Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Crows

Pages: [1]
1
Suggestions / Alternative ways to restore PSI reserves?
« on: July 23, 2022, 06:20:39 pm »
1) Based on Pasquale's description of PSI and the PSI booster text (made from "saturated psycho-catalysts and glucose"), it would make sense that eating food would gradually restore reserves. (Maybe only certain types of food?) Sleeping too, although there's only like 2-3 instances of that in the game.

2) It'd be very convenient if reserve restoration was part of the doctor's fee (maybe with the exception of Pasquale).

2
Bugs / Stretched out dialogue box
« on: May 29, 2022, 03:53:35 am »
Picture attached - the dialogue box for the broken emergency phone extends past the screen/doesn't wrap properly.

3
Suggestions / Reducing specialization point investment
« on: May 27, 2022, 02:47:05 am »
Currently, it feels like there's quite a bit of variance in the power of different feat specializations. I'm thinking specifically of weaker feats like Skinner/Clothier, Neurology, Gun Nut, etc., where even a significant point investment may be unnoticeable. Contrast these with any feat that has an action point or cooldown reduction specialization.

I think one potential way to make these specializations more attractive would be to reduce the points necessary to fully specialize - for example, if Skinner had a 4 point specialization with each worth 2.5%, rather than 5 points and 2%. This wouldn't directly increase the power of the feat, but would make actually specializing in it feel less like a trap.

4
Builds / Spear/Versatility + Metathermics
« on: May 23, 2022, 11:51:55 pm »
Link to the build: https://underrail.info/build/?Hg4GAwcDBwYjIgDCoAAAAFJGNwBzczVQcwAAwqBGPABMK8KjJghfwpbClAbCkyRFVUsWEsK2fMKHwpzin4QB4qeCAuKzjgLita4F378

The premise is pretty straightforward - I'd like to be a reasonably tanky melee fighter while still retaining some mobility. My first attempt tried to meet the stat requirements for Stoicism as well as Sprint, and wound up having two barely-mediocre offensive options early on. Depot A was rough, since there just wasn't enough power behind the spear or the PSI. Despite killing The Beast on Dominating, I struggled to deal with more than a few human enemies at a time. The second attempt ditched CON and reallocated those points to STR, which performed better but it didn't capture what I was going for.

So now I'm going to do the real dumb thing and ditch AGI, giving up Sprint. Instead, I'm going to crank up Metathermics and take Versatility, giving me offensive options at short, medium, and long range. Hopefully PTC will be sufficient mobility - depending on how it feels, I might alter when I pick up Psycho-Temporal Acceleration.

Right now, I'm questioning whether I want to keep Nimble and Bodyweight Training. They'll ensure I'm not entirely immobile, but I'm wondering whether a pair of boot springs is better than the extra defense from a metal plate. If I dropped them, I'd pick up Dirty Kick and maybe Sixth Shell or Cryogenic Induction (for Cryostasis/Impale kills).



Suggestions are very welcome - the spear seemed like the best weapon to build a tank around, but I'm definitely open to switching things around.

5
Suggestions / Damage cap on final boss
« on: July 12, 2020, 02:14:27 am »
I want to first mention how much I've enjoyed Underrail; despite playing since early access back in 2015, I finally managed to stop the theorycraft/restart cycle and actually finish the game for the first time. The last fight was phenomenally atmospheric, I loved it!

That being said, I think it might be nice if the boss was a little more resistant to cheesing. There is a great multi-objective setup in the boss room that I completely ignored in favor of sniping him in the eyeball and killing him in a single turn - for reference, this was on Dominating and without finishing the puzzle. I think if he had a damage cap of say, 1000/turn (possibly affected by difficulty level) before the tanks were destroyed or puzzle was completed, it might force a bit more interaction with the intended methods of winning that fight.

6
Suggestions / Out-of-game warning about the point of no return
« on: July 09, 2020, 05:29:17 pm »
I've played several runs most of the way through before getting the restart-itch and running a new build, so I've finally taken one all the way to DC. Knowing that it was coming, I prepped for it, but even having a general sense of it, it's still a tough area.

I think a simple warning about "who knows how long you'll be stuck down there - better prepare and finish everything you need to do" would be great, especially since you can unintentionally make some very important and powerful groups hostile before you set foot in there.

7
Suggestions / Odd dialogue after Free Drones sidequest
« on: July 03, 2020, 03:10:33 pm »
After the violent conclusion of a missing person quest, you can ask about "what happens to the missing person now?" They'll say something along the lines of "we've taken them back to headquarters for evaluation" - you can press further and make sure that this person hasn't been killed, etc etc. What makes this a little strange is that the person in question is still in the same room.

I think a post-fight fade-to-black or having the "where are they now" dialogue only trigger once you leave and come back might resolve this.

8
General / Padding scaling for the wiki
« on: July 01, 2020, 06:19:27 pm »
Trying to add some information to the wiki, but not actually sure about the scaling - figured I'd solicit some assistance.

There's a reduction in padding resistances when used as a boot component as opposed to a body armor component. For galvanic padding, q119 gives 20%/6 in leather, and 14%/4 in boots. At q101, it gives 18%/6 and 12%/3, respectively.

I need to generate a few more data points to confirm, but it looks like the boots recipe might treat padding as if it had a ~30-40% reduction in quality or possibly a flat ~40-45 - probably the former. I also need to figure out if the same pattern holds true for other forms of padding (no reason it shouldn't), and possibly how it holds up for leather itself.

9
General / High quality bison leather?
« on: June 28, 2020, 06:17:24 am »
After clearing out most of the natives' village, the best piece of leather I managed to find was q120. I haven't gone and killed the actual bison yet though. I'm curious if anyone knows - what's the quality range from bison bulls? Or am I just out of luck?

10
Builds / A build centered on the PSI Crab Carapace
« on: June 21, 2020, 05:31:51 pm »
Inspired by a post about the PSI Crab Carapace, I decided to try and design an entire build for it. Looking for advice!

Given that the carapace gives you PSI regen but is heavier than an emotional burden, an ideal build would be A) high strength, B) obviously a PSI user, and C) willing to deal with an armor penalty that would make grown men cry.

This is my first attempt at FISTO, the Crab Fucker:

https://underrail.info/build/?HgoIBgcDBwUAHgDCoB4AAEs8OQBabgA5bgDCoMKgRiMATCsoOWlODRYULsKHwogSB0MGVVTCtsKewq7CnMKtwqDfvw

Basic equipment:

Aluminized Galvanic/Bio PSI Tac Vest
Reinforced Infused Heartbreaker/Sea Wyrm Boots
Muffled Uni-PSI Headband or Shaded Galvanic Helmet
Efficient Low/Low or Low/Med Shield
Gloves (never built a brawler before, so I'm not sure which is best)


In particular, I'm debating:

1) taking 5 points out of DEX (dropping Grenadier) to allocate them to STR/WILL for better damage

2) taking 3 points out of AGI (dropping Sprint - relying entirely on Contraction to close gaps) and allocating those points to CON (Thick Skull seems really useful)

11
Suggestions / Some changes to W2C bullets
« on: June 11, 2020, 07:54:05 pm »
This will probably be a very unpopular suggestion, but I think W2C should be nerfed a bit to give them a specific role. For example, JHP have an interesting niche as soft-but-large target killers - Hunchback Mutants, for example - but W2C are a strict upgrade over regular bullets, only limited by how many you can make or buy.

I think if W2C lost 5-10% of their damage, possibly in exchange for another 5% or so penetration, their role as the anti-tin cans and robot munition would be a little clearer.

12
Suggestions / Make siding with the Scrappers more appealing
« on: June 09, 2020, 07:13:54 am »
Between the gang showdown, Protectorate debate, and access to a decent merchant, the Eels are more interesting story-wise and the rewards are better. It would be nice if there were a reason to side with the Scrappers - perhaps Gort could improve his stock, for example.

13
Suggestions / Adding a broad "noise" category for weapons.
« on: June 08, 2020, 01:03:38 am »
It's pretty intuitive to draw enemies' attention with explosives and gunshots, but if I recall correctly, different guns have different noise levels. I'm not sure whether there's actually a material difference between the noise from shooting a pistol versus a shotgun, but if there is, it would be nice to know. I was thinking something very simple, like impact speed - silent, quiet (PSI?), loud, very loud.

14
Bugs / "Sticky" area behind receptionist at Health Center.
« on: June 01, 2020, 08:10:21 pm »
When I enter the door to the Receptionist's kiosk in the Lemurian Health Center, there is some odd behavior as I try to open up the cabinet on the left. My character gets stuck on what I believe is the second tile from the door, and I have to click move a couple times to dislodge him. It feels similar to when I get stuck on an NPC every so often, but this sticky behavior happens consistently at this one spot.

15
General / How useful is Riot Gear?
« on: May 09, 2020, 10:19:13 pm »
I'm playing a PSI-hybrid: Sniper/SMG + Metathermics, with enough TM and PK to get to Stasis and Forcefield respectively. I've been waffling back and forth between the standard beetle tac vest and riot gear (no shield), which was buffed since the last time I played. The buffs seem really nice - double mech resistance/threshold from melee and a free +2 threshold base seem great - but I'm not sure if it'll make me tankier than the huge DT bump I can get from a nice beetle carapace. I'm only running 3 CON on Hard, so maybe my health is too low to worry about surviving melee attacks?

Is it potentially worth picking up Ballistics on Riot Gear?

Also, on an unrelated note, does anyone know what the scaling is for metal plate reinforcement on boots? I have steel plates and some Ancient Rathound leather at similar quality (~100), and the Leather boots + steel reinforcement have better defenses than the pure steel boots with the same armor penalty.

Pages: [1]