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Topics - Hammer Wizard

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1
Bugs / Glitched Drag n Drop cocktails with Merchant Refresh
« on: October 30, 2023, 03:20:35 am »
Spamming merchant refresh will, instead of resetting the quantity of Ice of Spades, Jetdrag and White Dude, it will continuously add to their numbers non-stop

2
General / Tin cans: Aesthetic-Mechanic upgrade for Metal Helmets.
« on: June 01, 2022, 02:38:51 am »
After some time playing Underrail, there was something I always wanted to have, customizable metal helmets, using different frames to build a metal helmet, yielding different visuals and stats.

For example, a ballistic protective metal helmet frame, geared towards giving protection against hostile gunners, it's visuals could be similar to the armored heavy gunners from the anime movie Jin-Roh. Perfect stats and aesthetics to gun people down.
A relatively lightweight metal helmet frame, priorizing low AP and low weight while staying relatively protective, with visuals of, for example, the helmet Judge Dredd
A heavy, thick, melee oriented and general protection metal helmet frame, maybe with visuals similar to F.E.A.R.'s Heavy Replica soldiers. Bonus points if looks intimidating and/or uncanny.
Another metal helmet frame oriented for snipers, cumbersome and not as protective, but having no PER/detection penalties, and bonuses with sniper rifles and precise general gunplay. Tin can sniper is something that should be a thing.
Lastly, an odd looking frame, relatively weak on physical protection, but effective at guarding the user from Thought Control shenanigans. Dont have any example for this one

This would be nice to have in Infusion, because more seasoned players would want to look as what they are, absolute murder machines.

3
Suggestions / Revert damage taken modifier change
« on: February 07, 2022, 08:45:13 pm »
While I get that running around with 0% damage reduction was broken, setting the minimum at 10% will unironically neuter builds that relied stacking it, and it completely ruined my stoic ancient rathound berserker, and I'm not the only one.
My suggestion is reducing the minimum to 5% or less, this thematically would be on line with mech DR being at 95%, because as it is right now there's no point on playing damage stacking builds anymore.
Also this nerfs stoicism really badly. Stop nerfing tanks, tank life is hard as it is and we dont need this game to be a 3 CONlet glass cannon alpha strking central.

4
Suggestions / Randomized Death Stalkers location in Dominating.
« on: October 14, 2021, 06:48:18 am »
Title, it would mean in areas that normally there are no crawlers, you could instantly get jumped by one.
Even better if they also respawn randomly, you could have killed all random death stalkers in one area, but there's also a chance of they respawning, or not
Making the players super paranoid

5
I think it does that because it's classified as an 'unarmed' attack, mutant dog attacks also completely bypass energy shields but that makes sense, thrown acid barrels not so much, mostly because thrown rocks damaged do get partially absorbed by energy shields, so I fail to see why acid barrels should ignore shields.

6
Bugs / Minor bug: NPCs not using their designated weapons
« on: September 15, 2021, 11:50:18 pm »
Very rare and odd but and I dont know what exacly causes it, but I have seen a few NPCs not using their designated weapons.
Oddly enough this bug only with tin cans, using hammers instead of their AR, I have yet to see any crossbow user or sniper use their knife or something.

7
Bugs / Minor bug: Alert activating NPC faulty pathing
« on: September 15, 2021, 11:38:16 pm »
So since I dont have a stealth, I initiated combat manually and tried to close the distance to the ironhead hammerfriend, he used his MP and AP to try to get close to the Switch (pointer indicates where he got so far) to active the alarm as usual, however when he ran out of MP and AP, he activated Sprint and actually he run towards me, and not the switch.
Now that I mention it, I find how he activated sprint when he ran out of AP, whereas he should have used it at the start of his turn.

8
Suggestions / New Veteran feat suggestion
« on: September 07, 2021, 04:24:29 pm »
'Vigor Resurgence'
Increases Last Stand duration by 1 turn, gives Adrenaline Rush and Pain Suppression buffs for as long Last Stand is active

Requires Last Stand and 10 base CON, level 26 or higher

9
Bugs / Junkyard mutie turns into a backpack when killed
« on: September 07, 2021, 04:21:12 pm »
Title, his body quickly faded into a backpack the same moment I killed him, so it happened in combat

10
Bugs / Minor Light bug
« on: September 07, 2021, 04:19:32 pm »
Turning off the power at the early game random dungeon (the one with either mole crickets or rathounds) dont actually turn off the lights, merely it turns off the light bulbs and the electric lock but the light in itself remains unchanged

11
This game has a system of colour coded NPCs that barely uses:

Red for enemy
Yellow for 'hostile'
Grey for neutral
Blue for allied
Green for 'friend'
Yellow'ish brown for inactive turrets

However only red, grey and blue are often used in this game, and some of them are poor implemented, for example:
You'd think that yellow NPC's are easily turn into enemies by movement or dialog checks, however in Epione lab as a Protectorade the soldiers in there are yellow and there's nothing you can do to turn them aggressive towards you besides outright attack them, the yellow colour is pointless, it should be neutral grey at the very least.
Another example, groups of common thugs/bandits in Core City, most of them are grey, however if you get close they turn aggressive and attack you (their quotes warning you is on point tho), they shouldnt be grey, they should be yellow.
Also another example is upon entering University for the first time, when you're about to be interviewed, you can see a Rassaphore and a Recombinant forming a line that implicitly tells the player to not go further and instead go to the questioning, these two tchortists should be yellow since walking past them will make them hostile (mind you that I never actually did it, but it's painfully obvious it would turn out like that since the game makes it obvious)
Well put colours are for example the Scavengers in upper underrail, or the Lunatics under Oculus, in which venturing into forbidden zone for the former and picking the wrong choice of dialog for the latter can turn them hostile.
At the same time, what are the differences between green and blue? Both of them will turn red if you attack them, and I'm fairly sure they both turn red on you if a grenade lands near them or if they step into your traps, yes, I get the reference of the green dog at the SGS dock, 'Man's best friend', and befriended rathounds while wearing Rathound Regalia (you're part of the pack), however siding with Coretech and going into the Coretech lab with the identification turns the robots green, the robots are not your 'friends', they merely simply dont vaporize you on sight, they should be grey.

I encourage a proper usage of code for Infusion and if possible fixing the colour coding in the base game so it can be more consistent and intiutive for the player.

12
Suggestions / Telekinetic chain casting range is too short
« on: August 04, 2021, 12:18:24 pm »
Getting close to an enemy just to cast psi chain is dangerours, and using premed for it is not worth it.
I suggest increasing it's psi casting range from 6 to 8, the same range as Electrokinesis.

13
Physics lmao.

14
Bugs / Stun animation sometimes not playing out
« on: August 04, 2021, 12:07:11 pm »
These bugs are hard to recreate since they are inconsistant, however this Lunatic Zealot under Oculus doesnt play his stun animation
Also I have seen Pitbulls at Pirate base and Dobberman at Grey Army base not playing their stun animtion when, well, stunned

15
Bugs / Hunchback mutant visual bug
« on: August 04, 2021, 12:01:31 pm »
When stunned, hunchback carrying either barrels or rocks can from time to time disappear from their hands

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