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Topics - Albert Altmann

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I've been thinking of playing a meme non-burst AR build and randomly thought that, considering assault rifles' properties, they might fit in as a weapon eligible for Sharpshooter. Mid to long range, quite precise outside of bursting, may be crafted to have fairly high critical damage - I'd say it would make sense for Sharpshooter to apply to non-burst AR attacks when fully focused.

I want that sweet 30% critical damage bonus when I'm ambushing zoners.

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Bugs / The Glaive and Claymore cannot be recycled
« on: July 01, 2025, 12:50:22 pm »
Title *no disrespect to the uniques intended

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Bugs / Black Eel jet skier still invisible
« on: July 01, 2025, 08:19:52 am »
Title (and image)

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Suggestions / Feat idea: Septic Shock
« on: June 28, 2025, 02:38:16 pm »
Applying at least two damage-dealing poisons has 10% chance to cause septic shock at the start of the target’s turn, dealing their total remaining poison damage in a single unresisted instance and instantly activating the poisons’ delayed effects. Septic shock’s damage is increased by 10% (multiplicative) for each poison applied, including non-damaging ones.
 
Chance of septic shock is improved by 1% for each 5 points in biology above 50, 5% for each poison applied (the base 10% chance is comprised of the two poisons required to trigger septic shock) and up to 50% depending on the ratio between target's current health and total remaining poison damage it is about to suffer (maximum bonus is achieved once total poison damage exceeds 90% of current health; total remaining poison damage against current health is calculated with all relevant modifiers, such as Cave Ear poison, Hypertoxicity and septic shock's multiplicative bonus).

Requirements: Intelligence 8, Biology 75, Feat: Hypertoxicity. I really like the notion of converting Int into damage hence the somewhat steep requirement.

A way to make poisons and their delayed effects kick in ahead of schedule in the right circumstances (pretty much any means of delivering poisons into the recipient's system will kill most targets before septic shock could trigger anyway lol). Numbers are semi-arbitrary, just to illustrate a concept.

Pro-tip: when searching for information on 'septic shock', do try to avoid accidentally typing 'toxic shock' in the search bar instead.

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Suggestions / Block amount on carapace shields is odd
« on: June 23, 2025, 09:32:08 am »
This has likely (95%) been brought up before but block values on shields crafted out of wildlife make little to no sense.

q61 Burrower shield blocks 30 damage, same as Colossal/Psi Crab of q75. Meanwhile, Giant Crab carapace of q62 only blocks 21, despite larger armour penalty. Even more absurdly, q77 Psi Beetle blocks 28 damage vs q79 Giant Crab’s 25, while q89 Burrower blocks 42 vs q110 Colossal/Psi Crab’s 41, same as q137 Giant Crab.

As a plate in a tactical vest, Burrower and Giant Crab appear to provide the exact same amount of mech. threshold, with Psi Beetle providing a bit less and Colossal/Psi Crab a bit more, while block amount for shields goes something like Burrower > Colossal/Psi Crab > Psi Beetle > Giant Crab. I’m only taking mech. threshold into consideration here because putting wildlife components in a tactical vest doesn’t affect mech. resistance, and damage block is practically just a secondary source of damage threshold.

To cut to the chase, I find block values on carapace shields rather odd and would love to see the numbers and scaling adjusted to reflect the ultimate lifeforms’ superior mechanical defence more accurately in riot gear (not in the sense that Burrower carapace’ damage block values should be reduced though!)

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Bugs / Using the SRO elevator during the final Free Drones mission
« on: June 23, 2025, 08:57:33 am »
I did not reveal the spy, so when I'm taking the elevator from Junkyard to SRO the defenders are instantly hostile, which is a little strange, considering that they are expecting a frontal assault rather than an attack straight from their Junkyard base.

More importantly, if I become hostile to Protectorate personnel at Junkyard, the option to go up switches to 'It's unresponsive' the moment I choose it, yet transports me to SRO nonetheless with the dialogue window still open (image).

Not sure what exactly should be fixed here, but personally I would propose entry to the Protectorate Junkyard base being barred and the elevator being disabled (tighter security in anticipation of the Drones' attack basically) so long as the spy remains unrevealed for the mission.

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Bugs / Wrestling applies to T-boss yet Opportunist doesn’t trigger
« on: June 23, 2025, 08:28:00 am »
So Tchort can be wrestled with (pretty amusing), but despite the Wrestled debuff applied Opportunist does not trigger, same with Psycho-temporal Dilation. Suppressive Fire triggers Opportunist just fine however, and so do Mental Breakdown and Stasis.
 
I thought that due to the eye itself being immovable it likely doesn’t have any MP, leading to the applied slow failing to register somehow, yet since Suppressed debuff very much counts toward activating Opportunist I’m sort of at a loss. At any rate, it would be reasonable if Opportunist triggered uniformly against Tchort debuffed by any applicable slow, or if Tchort were to be immune to being slowed in general as the eye neither moves nor acts to begin with.

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Suggestions / Shield Bash multiple uses per turn (again)
« on: June 22, 2025, 03:23:57 am »
For the AP spec, reduce the max number of points by 1, making 5 AP the new minimum for Shield Bash (or bring AP reduction per spec point down). Remove cooldown and the associated spec as well (or buff cooldown reduction to 1 turn per spec so that already existing builds won’t have to mourn the loss of spec points). The cost of each subsequent use of Shield Bash on the same turn is an arithmetic progression of base AP, going from 5 to 10 to 15 to 20, etc., with an extra condition that a killing blow incurs no increase to the AP or only half (5 > 7.5 > 10 > 12.5 and so on). Numbers could be different; this is just an example.

*inhales deeply from the shisha* and rather than being an inherent property of Shield Bash, this mechanic could be given to Shield Arm just for memes

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General / Make a Psionic Ability for Infusion
« on: June 18, 2025, 06:09:56 am »
Stealing this format because I can (also need a new procrastination outlet). The abilities may not necessarily align with the existing disciplines, as there are more ways to engage in psionics than the four formally established ones anyway and not like these ideas are going anywhere beyond this thread so what’s the point restricting oneself too much

I’ll start.

Ice Sentinel – creates an ice spire on a chosen tile. The spire obstructs passage and imposes movement penalties in a 1-tile radius (same kind of penalty as walking on oil or webs does). Taking any damage will cause the spire to shatter, launching 12 ice shards in all directions, each dealing Cold and Mechanical damage and chilling the recipient within a 3-tile radius. Heat damage will melt the spire instead.

Aphotic Shroud – cloaks the target in impenetrable gloom, imposing maximum obscurity penalty on all ranged attackers regardless of environment or equipment (renders NV goggles and any sources of illumination ineffective, basically). Additionally reduces precision of all incoming attacks by 1-5% (scales with effective skill).

Searing Edge – while the ability is active, your slashing attacks scorch the target, dealing additional Heat damage at the cost of X psi points, but cannot apply bleeding wounds. Heat damage is calculated as percentage of the Mechanical damage dealt, up to a cap (both the cap and the percentage scale with effective skill). A portion of Heat damage dealt via the ability cannot be healed for a number of turns (both the portion amount and number of turns also scale with effective skill).

Piercing Frost – while the ability is active, your piercing attacks frostbite the target, dealing additional Cold damage, chilling the target, reducing its healing effectiveness for 1-4% and increasing all Cold and Mechanical damage taken by 0-2% (stacks 5 times and scales with effective skill) at the cost of X psi points. 

Necrosis – diffuses a toxic cloud in the targeted area, afflicting the targets within with large scale cell death, periodically making them take unresisted Bio damage. Each such instance has a chance to critically hit, causing organ failure which debilitates the target, reducing all of its offensive and defensive skills to a varying degree. Bio damage scales with effective skill, while critical chance scales non-linearly with target’s missing health (100% - 70% - 40% - 10% of max health > 0% - 2% - 10% - 50% chance to critically hit). Fortitude may reduce the toxin’s damage and duration, as well as chance and severity of organ failure, but cannot fully resist the toxin’s application.

Stygian Offering – sacrifice half of your remaining lifespan to expedite Infusion’s release by an unspecified amount of time. Has no use limit nor cooldown, only that user’s death will delay the release by an unspecified amount of time instead. A wager with the reaper, eh?..

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Suggestions / Hammer Fists feat
« on: March 27, 2025, 02:38:29 am »
I'm pretty sure something similar has been suggested before, it's essentially the opposite of what a character centred around Lightning Punches would be:

- fist weapon/unarmed attacks ignore mechanical threshold when attacking organic targets (hammer fists, duh);

- for each percent of total armor penalty above 50%, the percentage of mechanical resistance incurred by fist weapon/unarmed attacks is reduced by 0.5% (from 140% down to 100%, potentially removing the penetration penalty altogether; hammer fists, duh);

- minimum AP of a fist weapon/unarmed attack set to 10 (12/14/16 or whatever else would be appropriate, the idea being that a swing of a hammer fist is just too heavy to be meaningfully impacted by Dexterity, although with that it would perhaps make more sense for the attacks' AP to be directly set to a value that cannot be further modified);

- all of the above only applies when total armor penalty is above 50% and both weapon slots are occupied by fist weapons or literal fists (same way as Heavy Metal works, more-or-less).

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Suggestions / Shield Bash & Boarding Up Improvements
« on: March 20, 2025, 09:43:35 am »
I.e. guess what kind of build I have been playing recently:

1) It would be neat if Shield Bash's cooldown could be refreshed after each 4 or 5 successful melee attacks performed on the same turn. I noticed that 'charging' Shield Bash with 5 hits required to stack Boarding Up is similar to pneumatic hammer activation. It feels nice to fulfil some condition, however small, in order to deal more damage, so it would be neat if Shield Bash were to become conditionally available multiple times per turn via this kind of interaction. For bonus meme points this mechanic could be tied to Shield Arm, an overall horrendous feat that nobody ever wants to take and that should really just be integral to shields by default. If Shield Arm bore the offensive component of promoting Shield Bash's rate of usage, it might actually start serving a purpose.

2) Boarding Up should also increase the chance block per stack by 5%/10%. Not like shields are amazing and often used anyway, and not like having a somewhat strong defence exclusively against melee attacks is all that broken. Spears can already block more or about as much as top shields, but at 100% chance with Spear Guardian and without locking the wielder into a specific armour type. Shields meanwhile offer a 50% chance to block at best and even that with Shield Arm, an overall horrendous feat that nobody ever– right, you get the idea.

3) Applying Daze onto an already Dazed enemy should Stun the target for 1 turn. I saw this interaction in Darkest Dungeon 2, where applying Daze on an enemy that already has a Daze token upgrades it into a Stun token instead. If Underrail were to adopt a similar mechanic, Boxing Gloves would immediately become broken beyond belief, boxer builds rise up! jk

4) I may come off as a shield fa– enjoyer, but at the same time I think that sledgehammer attacks shouldn’t be blockable at all or should bypass a considerable percentage of block value depending on the block source. Sledges already have the real life gimmick of disregarding living targets’ mechanical threshold, so it’s really odd for melee block, which is pretty much just a separate situational mechanical threshold, to be exempt. I could see a shield mitigating a hit from a hammer partly but certainly not fully, a portion of the impact would still be transferred to the body just like it would through armour. Blocking even the tiniest fraction of a heavy hammer swing with a sword, knife or your own hands – Guard feat or Boxing Gloves – sounds rather preposterous.

I hereby rescind all responsibility for suggesting what might have already been proposed a long time ago.

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Bugs / Mushroom Forest minor bugs
« on: March 19, 2025, 06:56:24 am »
1. Spore Turrets can be immobilised (specifically via Pinning feat). Not like they are going anywhere anyway, but nonetheless.

2. I can't remember ever landing critical hits on Pulsating Roots with any weapons, and yet with throwing knives it appears to be possible. Pardon my mnemonic deficiency if the Roots can receive critical hits normally after all.

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Bugs / Shield Bash crits do not trigger Bone Breaker
« on: March 19, 2025, 06:48:27 am »
Title. I'd assume that Shield Bash qualifies as a blunt weapon attack and should therefore interact with Bone Breaker (especially since even Dirty Kick is somehow capable of breaking ribs).

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Bugs / Handmaiden Pharmacist Dialogue Bug
« on: March 18, 2025, 07:31:41 am »
Dialogue with the randomly spawning Handmaiden pharmacist at Lemurian Health Institute has options for presenting Phil's hand with the chip and the chip by itself at the same time. That's while the chip is still in Phil's hand; once extracted, there is no option to present anything at all. Implanting the chip leads to the prompt of presenting your own hand, so that works correctly.

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Title. Whether on a first or a repeat visit, not a single enemy spawns after interacting with the console, despite Cognator being alive and not a single other Exosoldier having been harmed elsewhere. No matter the obstacles primed, the game just shows four empty corners of the arena - very dramatically - before freely admitting passage to the next area.

I know they are no longer supposed to spawn when none are available, but that should definitely not be the case given the circumstances.

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