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Messages - UnLimiTeD

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256
General / Re: Junkyard Hostile.
« on: July 22, 2014, 06:33:20 pm »
Nothing that I can remember that should make that happen.
Options are you left a trap somewhere and someone walked over it, or you killed someone rightfully or erroneously aligned with one of the factions.

257
General / Re: Questions about development?
« on: July 22, 2014, 06:31:53 pm »
Well, the early access at least brought enough money so that it's now being worked on by more than one person.  ;)

258
Bugs / Re: Level 9 keypass disappears during Newton quest
« on: July 18, 2014, 03:45:24 pm »
Enabling Autosaves helps. ;)
I normally use quicksaves, and save a named save slot whenever A) Something really noteworthy happens, or is about to happen, or B) When rising a level.
By now I start that at the first level so I don't notice on Level 6 I picked a feat on Level 4 I can't use with my weapon of choice, but have no save prior to that.

259
My respect for trying all those things, that shows dedication!

260
General / Re: Killing Cave Hoppers?
« on: July 18, 2014, 11:18:24 am »
As for the nets, you put them into your quickactionslots on the left of the inventory.
Hoppers will come out of the crevice, even if your standing right next to it (not before it).
If they do, immediately enter combat (not attack, just enter combat)
You can even try to catch them with the box without a net first, if that doesn't work, use the net.
If you miss both, step before the crevice. Wait for the hopper to run away.
Step aside, often(not always) they come back, and often(not always) they don't quite make it, and you can repeat that until your next net is ready.
I'd say a to-hit chance of 50% on the nets is really good already.
If you stand right next to the crevice, sometimes hoppers will immediately turn around and somehow fail, so you have a single try to box or net them before even entering combat.

Obviously, the same approach gives you multiple tried to hit them with something.

261
General / Re: Caves CV1-4?
« on: July 18, 2014, 11:14:21 am »
What, you wanna tell me you don't have the inexplicable urge to blow something up now and then?  :P

262
General / Re: Caves CV1-4?
« on: July 18, 2014, 12:54:08 am »
Jonah gives a hint about that.
As soon as the upper tunnels (Lower Underrail) are cleared, which you can play an important part in by getting that drill rotor circuit board, traders get clearance to sell you TNT charges with which you can clear away the rocks and progress through the caves.
It's really just a nice place to find some rare poisons and a bunch of fluff, with some additional connections between places you're not meant to see before anyways.

263
General / Re: Disappointed ...
« on: July 17, 2014, 01:27:13 am »
Well, arguing that is pointless, but when I'm sitting on more money than every single trader in the game and can buy everything at a whim, I'd say that whatever drops is, relatively speaking, of low value.  ;)
I for one do find it counter-intuitive for npcs and critters to only drop what is useful, and not, say, every single item in their inventory, which I sure don't want to carry around.
But let's get back around to my first point. :D

264
General / Re: Killing Cave Hoppers?
« on: July 17, 2014, 01:24:37 am »
You normally just choose an attack, like by pressing 1 or F and then picking it, and click on the hopper.
I never had the problem you describe.
Melee attacks might pose a problem in a few rare cases, though, due to pathing.

265
General / Re: Disappointed ...
« on: July 16, 2014, 03:12:56 pm »
Not everyone is that ocd.  :P

266
General / Re: Killing Cave Hoppers?
« on: July 16, 2014, 03:11:52 pm »
Though would you sell them for?
I regularly find merchants running out of money from the midgame on.
A decent Rifle goes for up to 10k.

267
General / Re: Disappointed ...
« on: July 16, 2014, 12:35:05 pm »
Well, you seem to be lucky, then.
I've yet to go out there without taking at least 2 60+ damage criticals (if the guy got a turn at all), and I sure did that a bunch now.
Also, 20 Biology is immensely helpful because it allows you to use cheap bandages out of combat no matter the severity of your injuries.
It may end up being less useful, ironically, for tanky characters, because at some point you need three bandages for a full heal, and few battles bring you below 40%.

268
General / Re: Disappointed ...
« on: July 15, 2014, 10:10:45 am »
:D
I started to always do the "Kohlmeier Run" at the very latest directly after GMS, often before.
I'd say that task is vastly overcredited. You need an automatic weapon or some explosives for it, but it's oh so worth it.
As for stats, the more experienced you are, the more you know how to do, but absolutely always have at least either lockpicking or hacking.
You shouldn't have low Dex and low Int.

269
General / Re: Disappointed ...
« on: July 14, 2014, 09:16:23 pm »
 ???
I'm pretty sure that critters eventually respawn.
It is possible that certain evens reset the timers, though, so you might very well find yourself never seeing that occasion during the current content.
That aside, have you noticed your character never sleeps unless told to? :P
As far as I'm concerned, the whole current story could very well unfold within a few days, though I'd prefer it to be a bit longer.
As for the lockers;
Let's say it wasn't an ancient locker behind an autoturret that hasn't been properly configured in at the very least decades.
You move to an area where you can still see the decomposing remnants of former inhabitants rotting on the floor.
You find a footlocker, it's lock has been picked, and you don't have the key.
I don't know about you, but I wouldn't stash my stuff there.

All that aside, the game currently has a slight problem in that everyone who even slightly worries about his finances (or can craft) amasses a serious amount of charons in short order.
If you simulate, or at least act like you do, a propder underground living with people moving and what not, the players actions would put a strain on the Underrail economy, and I'd certainly expect you to be robbed or mugged occasionally for all that currency the carry around.
And what about SGS, how do they earn their own money?
Shouldn't you pay taxes?

... Thinking about it, chance encounters with bandits aren't a bad idea.

270
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 14, 2014, 07:51:23 pm »
So, is the chance to resist based on the hammers quality?
Or is it the damage dealt?
Or static?
And if it's number 2, only the damage percentage of the hammer or the total?

Theoretically, you could hit twice with bladed gloves (or any other, or without them), then switch to pneumatic, combo hit, 2 more hits, and open the next round with a heavy punch, that is also a combo attack and activates the pneumatic hammer. Not sure if that even stacks.

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