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Messages - ciox

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91
Bugs / Re: 1.1.0.10 Arena - Stygian Exorcist loot
« on: July 28, 2019, 02:26:28 pm »
He should drop the robe that reduces Bilocation cooldown!!!

92
Suggestions / Re: Hotbar
« on: July 28, 2019, 01:50:25 pm »
Another issue is :
I have a very wide screen, and only 10 actions on the hotbar seems not enough compared to my hardware. An option to extend to 12 or 15 to accomodate with larger screens.

Yup, kind of a nobrainer to at least allow 0, - and = to be used... that's another hotbar's worth of slots right there combined with the modifier keys.

93
this thing where they are in cover compared to the player, but the player is not in cover compared to the enemies.
Aside from when you're actually on a jetski, there is no cover mechanic in UR.  That's a line of sight mechanic, and it makes sense that A can have LoS to B while B does not have LoS to A.  I do wish we could move in 1MP increments like enemies seem to be able to do, but the LoS thing seems reasonable, if occasionally irritating.  It seems that it is possible to get LoS on an enemy that doesn't have LoS to you, so the system may well be "fair".

Why does it make sense, how is it simulated or explained? As far as I can tell detection and line of sight is calculated by drawing a direct line between the centers of two entities and seeing if there are any impediments along the way, this process should be perfectly reciprocal and not influenced by any concrete property of the entities like size or facing, nothing else is simulated or suggested as being simulated.

The only thing that could introduce an error is the line of sight code being different for players and enemies, and/or enemies being able to use special movement code to position themselves in rare spots on the map where strange things happen.

If the bug is fixed it should be fixed both ways, the main reason it needs fixing is removing the irritating moment where an enemy roots you and you need to check if you can actually fight back or his magical invulnerability has activated and he can snipe at you without even having to move around or having a human AI that uses tactics like breaking LOS on purpose.


94
Suggestions / Re: Testudo: Stances REDUX & Shields
« on: July 28, 2019, 10:06:59 am »
It seems very unlikely they would re-render all the armors to have stances, but the idea of some kind of mechanic that can convert the melee block at least partially into a ranged/universal block is a good one.

95
Suggestions / Re: Diversify Iron Grip
« on: July 28, 2019, 10:00:36 am »
Nice idea, I support it.

Though I'd argue that even the existing penalty on Iron Grip is too harsh, given you need 11 strength and a feat slot for it.
I'd make the penalty for holding firearms at most mirror the penalty for holding spears, so a 15% accuracy loss or so.

The other idea was to have a special component for shotguns that enables them to be used as one-handed, even without feats, that would have been nice especially since shotguns are so low on enhancements compared to other firearms.

96
I can't believe this one is still around, guys, c'mon... enemies either need to use the same targeting routine as the player, or move in the same increments as the player moves, so that they STOP doing this thing where they are in cover compared to the player, but the player is not in cover compared to the enemies.




97
Suggestions / Re: New Veteran Feat: Advanced Weapon handling
« on: July 26, 2019, 11:49:26 am »

98
Suggestions / Re: Leather Helmets
« on: July 20, 2019, 10:49:00 am »
Neat idea, it seems the devs shied away from leather helmets precisely because they would stand out for not having the +1 stat boost... which does feel a bit off if it's missing but also too strong if it's there.
I think the helmets would work best if they gave small non-attribute bonuses the way some infused clothes do... like Fortitude from pig leather.

Heck, they could even allow you to put leathers into the Balaclava crafting slot, the way you can make Tabi boots out of either fabric or leather.
Either way they would be interesting, Might make it into the next DLC or something.

99
Builds / Re: Please help with shotgun build
« on: July 20, 2019, 10:23:18 am »
Temporal: can cast the AP-boosting power with totally dumped base abilities and just 60-70 skill points or so, but harms your health 25%
Blitz: needs AGI 10, but no skill point investment

It's up to the build you're making, really. For some reason I was never really tempted to get AGI 10 in this game, it's nowhere near as important as in Fallout where 10 is almost mandatory, something the devs surely noticed.

100
Builds / Re: Please help with shotgun build
« on: July 19, 2019, 06:59:16 am »
You need at least STR 5 to wield shotguns without a penalty.

101
Suggestions / Re: Dissambling
« on: July 18, 2019, 09:34:46 pm »
Can you post a link for a new builder? Can't find it(( But still, spending 5 points to make a lackluster feat to somewhat finished state is pathetic(((

The durability problem can be fixed really simple - just make disassemble work only with full durability items (and it's logical too, since if you want to get 100% part, then the item should be in 100% condition) I don't think it's gonna be so hard.

Here you go:
http://underrail.info.tm/build/

Thanks, but it sends me to the present builder...no DLC parts.
You need to check the DLC checkbox.

102
Suggestions / Re: Dissambling
« on: July 18, 2019, 01:31:02 pm »
The durability problem can be fixed really simple - just make disassemble work only with full durability items (and it's logical too, since if you want to get 100% part, then the item should be in 100% condition) I don't think it's gonna be so hard.

That would be fine by me. Certainly beats wasting precious specialization points.

To be honest, I feel like simply making specialization add 5% per point, thus only taking 2 to max out, might solve quite a few issue here.
So you would be able to use the feat properly at level 16 instead of level 20..
Honestly the idea of using specialization to fix this feat isn't that great, specialization points are scarce and arrive late, the feat really should just work by itself.

103
Suggestions / Re: Dissambling
« on: July 18, 2019, 11:16:44 am »
Now that the DLC character builder is public we can talk about Disassemble's specialization.
For five spec points you can actually make Disassemble give 100% quality components. That doesn't exactly seem like a good deal given that's 33% of your specialization points right there, meaning you will be able to get 100% quality components when you are at level 20.

I think the whole thing needs looking at, the core problem that started everything is that durability is not tracked on certain items, meaning breaking items that DO have durability into components that don't and then putting them back together will always reset durability.
This makes the designers look for some way to Disassemble to not give you a free lunch, and the solution has been for it to reduce component quality, which basically goes against the whole point of the feat, instead of using the feat to adapt your main weapon and armor to new situations, you're using it for obscure merchant tricks.

104
Builds / Re: What will be your first build in Expedition and why?
« on: July 18, 2019, 07:01:17 am »
Also there are reasons to use riot gear with shields now, so you might consider that when building a new character.
I suppose you can't disclose that either?
The expansion character builder should be available here https://underrail.com/forums/index.php?topic=2753.0
Just check the DLC checkbox and search for "shield" in the feats area, that should tell you everything you need to know.

105
Suggestions / Re: New Psi School - PARABIOSIS
« on: July 18, 2019, 06:56:53 am »
"You know what the problem with psi is? It's so weak that it just isn't competitive with other builds. Maybe if we gave it free healing, build-in NVGs except with no drawbacks, guaranteed saves, enormous skill boosts, and all the benefits of specialty ammo, psi might finally come into its own.  Also, what the heck, let's give it a top-end skill that breaks every combat resource scarcity mechanic in UnderRail."
I'm not really seeing it but ok.

And suggesting an entire psi school really is in the realm of just for laughs, by definition, but suit yourself.

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