected critter, as follow:

Damage type                            Quality decreased per attack (leather)                Quality decreased per attack (caparace)
Blunt Mechanical                                              2%                                                                 15%
Thrust Mechanical (bullets)    depends on caliber, 2%/5%/7%/10%/12%/15%    depends on caliber, 5%/8%/10%/12%/15%/20%
Thrust Mechanical (bolts)                                  5%                                                                  5%
Thrust Mechanical (knives)                                5%                                                                  1%
Fire (ignore burning area)                 15%, remove loot if burnt                                                    4%
Acid (ignore acid puddles)           15%, remove loot if acid entangled                                            4%
Corrosive Acid                                     25%, same as above                                                      25%
Energy                                                            8%                                                                  8%
Spikes and serrated knifes on armor/boots/gloves count as knife attack.
Beartrap, bio, electrical and mental damage wouldn't affect. Cold damage neither, but consider that cryogun bullet and cryokinesis are mech/cold hybrid, big, look like creepy "ice-spear", I think they are equivalent to .44 caliber firearm. Cryo-orb shards count as 7.62mm rounds.

Hence you'd receive a tattered fishing net or even nothing, if you don't hunt properly.
IMO it's a good way to improve immersion, but I don't know if there's so much script work that make it hard to achieve.

6
Apologize for keep generating low-quality topics. Anyway I found this forum is apex!
So far I haven't seen Styg and Corp's attitude towards fanmade fiction or other products based on Underrail, so if there was restrictions plz contact me and I'll remove this topic.

 -SPOILERS AHEAD-
As we've seen in the game, Wyatt's description of that "plasma cell" guy suits Ezra so perfect. After joining Oculus the player character could get information about Occulite's action, specifically, their service. Even Tanner asked for their help. (Consider that Godmen always use minions to reach their goals, this might be an ordinary fact)
Let me get this straight: it has been promising for ended-game player character to order an inside-assault from occulites, neutralizing & capturing Ezra and prepare for an interrogation, expose tons of secrets. I don't know what kind of payment they want 'cause you can't order a Oculus service in actual game, if it's charon, things would be easy. Otherwise maybe you can share your knowledge of Deep Caverns, combat, old Biocorp or even supersteel, based on your preference.
According to the background and game lore, if you choose to retire at SGS you have entered council and took the place previously belongs to Tanner. As game intro displayed, you are in charge of testing new applicant managing to join SGS. It's relatively easy for you to help occulites infiltrate this society, hence many chance for them to reach Ezra without suspicion.
Based on in-game mechanics, Ezra is not immune for stun and incapacitation, but not sure whether he have LoC and once it's positive, it might result something really bad. Additionally, he is the only one who wields secret thought control tricks in south (or all) Underrail. E.g. creating illusion spaces to trap people, (presumably) projecting pseudo item for another shape. Khazum Morakht whisperers are the best choice for kidnapping Ezra (with powerful thought control skills, especially psi inhibition) but I seriously doubt whether it's possible because these warriors are obliged to protect Oculus, not doing some Occulite task, so maybe the character need some northerner help. Not to mention if the preparition was all done, more than one psionic joining SGS would trigger suspicion from Pasquale (since every outsider have to pass physical examination before entering SGS).
Despite those troubles, once the kidnapping was done, you should choose a proper location for later movements. Cause a really bad blackout (with high hacking skill and full access in whole station), make Harold worry about recovery, then head to Junkyard with jet ski (better avoid Svana). I think if you've been keeping a good relationship with Scrappers they will let you carry some sensitive cargo into Depot A, or with the aid of some charon, and Wyatt is an important witness. Gorsky (if you helped him forming Silver Hands) might help if you tell him all the truth (selectively) but the trip to Core City is much longer.
Give me advice and more crazy ideas!

7
Builds / Requesting dex based, versatility SMG/energy pistol/melee build
« on: December 23, 2018, 12:19:06 pm »
Hi folks.
It seems that new Versatility feat can be a good choice for classical knifer/punchers to do some ranged damage, even extra CC from xbow, only need to invest some point to hit the requirement of important feats. Personally I'm interested in the feasibility of max dex high agi&int energy pistol/melee build.
My energy pistol knifer on 1.0.3.20 DOMINATING got smashed after entering DC due to ran out of batteries. Fungi needs full 50AP to deal each: stealthed approaching-taser-plasma pistol execute, and tchortlings are real hell, abused crawler poison caltrop just to pass some area. Also made mistakes for having only 14 dex, thrown 2 point in per and feats mainly supporting pistols, maxed melee but no fancy footwork, no cheap shots or expose weakness...158 quality steel combat knife helps little 'cause only electro bypasses mechanical DR%/DT.
I really want to finish the DOMINATING run w/ energy build and versatility gave me hope. GFW banned the underrail.info so I can't visit that build simulator directly (if you have no idea what GFW is, meh, you are lucky). Posted my consideration as follow so you can give me some advice/help me to kill this fragile imagination.

-base ability-
STR 3  (dump it)
DEX 10++++++ (I will pick Grenadier for CC, plus three-pointer for extra ranged-damage)
AGI 6 or 7 (Spec Ops and Sprint, or Hit&Run)
CON 3 (dump it, infused pig leather are far more better on DOMINATING)
PER 6 (Aimed Shot, Point Shot, Ambush, add Cooked Shot maybe?)
WIL 3 (dump it, if I want some magical help, imprint and cryostasis are still ok with 3 WIL)
INT 8 or 9 (High-technicalities, high bonus for crafting)
Low PER and guns skill may force my character to make closed combat, for another option I will down INT to 5, make 10 AGI for Blitz, more speed, reliable stealth and lifesaving initiative, but damage from energy pistol would become much lower.

-skills-
Melee: max (I need it to boost guns and sometimes it's powerful too. At lv25 effective skill score with 17 dex is 284, guns will be brought up to 170)
Guns: 70 (in early game, 25 for Point Shot, 35 for Cooked Shot. Boost to 70 for Execute after I got powerful plasma gun)
Throwing: make 107 effective, or max w/ Three-Pointer.
Dodge: dump it (dunno if it's right, I already did this w/ last playthrough 'cause I always have QT and tons of beartrap)
Evasion: max (same question w/ dodge since too many foes can one-hit me on this difficulty)
Stealth: max
Lockpicking: make 100 effective, it seems fairly easy.
Hacking: make 120 effective with high INT or totally dump it.
Pickpocketing: invest 40 or dump it, depends on requirement.
Traps: make 100 effective (abusing traps after QT nerf might be a little inconvenient, but cover every tile w/ explosives is still handy. 100 provides a relatively long period for enemy to detect them)
5 crafting skills: always need at least 120 effective Electronics for my killing phasers, other branch depends on INT number and requirement.
3 psi schools: dump it or 45 PK for imprint/40 meta for cryostasis. Premeditation is also doable, you can never get enough for CC.
Social: make 105 effective merchantile (with high INT, dump the others)

-Feats-
1. Aimed Shot & Versatility
2. Opportunist or Sure Step or Sprint
4. Quick Tinkering or Grenadier
6. Ambush or Premeditation
8. Point Shot or Spec Ops or Three-Pointer
10. Dirty Kick or Blitz
12. High-technicalities (exchange w/ something above if got powerful energy gun) or Execute
14. Critical Power
16. Fancy footwork (when having Blitz) or Cheap Shots
18. Power Management
20. some missed feat above or Practical Physicist
22. some missed feat above or Psychostatic Electricity (when having Premeditation) or Weaponsmith/Skinner/Clothier
24. some missed feat above
Oh, does Rapid Fire work with energy pistols? Never tried this.

-Equipment-
Seeker NVG (burst fire won't be buffed by smart lens, and knife/energy guns highly rely on crit)
Infused Rathound Leather Overcoat (high crit chance and stealth bonus, mediocre defence)
Infused Pig Leather Boots (around 60-100 extra health, real lifesaving, 30 bonus carry capacity)
Utility Belt or Doctor's Pouch
Efficient Low/Medium Frequency Shield Emitter (1000 capacity at least)
Shock Supersteel Combat Knife
Pneumatic Reinforced Infused Ancient Rathound Leather Gloves (thanks to Ploluap's suggestion)
Smart Amplified Electroshock Pistol
Smart Amplified Plasma Pistol
Efficient Amplified Laser Pistol

8
General / 1.0.4.15 foodstuff price puzzle
« on: December 22, 2018, 12:05:26 pm »
Playin psi-Xbower for the experimental version (after that significant QT nerf), everythin looks just fine until I arrived Junkyard and tried to barter with Kareem.
New foodstuff looks handy but prices a lot creepy - I got 29 effective merchantile, normal difficulty, and one kebab on sale for 428, which was, 15 charon. Other things are far more expensive, fried siphoner tongue values 1283 as the top notcher.
 :-\ Is this a willingly change, in order to prevent food abuse in early game? IIRC those commodities are approximately 1/10 price before, even without merchantile.

9
General / To what extent your poor English disturbed you in Underrail?
« on: December 18, 2018, 11:54:19 am »
My first topic here, yea
I apology if this topic (mostly the title) offended you/already discussed before/shouldn't be in general section.
My poor vocabulary once was (occasionally it still be) a serious problem for me. For example... I didn't pay much attention in my first playthough early stage and got mistaken that the earthquake was caused by protagonist while activating the overwhelming psi power, until Tanner told me something before the Core City trip. What a shame :P
Additionally, I've seen some noob thought Quinton is a woman despite what stated in dialog at the first time you interact w\ him (futhermore you can choose the same portrait in male character customization), and they are 100% sure that Bisson was MINING outside SGS w\ telekinesis.
I'm severely curious about what happened to other non-native English users who play the game, so the question might be a little private. Did you ever got puzzled or made yourself a fool with it?

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