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Messages - ciox

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136
Bugs / Re: 1.0.4.17 Coil Spiders and Gas Grenades?
« on: February 05, 2019, 05:46:43 pm »
Sounds epic, maybe something related to their web-repairing behavior.

137
Suggestions / Re: Feats and items improvements
« on: February 05, 2019, 01:28:26 pm »
Disassemble not giving 100% quality out of the box is really bad, this shouldn't even be up for discussion.
Trading a combat feat for something that doesn't even work properly? No. End of story.

138
Suggestions / Re: What about traits?
« on: February 05, 2019, 01:27:21 pm »
I enjoyed the traits in Fallout (Small Frame + Finesse was my loadout) but it doesn't feel like this game needs or has room for them, there's an immense selection of feats and the 2 feats that you get to choose during character generation are pretty much the stand-in for the traits.

139
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 09:34:18 am »
It seems unlikely you'd drop any one school completely, you would want Psychokinesis at least until 30 for Forcefield, and Thought Control 75 for Locus of Control.
But you could stop there and only level up Metathermics and Temporal to max, the first one handles biological enemies well and the latter can destroy robotic enemies albeit a little more slowly.

Overall I'd still consider levelling all 4 for that synergy bonus, I think they all need to be maxed too for the synergy to work properly..

140
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 07:57:32 am »
It seems like nothing you can do with that psi school will crit, so it will be a Tranquility build for sure. http://www.underrail.com/wiki/index.php?title=Temporal_Distortion

141
Suggestions / Re: Feats and items improvements
« on: January 26, 2019, 05:37:10 pm »
Nothing new here, we've been complaining about this stuff for a long while.  :(

One particularly elegant way to deal with the "excessive damage spread" problem would be to have some kind of ability that lets you do guaranteed maximum damage,  under certain conditions. That way weapons with a wide damage spread can stay as they are, and their spread can even be an asset.

http://heroes.thelazy.net/wiki/Bless

142
General / Re: Ninja Looter
« on: January 25, 2019, 07:51:42 am »
What if you manually enter combat and open loot menu? Shouldnt that give you all the time you want? ive never done any pickpocketing
Nope, You can't start pickpocketing while in combat, and starting combat will close the pickpocketing window.

143
General / Re: Ninja Looter
« on: January 24, 2019, 09:00:53 pm »
My experience as well with a dedicated stealth character, Ninja Looter seems to carry the promise of stealing from enemies without being detected... but it's still really, really hard, bordering on impossible. I was using stealth gear and a cloaking device and you get maybe 3-4 seconds to steal something, which isn't enough to interact with the suspicion mechanic.

144
General / Re: Smart Modules on ARs and SMGs now useless?
« on: January 17, 2019, 01:46:38 pm »
There really isn't right now, maybe if Rapid Fire got buffed.

145
General / Re: Disappointing stealing
« on: January 17, 2019, 09:22:55 am »
Pick pocketing stays pretty useful I would say, you can get some decent oddities and expensive consumables out of it.

But stealing and has always been kinda dissapointing beyond the early levels, I don't think it should be massively changed but something should be done about 80+ lockpicking/hacking containers that have trash loot in them, and the secret Perception check areas which again can very easily generate trash loot or no notable loot at all.

146
Builds / Re: I hate this build (why low INT is bad)
« on: January 17, 2019, 08:02:23 am »
When I made an AR build two years ago I pretty much focused on crafting, since I knew you can kill 2-3 enemies at once so long as you can move in quickly and burst them point blank, and AGI doesn't help you with movement points that much past 6, so you're better off focusing on crafting and INT so you can make the most damaging AR and the fastest Tabi.
For snipers I just took Morphine or something, then let the Regenerative Vest heal the damage. I was also frequently hopped up on both Jumping Bean and Adrenaline so the snipers just missed all the time even with mediocre Evasion.

Stats were something like:
AGI 6 (Sprint)
CON 5 (no feats)
INT 7 (Gun Nut, it's a little weak but it would let me craft the best AR possible, even if only by a tiny bit)

Main gun was a 9mm Chimera with Muzzle Brake and High-Resolution Scope. (see av)

147
General / Re: "GMS gate w/o power" implemented?
« on: January 17, 2019, 07:38:48 am »
Surely that region will open only after the endgame and will contain the super-powered Omega Tchort boss fight, for level 30 characters only.

148
General / Re: optimizing an SMG build any further?
« on: January 17, 2019, 07:36:57 am »
You can't use scopes with SMGs so for a crit build you would just use a Steel Cat and Critical Power and try to get many bursts so that crits happen often.

I'm pretty sure Rapid Muzzled is the best deal, for rifles it's either Rapid Muzzled or Scoped Muzzled, latter if you have a 16 AP rifle as Rapid won't do much and the scope should be more useful.

149
Aha, I figured there was at least something using that stat, maybe very high MK traps could have better detection difficulty or something.

150
Traps like mines have this stat on them, but it never seems to be different from 100%, shouldn't some traps have different values for the display of the stat to make sense?

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