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Messages - UnLimiTeD

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196
General / Re: Max needed Perception
« on: April 09, 2015, 11:16:09 pm »
I'm reasonably certain I found that door with about that amount.

197
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 09, 2015, 04:01:28 pm »
Will critical Power and heavy weight stack?
And does Heavy Punch now have a minimum cost of 8?
Edit: And does Rapid Fire count as a single attack for the Gunslinger Crit boost?

198
General / Re: Let's talk about new PSI System!
« on: April 09, 2015, 01:45:22 pm »
Ah, thank you.
Well, I'm all for a system that makes the ecomomy a little more relevant.

Also, Does anyone use Mental Subversion?
And what reason would there be to pick, say, 8 Will?

199
General / Re: Let's talk about new PSI System!
« on: April 09, 2015, 12:34:03 am »
Could someone maybe sum up the course of the thread so far?
I got tired on early page 5 with all those sidebattles about.... stuff.

The one thing I read in actual feedback so far that I could agree on in my tired state is that, in the early game, PSI is essentially an infinite resource and that kinda feels bad.

200
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 08, 2015, 12:26:23 pm »
So does it make more sense to upgrade strength to use full auto, or dex to make the actual bursts cheaper?  :P

201
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 08, 2015, 09:57:26 am »
What a pleasant surprise.
And I was already wondering how I'd spend the two weeks till busy time after my vacation.
This sounds great.
Now we only need a feat or two for drugs, think Witcher 2 or the Flask nodes in Path of Exile or... ah hell, no need to steal from others. ....edit: And a Blood Magic equivalent.  ;D
As for Shroomhead, maybe a buff to PSI/Stun/etc. resistances when near shrooms and after eating one?
The icon somehow reminds me of the trance upgrade in Alpha Centauri for unknown reasons.

Btw, does expertise really grant +1 damage for every hit per level?
So with specops etc, I can fire a full magazine per round at at least +20 damage per bullet?
0.o

As for resistances, is it too late to add diminishing returns?
As in, resistances above 80% are scaled so you'd need 110% resistance (or whatever value is balanced) to reach real 100%, and then still cap it at 95%?
It slightly lessen the impact of high resistances on the likes of crossbows.
And how does Stoicism work with resistances atm? Additive?
You could adopt the PoE terminology, where multiplicative is more/less and additive is increased/reduced.

202
Given that he created a char without dodge, that sure is high up on his priority list.
A tactical vest with ceramic plating, on the other hand, probably has some advantages.
You can later craft energy shields to cover your weaknesses with mainly electronics, so that should cover some.

203
General / Re: Stealth build?
« on: February 15, 2015, 07:18:36 pm »
Well, throwing would allow you to utilize EMP grenades and poisoned throwing knives.
Crossbows obviously always go well.
A lot of fights can be circumvented.

204
General / Re: How do I regenerate psi power?
« on: February 11, 2015, 08:47:15 pm »
Well, it's been for a while. The way I read it, beta is feature complete.

As for starting, you should start out with that crossbow and pistol (punch the targets in SGS to save ammunition), + some base PSI, that ought to be enough for a start.
PSI starts getting real useful in a few levels.

205
Suggestions / Re: Couple of suggestions
« on: February 03, 2015, 08:58:08 pm »
I'm pretty certain it's logged somewhere if and how much money you get. 
I certainly never missed it, and that'd be a really odd thing to not miss.

206
Development Log / Re: Dev Log #37: Institute of Tchort
« on: February 03, 2015, 12:43:09 pm »
That looks absolutely gorgeous!
Also, just now, with all those stools and chairs and benches, did I notice no one ever sits in Underrail. :P
Love the Crafting- and Psi-Changes as well, balance obviously still hanging.
So, is there any new char I can try right now that I shouldn't wait with till next patch?^^

207
Suggestions / Re: DT calculation with bulletproof is too overpowered...
« on: January 21, 2015, 10:44:13 pm »
To be frank, I've never seen a Ballistic Vest with over 14 Threshold, and that sure wasn't on level 5, more around 15.
Still, a sniperrifle can easily still punch through that. What's the point in a vest if a metal armour does just as well?
It's too heavy for evasion, not used as a Psion (at least not with Ceramic plates^^), so I'd class it as heavy armour.
As such, I don't quite see the problem.
I mean, most actually dangerous enemies for most of the game use snipers, grenades, or energy weapons...

208
Or you can just raise the chances of items being found out there that the merchants will buy, or preferable, that are useful.
Suddenly there's just enough money, or maybe a bit more, but only if you go exploring to find the rare stuff people actually want.

209
Well, if traders paying too much for the items they buy is a problem, he can just reduce how much they pay.
No need for them to accept all the junk that random adventurer found out there because no one ever bothered to pick it up in the last 20 years.
And they offer too much; Just buying what you need should not happen.
If players can get perfect gear by just buying it, you might as well replace half the game with a slot machine.

210
Well, so to sum it up:
You get crafting Materials, but you don't craft.
You get Oddities, but you don't play with Oddities.
You get more chances at dropping something useful, but you don't expect that to ever happen no matter what.
Uhm... well, whatever works for you.   ;)
Sides, what would we get if we got more items we could sell?
Even less than crafting, because we'd get money, and unlike crafting materials, that's guaranteed to be useless.
Yes, there's a gameplay problem in that sentence.
At least it's better than current AAA games where they hide flags somewhere in the hopes mindless zombies will grind for 5 hours to complete an achievement. :)

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