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Messages - Rubberbandman

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Bugs / Re: Zone transition error at luper shoemaker random event
« on: April 04, 2022, 03:22:51 pm »
It works! IT WORKS! YES! THANK YOU SO MUCH! i love you man, that's so great

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Bugs / Re: Zone transition error at luper shoemaker random event
« on: April 03, 2022, 10:17:24 pm »
I fixed a related issue a few days ago (will be out with the next patch). In my version things are working properly now, so I'll nudge Styg toward releasing the patch soon, and we'll see if the problem persists. Just keep a save from before entering the hole.

And sorry for the inconvenience. Those are some snazzy shoes indeed.

Unfortunately, even after patch i still cant't leave this cave without zone transition error. Same error message as before. I'll attach my save file made just before entering (if it helps) Maybe it is somehow possible to teleport my character to some safe zone?

Save: https://drive.google.com/file/d/1xOJxnGK9E18HPbMpoUaySWX2d-IN0jkA/view?usp=sharing

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Discussions / A bunch of ideas/suggestions
« on: March 22, 2022, 09:53:34 am »
So, i've played Underrail for more than 600 hours, tried almost every build, with the exception of melee, and let me get this straight, it's an amazing game

However...

I think there's still a room for improvement

So I've decided to write some ideas (mostly related to combat mechanics)

1) HE grenades were useless even before expedition, and with the addition of plasma, they've become even less useful. Some people already suggested making them daze enemies, however this would turn them in yet another cc utility, and we already have flashbangs/stingball/smoke bombs. I think HE would work better as something similar to corrosive acid (or krak grenades in warhammer), dealing relatively low damage, but stripping armor, reducing mechanical damage resistance/threshold. This would make them actually useful for builds that struggle with high DT and tactically different from frags/plasma

2) There should be a way for xbowers/throwers to craft a cheap and sumple alternative to W2C ammo. Yes, there are acids, shock bolts and shurikens, but they are rare, expensive, annoying to craft and not that very effective. Something like tungsten arrows, that ignore some amount of mechanical DT/res at the cost of lower damage, or throwing axes, that deal more damage at the cost of having higher ap

3) Make spearhead rifles great again. I know it's probably won't happen, but it just feels so frustrating and almost embarrassing bnot having a single ap point to shoot twice in a turn without additional ap modificators.

4) Xbow builds are fun, but very frustrating to actually play. I would suggest removing marksman feat and additional ap cost for special bolts entirely, giving bolt quivers additional utility slot and adding more magnesium/napalm/shock dischargers to shops (or just letting player buy more of mk2 special bolts). Camp Hathor should sell bolt quiver as a guaranteed item, they are hunters, so it would make perfect sense

5) Merchant runs are still a pain in the ass to deal with, simply increasing amount of charons/items that can be sold by 30-40 percent would help tremendously. It's perfectly fine mechanic otherwise

6) Certain unique items (that are not faction related) should not be restricted to random events/difficulty setting

7) I would really love to see a difficulty between hard and dominating. With unique dominating only encounters and increased enemy count, but without selling cost penalty and with smaller enemy buffs

That's all for now, thanks for reading my rant. Also, english is not my first language, so apologies in advance for all the mistakes

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Bugs / Zone transition error at luper shoemaker random event
« on: March 15, 2022, 06:51:46 pm »
Every time i try to exit luper hideout i get zone transition error/failure to load save. Tried restarting/disabling autosaves/reinstalling game/playing from a different computer, nothing seems to work. Error log says "Failed to located entrance waypoint 'randomEvent_lux_lep_exit'"

I really want these shoes(

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Builds / Re: Crossbow Dominating Build (without Aimed shot and snipe)
« on: October 18, 2019, 08:36:50 pm »
For anyone having trouble with bladelings (and any enemies with high mech. resistance) - just take versatility. You will get access to energy pistols (and save your precious shock bolt arrows)

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Builds / Re: Shotgun and grenades build
« on: October 18, 2019, 07:19:03 pm »
Take full-auto, with sixth shell you can obliterate groups of enemies at close range. Leading shot is also very good. The rest of shotgun feats are kinda meh in comparison. I would suggest taking a sniper rifle and non-automatic shotgun with a front grip as backup weapons. With 90 ap from adrenaline and temporal manipulation you can use burst for 50 + 2 shots from standard shotgun to quickly proc sixth shell for insane damage at close range. Or 3 shots with a sniper rifle + grenade/2 shots with a sniper + 2 shots with a standard shotgun. Bear traps are useful for negating enemy dodge/evasion but they are not strictly necessary. If you don't want any psi, well, you are just going to lose 20 ap.

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Builds / Re: Need some help for a scientist build
« on: October 08, 2019, 02:50:53 pm »
Thank you again! I guess i'll go full metathermics, since it also gives you thermodynamic destabilization, although i'm not sure if it will be all that useful with critically hitting grenades. Another option is going full evasion and taking nimble. However, i heard that evasion/dodge is somewhat useless on higher difficulties. And usually riot gear with sturdy vest was the best overall armor for me thanks to great melee resistance.

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Builds / Re: Need some help for a scientist build
« on: October 08, 2019, 11:20:11 am »
Thanks, i read the wiki, but i still was dubious about it for some reason. It seems so broken to me, considering how much bonus damage you can already get from criticals with energy pistols. Wouldn't exothermic aura be counterproductive for an ambush build since it will light the user? How useful is persuasion from a lore standpoint?

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Builds / Need some help for a scientist build
« on: October 08, 2019, 10:01:14 am »
I was thinking about making a scientist build (laser and electroshock pistols), but focusing on intelligence instead of dexterity to get the maximum damage out of high technicalities. http://underrail.info.tm/build/?HgMHBgMKAw7CoG4AAAAAwpY3RgBaS1A6QlAAGQBGAAA5ATkxwponFgIwwodLKD4pWjPCtcKkwp0r4qe-CuK0lAXfvw With 90 ap from temporal and adrenaline you can get 6 laser, 3 electroshock and 2 plasma shots per round. With 14 int and max spec. you can receive 90% bonus damage from high technicalities. And a LOT of bonus skill points. I have 2 main questions about this:
1) Is bonus damage you get from high technicalities additive or multiplicative? For example, is it 288% damage + 90%= 378 or is it 288*1.9=547?
Because this amount of bonus damage almost sounds broken to me
2) With high int i can free a lot of skill points, but i have no idea where to put them. Any advice would be very much appreciated

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