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Messages - ciox

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121
General / Re: Can't figure out what to do next / Am I underleveled?
« on: April 09, 2019, 09:14:10 am »
To get through dominating you'll need the best tools the game has to offer.

For psi, it's all about Locus of Control and Metathermics combos that include Thermodynamic Destabilization on enemies with lots of HP.

122
Suggestions / Re: Suggestions of random encounters and status effects
« on: April 08, 2019, 01:33:46 pm »
I'm really not sure how random encounters during fast travel would interact with stealth/combat avoidance.
What exactly happens if the player just hides / tries to run away?
It could work similar to Fallout 1's random encounters, where Perception/Agility/Outdoorsman checks are used to determine whether you're placed in the middle of the enemies or at the edge of the map close to the exit.

123
The most elegant way to handle this would be to make enemies AI behave more like the player would, and have them pull back to cover so that they can't be sniped anymore... they already do this sometimes as they have some code that makes them take cover and break LOS after they shoot at the player, but being able to shoot at the player at least once seems to be a pre-requisite.

Forcefields have always felt fine to me and their invulnerability is great at letting you direct enemies on a certain path and so on, all that would go away in a flash if they can be shot at. If there's anything I would change about forcefields is allow the player to cast forcefields of different durations.

125
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 12, 2019, 05:47:09 pm »
Tasers being resistable always made sense to me, their AP cost and investment are very low, all you need is a tiny amount of electronics skill and some battery power... you don't have to be a psionic or use a feat slot on Dirty Kick. (still think that Dirty Kick could use a small boost but eh)

Cryostasis isn't exactly a lifesaver btw, don't forget it has no effect on robots, or at least I've never seen it work even on sentry bots, which have less than 100% cold resist.
Last time I played cryostasis was freezing plasma walkers for 1 turn.
Always failed when I tried it, maybe the presence of Cryogenic Induction or stacks of Chilled has something to do with it?

126
General / Re: Snipe feat, how does it work?
« on: March 12, 2019, 12:24:45 pm »
Styg wins this round.

127
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 12, 2019, 12:24:24 pm »
Tasers being resistable always made sense to me, their AP cost and investment are very low, all you need is a tiny amount of electronics skill and some battery power... you don't have to be a psionic or use a feat slot on Dirty Kick. (still think that Dirty Kick could use a small boost but eh)

Cryostasis isn't exactly a lifesaver btw, don't forget it has no effect on robots, or at least I've never seen it work even on sentry bots, which have less than 100% cold resist.

128
General / Re: Snipe feat, how does it work?
« on: March 11, 2019, 03:49:21 pm »
I wonder what would happen if you snipe with crossbow a target effected by deadly snares.
Would be nice to try it, but I would guess the bonus from deadly snares is just +1000% or something.


Whoa... whoa! Deadly Snares has 10000000% bonus crit chance! Snipe has normal crit chance against Deadly Snares!
Loool, what are the odds?
I wouldn't mind seeing a screenshot of that before it gets patched.

129
General / Re: Snipe feat, how does it work?
« on: March 11, 2019, 01:25:42 pm »
And random pointless trivia of the day because why not: Crits aren't actually completely disabled with Snipe! The attack just carries a -10000000% bonus to crit chance.


I wonder what would happen if you snipe with crossbow a target effected by deadly snares.
Would be nice to try it, but I would guess the bonus from deadly snares is just +1000% or something.

130
General / Re: Snipe feat, how does it work?
« on: March 11, 2019, 10:28:31 am »
And random pointless trivia of the day because why not: Crits aren't actually completely disabled with Snipe! The attack just carries a -10000000% bonus to crit chance.


131
Suggestions / Re: Suggestions
« on: February 17, 2019, 10:42:12 pm »
Foundry definitely needs some signage and decoration for its buildings, like city hall and merchants... pretty old issue.

132
General / Re: Your opinion on uniques?
« on: February 14, 2019, 08:45:30 am »
Black Arrow has an extra optimal range of no less than 2!

Yeah I know... maybe this feature will get added in the future? http://underrail.com/forums/index.php?topic=3443.0

133
General / Re: Eviscerate and Cut-Throat any good?
« on: February 11, 2019, 10:17:11 am »
The same mechanic could be used to make someone like the Rathound King move away from safety so you can cut his throat.

Yes, it's definitely possible to do that, it's tricky but you can get a cutthroat on him that way, just don't get bumped out of stealth.

134
General / Re: Eviscerate and Cut-Throat any good?
« on: February 11, 2019, 10:11:45 am »
Cut-Throat is pretty cool, it has some perks like a stun that goes through Second Wind and it also very rarely misses. Only problem with it is that it only works on humans, I don't think it would be broken at all if it worked on biological monsters too. Oh well, at least it works on all types of humanoid mutants, that's something.

Example of me using cheap shots from jackknife + restealth + cutthroat to get two stuns in a row https://www.youtube.com/watch?v=Hw9qo-Ls4Os

135
General / Re: Crawlers / Death Stalkers
« on: February 06, 2019, 12:10:24 pm »
Furthermore this is completely moronic considering until that time YOU DO NOT SEE THE FUCKING BASE VERSION unlike any other critter. I see absolutely no reason whatsoever to have Derp Stalkers down in the Protectorate Warehouse cellar
This has also struck me as a little bit excessive.

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