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Messages - jubisloviu

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1
Bugs / Getting cold immune with 0 gear/feat investment?
« on: February 07, 2022, 05:27:40 pm »
I was just strolling around upper underrail when i decided to try out the utility tower, for some reason after stacking up 45 stacks of the frigid environment my character got totally immune to all cold damage, not even the boss could hurt me.

dont have the faintest idea on why this happened or how this is possible, i have no cold res gear on me.

2
Bugs / Infinitely Respawning Lunatic Beamer
« on: February 03, 2022, 03:25:48 am »
Clearing up the zone from lunatics after dealing with the ones at the entrace i decided to do a quick save.
rightly after quicksaving and progressing further i got ambushed by a stealthed lunatic and had to reload.
but after i reloaded, to my surprise the lunatic beamer respawned exactly where he was.
Pictured is a newly spawned beamer standing in a tile with 4 more beamer's corpses.


3
General / Re: Faceless Mask Fragment Oddity (Question)
« on: April 16, 2021, 08:18:15 pm »
yeah, faceless gaunts can drop them and they'll infinitely respawn on DC

4
Suggestions / Re: Dog Crate is a one way thing
« on: March 27, 2021, 02:32:47 pm »
I like both dogs and cats) And I'm not just talking about the game. I have two cats and a very restless Dalmatian. The only inconvenience is the fur on the floor and sofas. I have a big family and we take turns cleaning. It's not a problem. But recently I was advised to visit these guys. It turns out there are good gadgets to make this cleaning easier. Do you think that this is enough to not have problems with fur?
holy shit this almost looked like an actual post.
those bots are getting smarter

5
Bugs / Shock Shuriken Bug
« on: March 26, 2021, 12:32:16 am »
Currently they use the generic animation of interacting with something instead of the throwing grenade/knife animation

6
Development Log / Re: Dev Log #69: Crossing the Styx
« on: February 26, 2021, 12:30:50 pm »
  • Added Gun-Fu feat - When attacking with firearm pistols in melee range, your effective attack skill is increased by 40% (up to 60% through specialization) of your unmodified melee skill for all purposes, including the damage done
  • Added Bullet Time feat - When activated, reduces action point cost of firing firearm pistols by 30% (up to 50% through specialization) until the end of the turn.
Absolutely amazing, Gun-fu will turn knives+mech pistols from a niche build to a really good one!

7
Suggestions / Some suggestions for mechanical pistols.
« on: August 22, 2020, 02:05:34 pm »
Current pistols dont benefit as much from crits as other weapons, so one of the ways to make them have a marginally better damage is to get as many special attack feats as you can and stack special attack damage bonus.
Mechanical Pistols are in this weird spot where they arent good at any niche compared to other weapons, it's true you can still complete the game with them in all difficulties, but it's not a easy task compared to all other guns.

I made this topic to highlight some ideas that could marginally make pistols a lot better.

AP cost to fire:
It's common knowledge that for some reason mechanical pistols can take up to 32AP to fire a single shot. compared to SMG's, Assault Rifles and even Snipers it's a really heavy cost, pistols would benefit heavily from a general AP cost decrease across the board, the changes to the rapid reloader was a step into the right direction in my opinion.

Feats:
-Gunslinger is a great feat, pretty much a must on all Mech Pistol characters, maybe the addition of critical damage bonus to mechanical pistols as a specialization would make them better.

Enchancements:
-Scopes: Yeah, this is correct, this idea might sound weird but letting Mechanical Pistols use scopes would be a great way of making them better, the Laser Sight would still have it's niche since it increases your precision by 10% compared to the regular scope that only grants 6% precision and 2% crit chance.

Frames:
Neo-Luger: Currently the most consistent pistol frame, it deals alright damage with special attacks as long as you have a smart module and use special attack bonus damage goggles, while also having an alright increase on precision. i have nothing to add about this particular frame
Hammerer: This is a special frame, for many mechanical pistol users the .44 hammerer is the go for weapon, and with a good reason
it's the only pistol with a extra to it's critical damage bonus, but it has such a huge damage spread that many compare using it to playing slots, maybe some way to reduce it's damage spread would make this particular frame excelent.
Falchion: You'd think this frame is decent because of the extra critical chance, but it has a lower base damage compared to the neo-luger, and since only sharpshooter can give it a marginal crit damage bonus the damage falls off, even more because neo-luger can also benefit from sharpshooter while having a better base damage, a increase on the Falchion frame base damage would be a welcome buff.
Hawker: Sold as a middle of the road between neo-luger and hammerer, but it lacks consistent damage of the neo-luger or the big crits of the hammerer, all in all the only change i could suggest is for the hawker to have a lesser AP cost to fire compared to the other pistols.

8
Bugs / Re: Throw gas grenades do not generate hostility
« on: October 29, 2019, 02:02:53 am »
Should trigger the hostilities when they take damage. Who are you referring to specifically?
It happens with Aran on core city, as soon as expedition start you can just meet him on that bar in the residential sector and throw a gas grenade at his foot them proceed to spam click him to prevent the disarming.

badda boom badda bing, enjoy your free energy katana

9
Bugs / Throw gas grenades do not generate hostility
« on: October 27, 2019, 09:23:14 pm »
That's exactly what says on the tin, gas grenades arent generating hostility and you can use it to kill certain npc's that would be a bad idea to kill in certain parts of the game.

Like you can kill a certain someone in that bar on core city with a gas grenade without even triggering hostilities with anybody
and if they try to disarm the grenade you can keep talking with them to reset the disarming meter

10
General / (spoilers) Red Dragon and the Panthom Dancer
« on: August 01, 2019, 12:12:37 am »
I was wondering how to actually acquire those uniques.
i've finished the expedition DLC, got the Acorntalked about all relevant peoples about it and all
them i meet a dude with a questionable fashion sense in that remote bar in core city, and i kept wondering how nice would that armor and katana look together with all my unique stuff in my SGS room footlocker.
Told him i wasn't interessed to give him the thing.
He said he would meet me later.
i talked with some friends, they said you could kill him and loot his stuff on rail crossing, but so far i've been walking laps around it and nothing

11
Suggestions / Sword Handle oddity
« on: July 21, 2019, 07:05:24 pm »
well, now that peoples do use swords and machetes
i think this oddity description could use a little change

12
Builds / Re: What will be your first build in Expedition and why?
« on: July 18, 2019, 01:49:23 pm »
For me itll be spears and riot gear
I wanna see how a knightly jack can fare on the underrail
After fiddling around the builder i feel like i reached a decent build

Plus the jetski jousting sounds hilarious

13
General / Re: In what conditions are cryo attacks optimal?
« on: July 07, 2019, 12:04:55 am »
With mad chemist and a decent quality cryoliquid pistol you have a nice chance of freezing targets for 2 turns
Freezing comes with some nice benefits, since chilling targets effectivelly reduce their movement points too, so it's pretty great if you need some extra room to breathe.

When i did a chemical pistol playthrought i kept using all 3 pistols because they were all useful for different situations, i'd say the cryoliquid is good enough to delay big threats like Lunatics, Grenadiers and death stalkers.

I think i might be wrong, but i remember cryoliquid pistols having a higher chance to CC compared to acid ones.
i might be wrong thought.

14
General / Re: Help me appreciate chemical pistols
« on: March 17, 2019, 07:44:57 pm »
You should try the cryo pistols with mad chemist.
a decent one has over 50% chance to freeze anybody for 2 turns, with some dex/the chemical pistol belt you could create chokepoints everywhere with frozen enemies.
plus cooked shot, it's a amazing attack that works wonders to catch enemies with high dodge/evasion
also works to freeze a bunch of enemies clumped together.
There's also incendiary pistols wich i find better to use with execute because it boosts the damage the enemies take from burning.

15
General / Re: Core City before or after Foundry?
« on: February 17, 2019, 11:59:50 pm »
I recommend going in there for yourself at level 12~16 since most builds hit their powerspike at those levels.
The foundry is pretty great, cool quests, some decent vendors and a nice questline to unlock some really strong crafting materials.

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