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Messages - ciox

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196
General / Re: Post your experiences with the new Dominating difficulty!
« on: August 02, 2018, 12:52:06 pm »
Epeli, by less info I meant your comment about NPC armors and vests, I think there should be more correlation between what they seem to be wearing and their resists, not less.
Ah, of course. Stupid me. Personally I would prefer more variation and unpredictability, but that's just from playing too much for my own good.

My guess is Styg wants to keep it so that players can identify what NPCs are wearing as well as our characters could.
So the basic armor type is immediately obvious. If there's a coat, you know what it is. (And there's only 2 different coat sprites, so all NPCs use one of 2 coats...) But you can't tell what someone has inside their plate carrier vest. (Except from how much it burdens them, but that's hard when the only indicator is their movement points.) Or how a suit is padded. Different leathers/metals are too similar to identify without a closer examination.

Oh I see, so you meant there should be more variation that is not restrained by the available sprites. I can see your point now sure.
Gameplay-wise I generally enjoyed knowing who the fire immune guys were (gasmasked grenadiers) as it made me know in advance not to bother trying to set them on fire with bolts or grenades.

It's true that you can't see the plate vests and so on, it seems that mostly Styg relied on 'types' to help the player know what he's facing, like the pistol-armed gasmasked guy who typically uses grenades and has an anti-thermic overcoat... or the sniper overcoat guy who typically uses an anti-rifle overcoat with high threshold, I generally like this 'types' design and haven't gotten tired of it yet, but I'm only about 5 runs into the game.

197
Suggestions / Do something about Cryo Shield?
« on: August 02, 2018, 12:44:57 pm »
http://www.underrail.com/wiki/index.php?title=Cryo-Shield

This ability always felt weak, compares very unfavorably to http://www.underrail.com/wiki/index.php?title=Pseudo-spatial_Projection for one, and any other defensive measures, it's not that it isn't  balanced with its very low AP/psi cost (it is), but more that it feels like a waste of a psi power slot.

I think it would do much better as something that offers little to no physical protection, procs slightly more often, and does something active to your attackers, like it Chills them, or even better, casts Cryokinesis at something like 20% of your Metathermics skill at them.
Another option would be to make it much more costly as far as AP/psi and have it offer resistance to cold and immunity to freezing and chilling debuffs while it's active, somewhat similar to Exothermic Aura, with careful balance to not impact certain Lunatic mobs too much unless you've invested heavily in the right direction.


If Cryokinetic Orb takes inspiration from D2's Frozen Orb, the Cryo Shield could certainly take more inspiration from the D2 Frozen/Chilling/etc Shields :)

198
General / Re: Post your experiences with the new Dominating difficulty!
« on: August 02, 2018, 07:39:25 am »
Epeli, by less info I meant your comment about NPC armors and vests, I think there should be more correlation between what they seem to be wearing and their resists, not less.

About NPCs becoming too defensive to their detriment, I think that can be fixed with making sure the AI will attack if they are out of defensive options (take cover, retreat) and are getting whittled down.
NPCs being able to use forcefield also sounds like a very interesting idea, the cooldown would probably keep it from being too annoying anyway.

199
General / Re: Post your experiences with the new Dominating difficulty!
« on: August 01, 2018, 11:46:51 am »
Dominating gameplay stuff
- I don't think less info on the resistances of enemies is better at all, they should be smarter not more obscure
- Better AI around chokepoints for humanoids is a great idea
- Bear trap situation could be improved by human enemies having better trap detection skills and refusing to walk into traps unless they are being fired upon and can't move into cover (could go into Hard too)

I knew Dominating would probably crush stealth/gimmick players (stronger more numerous mobs that both bump into you more easily and kill you faster after) so I played a high CON gunner with 0 subterfuge skills except Traps, and funneled everything into actually combat-useful things like Intimidation for Yell and Throwing so I could routinely throw flashbangs on the exact hex to sleep the enemy but not myself etc, this made the run pretty fun after the difficult beginning.
What I felt was if you get staying power from CON and CON feats then you're set, otherwise not so much as "tricks" don't work as well on this difficulty.



200
Suggestions / Re: Raising maximum hit chance to 98%
« on: July 26, 2018, 09:38:22 am »
Totally agree with TS. Hit chance cap almost destroys some builds which are based on accuracy and precise. That just negates quantity of possible interesting playing approaches without giving something in return.
Can anyone call at least one advantage of hit chance cap?
I guess having special feast which removes it would be the best solution.
I suggested it as a veteran feat a while ago, since veteran feats didn't feel like they had enough special and unique effects to them, but it could probably work as a normal feat as well.

201
Builds / Re: builds not viable for DOMINATING
« on: July 20, 2018, 09:24:14 am »
You played a 0 stealth, low AGI burster and did well? Impressive.

Thanks, I can post the build later when I'm home.

202
General / Re: A more user-friendly Underrail speedhack
« on: July 18, 2018, 09:48:29 am »
Windows Defender has flagged both of those files as having a virus.

And soon you'll find out about the existence of false positives.

203
Builds / Re: builds not viable for DOMINATING
« on: July 18, 2018, 09:46:11 am »
I played a 0 stealth, low AGI burster and got through just fine, no Spec Ops, only 1 burst per round without Adrenaline or Gun Rush.
I had high WIL/CON and Conditioning, Stoicism and Last Stand.

The SMG was an 8.6mm Steel Cat with muzzle brake and rapid reloader (11 AP so I could burst even while Fatigued), I got frequent heavy criticals out of it with Recklessness and Focus Stim.
The other weapon was a sniper rifle that had no Snipe feat or anything.
I also couldn't craft electronics well so my goggles were just 25% smart or so, crap that I found lying around. I crafted all the high-level chems instead.

Basically you need to make your character tough if they are not min-maxed and you're on Dominating, that's all there is to it.


204
Bugs / Re: Endless turns when assaulting fort apogee
« on: July 05, 2018, 06:47:10 am »
They know and said they'll fix it, you can also do it in the lunatic mall.

205
Development Log / Re: Dev Log #58: Environments Preview
« on: June 29, 2018, 07:49:09 am »
Ah, now I see why you changed the behavior of insulated padding on leather armors  8)

So you get freeze immunity now, that's nice, I always thought cold resist gear was underpowered.
Insulated Vest should probably have the same effect, I've never made one of those until now.

206
General / Re: [DOMINATING!] Layout changes in DC ?
« on: June 15, 2018, 06:16:53 am »
I found the rathound caves that lead there on my dominating run, unless something's changed right there then that's still the entrance and it's easily accessible from the DC hub.
They're in the bottom left of the global map.

207
General / Re: Does the doctor feat work with a regenerative vest?
« on: May 29, 2018, 06:17:04 am »
That's about right, Doctor is mostly a good choice in the early game of noob builds when you're still getting to grips with the game.

208
Bugs / Re: Fort Apogee Entrance, Unlimited AP
« on: May 24, 2018, 06:15:41 am »
This can also happen in Emporion.

209
General / Re: Does the doctor feat work with a regenerative vest?
« on: May 18, 2018, 07:52:02 am »
Doctor doesn't affect bandage healing.
Metabolism affects bandage healing and even Regenerative Vest.

Metabolism is not a bad feat and I think I will take it on Dominating for the first time, since I will use all forms of healing at once most likely. (vest/hypo/mixture)

210
Suggestions / Unique weapons 'Refurbishing' idea
« on: April 27, 2018, 02:50:28 pm »
We all know that unique weapons have this issue where you can get them fairly easily so they can't be too strong, but crafting is also quite powerful and soon makes them obsolete after finding them or even before finding them.

So here's the idea of 'refurbishing' to give unique weapons a single one time improvement, which in effect is just a name change and stat change.
Refurbishing could be performed by traders located in Core City before DC and in the Tchortist Camp during DC, and would require a high Mercantile skill to carry out and a very large amount of charons.
Examples:

http://www.underrail.com/wiki/index.php?title=Tommy_Gun

Refurbished Version:
Damage spread from 10-40 to 20-40
Burst precision from -20% to -10%

http://www.underrail.com/wiki/index.php?title=NF_F2500

Refurbished Version:
AP cost from 13 to 11

http://www.underrail.com/wiki/index.php?title=Jawbone

Refurbished Version:
Damage spread from 25-50 to 40-80
Range from 14/9 to 18/13 (or AP cost from 25 to 23)




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