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Messages - ciox

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76
Bugs / Re: The Juice crafting
« on: August 28, 2019, 11:52:01 am »
Didn't feel like a bug, I thought it was intended to make you revisit Dude once in a while since he gets new dialog options over time, but who knows what the devs think.


77
Bugs / Re: Power management for regeneration vests
« on: August 26, 2019, 08:17:20 am »
I'm sure this is on a very long list of things to be looked at somewhere. Feels like a lot of things will change now that the DLC is done and over with. After all you didn't expect the Lifting Belt to suddenly be stronger at boosting your inventory cap than the Pentapus Barbeque, but there you go.

78
Bugs / Re: Shield Bash uses your weapons crit damage bonus
« on: August 26, 2019, 08:14:06 am »
Huh, that might actually make the shield bash's raw offensive ability useful, if it's left in.

79
I did the arithmetic in another thread but it's already possible to one-turn-kill any enemy in the game that's susceptible to Implosion, regardless of mechanical resistance, if you can land an Expose Weakness.  That's probably powerful enough.  Besides, the TK Punch and Electrokinesis and Electrokinetic Imprint all benefit quite nicely from empowering.

https://underrail.com/forums/index.php?topic=4048.msg23485#msg23485

Yes, I remember the cryostasis combo thread, and have used Expose Weakness on some hybrid psi builds, I just think the biggest ability of Psychokinesis should actually get to shine outside of complex combos using abilities that have large cooldowns of their own, you already need a proxy set up just for the ability to roughly do what it's supposed to.
Allowing the new tools of Expedition to shine favorably on Implosion would do that pretty well.

80
I can't easily test this yet, since none of my full psi characters are there just yet, but with the additional veteran levels and the Empowered Psychokinesis feat, it should be fairly trivial for a dedicated psi user to go over 275 skill and hit the 75% damage cap of Implosion, at that point casting Empowered Psychokinesis would have no effect on Implosion at all. I would suggest raising the cap a little to keep Empowered Psychokinesis relevant for the top Psychokinesis ability.


81
Bugs / Re: Loading takes forever
« on: August 15, 2019, 07:30:49 pm »
It is pretty annoying, I don't think it's an easy fix either.

82
General / Re: How do you get the coordinates for towing the sub?
« on: August 15, 2019, 05:17:22 pm »
Search west of natives graveyard.( a keycard that is not necesary but can help is in the pirate waters top level of a building)
I'll give it a shot, thanks.

83
General / Re: How do you get the coordinates for towing the sub?
« on: August 15, 2019, 11:56:37 am »
Hey,

So...you can't dive? Or do you want it to be town somewhere else than L2? I don't get your question.

The Ferryman can only tow it to L2.

You can find the docking coordinates in the Joint Security Headquarters.

-Azura

I can't tell Ferryman to tow it anywhere because my character doesn't know a destination for it, and I have no idea what to do in order to activate that dialogue option.

84
General / How do you get the coordinates for towing the sub?
« on: August 14, 2019, 11:48:56 pm »
I've found the sub, opened the gates, talked to Ferryman, found the Subsphere in LemCo, but I don't have the option to tow the submarine anywhere?

I've already searched around the area a lot so please tell me what I need to do rather than giving a hint.

85
Suggestions / Re: Spear Throw: Action Points Change
« on: August 12, 2019, 01:30:34 pm »
Pretty much agree with OP's reasoning here.

86
Builds / Re: Mobile Fortress
« on: August 05, 2019, 11:29:28 am »
Interesting build, what is the suggest weapon for this, is it a specific type of gloves or literally just full bare hands unarmed?

87
General / Re: [Spoiler] Medical Supplies For Mutants
« on: August 05, 2019, 11:15:10 am »
Another thing related to this, do you make all of Aegis hostile by just telling Doc Savage that the Chief told you it's okay to send in the supplies even though you actually didn't bother checking with the Chief?

Or did I screw something up?

Combined with the mutie hostility issue it makes this initial quest pretty darn sensitive.

88
It's going to end up as another one of those abilities that has a 12 turn cooldown, isn't it?

On a more serious note, you could probably nerf pure psi by increasing the psi cost of Temporal abilities, hybrid builds wouldn't care much, pure psi builds would.

89
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 29, 2019, 09:26:30 am »
I think the doc in the expedition main base (Aegis) gives you the blueprint.

90
Bugs / Re: Stranded from jetski
« on: July 28, 2019, 04:38:46 pm »
Definitely a bug, the only way to escape this situation is to wait a few hours (or minutes with speedhack) until he returns.

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