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Messages - ciox

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106
Suggestions / Re: tacvest x3 DT for other projectiles
« on: July 17, 2019, 09:28:49 pm »
Don't they already do this against burrower projectiles? Well, at least I think that's what caused 0 damage from burrower projectiles before, wearing an anti-rifle overcoat.

107
Suggestions / New Psi School - PARABIOSIS
« on: July 17, 2019, 09:19:15 pm »
Just for laughs...



PARABIOSIS

a Biocorp psi school that is based around biological buffs and synergizes with Thought Control (enrage the buffed enemies, or buff enraged enemies, blind them to your presence), its abilities can be invoked either on yourself or others.

**Hormone Overproduction** (0 skill, increases combat and psi skills by % depending on parabiosis skill, starting at 30% and up to 150%, but causes self or friendly target to go berserk and only attack the enemy with basic attacks or basic offensive psi abilities, lasts 2 turns, cooldown 3 turns)

**Retinal Blooming** (15 skill, gives target nightvision complete with daze vulnerability to flashbangs and a flat 50% bonus to detection, duration starts at 2 turns and can go up to 10 turns with higher skill, can use it to daze groups of enemies with a single flashbang)

**Acid Gut** (25 skill, grants target human a Mutant Acid Spray ability for 3 turns, the acid damage of the ability is influenced by parabiosis skill and target's constitution)

**Skin Fouling** (35 skill, enemies attacking target in melee take Bio damage and gain Contaminated debuffs with each attack attempt hit-or-miss, the Bio damage and chance to inflict Contaminated are influenced by skill, lasts 3 turns)

**Nervous Hypermyelination** (45 skill, target's Fortitude and Resolve are increased by a large amount depending on Parabiosis skill, 2 turns, 10 AP, 50 psi)

**Induced Regeneration** (55 skill, target gains a buff for 2 turns, during which it loses 20 action points but regenerates a good number of health points depending on parabiosis skill, regeneration is also applied on initial cast, 35 AP)

**Adaptive Flesh** (65 skill, target gains a buff that causes stacks of 1% mechanical resistance to be added every time it is struck by an enemy, up to 75 stacks maximum, the number of stacks added per attack depends on Parabiosis skill and all the stacks are lost when the buff expires, duration 2 turns, cooldown 4 turns)

Ultimate Skills:

**Deep Cerebral Stimulation** (70 skill, target can cast psi powers without triggering cooldowns and its psi crit chance is increased by % depending on parabiosis skill, lasts 2 turns, 35 AP, 50 psi, 10 turn cooldown)

OR

**Metamorphosis** (70 skill, target evolves permanently into a powerful eldritch bio-horror, The Thing style, hostile to everything it sees, skill influences the chance that the target will be able to resist with a Fortitude check and the creature's attack power, creature's base hitpoints are close to the original target's hitpoints, 60 psi, 10 turn cooldown)

108
Suggestions / Re: Agility check in junkyard
« on: July 11, 2019, 12:39:38 pm »
Sounds good to me, if it's fairly high.

109
Builds / Re: What will be your first build in Expedition and why?
« on: July 11, 2019, 12:37:36 pm »
Shotguns are two-handed, so no riot shields.
Alas, I did all I could to shill for a crafting enhancement that makes shotguns one-handed.
Other weapons might have this property though...

110
General / Re: Voices in tchortloop.ogg, faceless.ogg, and oculus.ogg
« on: July 08, 2019, 08:55:27 am »
Seems like Josh Culler is taking lore into account before making tracks for the game.

Oh yes, definitely. Look at the track names as seen on the GOG soundtrack.
https://www.underrail.com/wiki/index.php?title=Underrail_OST
I've heard they're named by the composer. He must be getting pretty detailed composing instructions from the devs to account to get it so right.
Or he's just been shown the levels / someone playing, Fatal Vapor is awfully specific since obviously it refers to the few toxic clouds you can find in the sewer.

111
General / Re: Faster travel?
« on: July 03, 2019, 06:58:33 pm »
if you got tired of the slow character walking speed, download cheat engine and use the guide below

https://www.neogaf.com/threads/use-cheat-engine-to-speed-up-games.1164528/

you can have multiple speed up settings up from 2x to 5x, nowadays i play on 2x all the time as it saved up a lot of time i almost consider cheat engine to be a must have if you want to play through the game many times.
Think this is better http://underrail.com/forums/index.php?topic=2867.0

112
General / Re: How to deal with heavy armor as a crossbowman?
« on: June 29, 2019, 07:07:26 pm »
Long story short: use a Jackknife to apply Expose Weakness for like 5 AP.
To fight the final boss or other extremely armored enemies, get your critical hit chance as high as possible and spam elemental bolts from a Cyclone.

113
Suggestions / Re: Assault Rifle Frames Rework
« on: June 28, 2019, 07:23:37 am »
Lots of good ideas here, my two cents:

- make the blue scope increase critical chance by a percentage like +40% or so, so that it synergizes with the rest of your build elements that increase critical chance, the scope is underused otherwise and this would be by far the most interesting way to buff it
- significantly enhance the Huszar's power and stats while also increasing it's STR req from 7 to 8, the same STR req of metal armor, buff the rifle frame in such a way that it truly fits a high STR character

114
General / Re: Implosion doesn't do as it says in the description...
« on: June 11, 2019, 08:39:29 am »
Implosion is balanced around you doing everything you can to boost its damage.

So against enemies with even medium damage resistance you'll want to hit them with Expose Weakness and use a Proxy in order to do decent damage.

My favorite is to apply Expose Weakness with a Jackknife, as the AP cost is very low and you have time left to use Psi.

115
General / Re: In what conditions are cryo attacks optimal?
« on: June 11, 2019, 08:37:44 am »
But 90% of the time Fire+laser or fire+acid is better.
Especially since fire+acid don't cancel each other's effects like fire+cold, which unlike psi fire+cold doesn't have Thermodynamics.

116
General / Re: In what conditions are cryo attacks optimal?
« on: May 30, 2019, 09:36:44 am »
Eh, some enemies are immune to fear which makes fire a lot less useful, and acid doesn't prevent enemies from shooting.

Overall mechanical cold is kinda boring because the most interesting thing you can do with cold is Shattering and that only works with Cryostasis psi or at least that's what Styg says.

117
Suggestions / Re: Full-auto firing guns like pyrokinetic stream?
« on: May 16, 2019, 02:15:04 pm »
I remember mentions of there being more active abilities being added to weapons since that's a recent new engine feature - abilities attached to equipment, so an ability like this could happen even if no heavy machinegun class is added to the game,  as that seems unlikely.

118
General / Re: Why was Mind Dart removed?
« on: May 07, 2019, 07:29:18 am »
Yet their files are still there. I wonder what's up with that.
That settles it. Assemble the council!

119
Bugs / Re: Transfer items v1.0.4.17
« on: April 21, 2019, 02:47:56 pm »
It used to be possible...

And that was the actual bug, that was fixed.
:(

120
General / Re: Expedition release date.
« on: April 11, 2019, 09:56:21 am »
It's been quarter of a year since the last devblog... Any news by any chance?

Nope.

I keep checking back every month and there's rarely any new details or anything. It's been years. What the heck? lol.

At this point I'm wondering if it'll ever be released.

Actually, I've been thinking that for at least the past year. Idk why I even check this anymore.
I'm pretty sure they're just about done with everything except the final quest and some tests, there's no reason to lose hope... yet...

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