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Messages - UnLimiTeD

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286
General / Re: Ammunition Supply?
« on: July 09, 2014, 09:35:10 pm »
Hmm, then that would be a good feat.
Still, when bursting only works once, the char doesn't doesn't fly anymore; Which was getting enough dex to burst twice per round and then take cover.
9MM seems relatively rare and unused, but the caliber has the advantage of the probably best SMG bar very high level components, and it's good at bursting, too.  8)

287
General / Re: Pneumatic Hammer - Resist Chance?
« on: July 09, 2014, 05:35:32 pm »
No idea 8) , but I've had enemies on higher levels frequently resist the Kinetic Punch with low psi skill levels, so I'd be inclined to say yes.
That aside, seconded for "want to know"!  :D

288
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: July 09, 2014, 04:02:10 pm »
I think he means the bonus damage effect on Pneumatic Gloves that triggers every fourth hit.
http://www.underrail.com/wiki/index.php?title=Pneumatic_Hammer

289
General / Melee vs. Bladelings?
« on: July 09, 2014, 03:43:46 pm »
Aaaand yet another question, because I'm finding myself with time on my hands.

How does Melee work out versus Bladelings?
I remember in the days of old, when quests past Junkyard were a faint hope to be realized in better days and Styg was still shuffling on alone, that fighting burrowers was distinctly unfun with them kiting me through the level, and if it wasn't for the Spikes of DoomTM bug, I would have had problems with a variety of things.
Things PSI-Abilities could solve, but I'm planning without them.
In any case, I dumped the heavy ranged char due to a bad feat pick, and I wondered, if I'm restarting it anyways, if I shouldn't go for melee instead, and I worry if [suspicious]Bladelings might prove to be a barrier to the char since it wouldn't put out high damage per hit, aka it might be unable to kill them properly.[/suspicious]

Anyone got experience with that?

290
Suggestions / Re: More options for the Intelligent Combatant?
« on: July 09, 2014, 03:33:30 pm »
Quote from: Styg link=topic=963.msg5319#msg5319 date=1404889992
I think I'd have to make it a bit more powerful than that
Well, given I don't use them often, I'm not really an expert on the field.  :P

While we're at it, maybe some more feats that require high Int and help in Combat or other situations besides crafting?
I noticed that a character with light-medium armour and no PSI has generally enough skillpoints left to level up at least two science-fields to the point where a point less of Int wouldn't stop me from crafting, either. Or a point more wouldn't help. :)

291
General / Re: Ammunition Supply?
« on: July 09, 2014, 03:29:53 pm »
Well, I noticed I can generally pay for the Ammo in 7.62 mm, and I can gather enough of other ammo types.
However, as I now noticed that I can't burst twice a turn, the character has suddenly become boring.
Guess I'll shelf it for a while, maybe *hint, hint* ;) we'll one day get a feat that allows us an extra burst per round, maybe as a combat opener depending on having the specops feat ;)

Guess I'll restart my heavy burst char, which I dropped because I only saved after reaching level 4 and that was the level I bought kneecap shot without reading that it doesn't work on ARs.^^
A pity, I already had two of them by level 7.  :D

292
Bugs / Re: Alarms of the Ironfists
« on: July 09, 2014, 10:46:37 am »
I already archived that char, it might take me a few days to be there again, but then I'll do.
It was from the bases Main entrance (coming from foundry) the first and second patch of "road" after the few rooms southeast of the entrances and before the leader.
The alarm on the main entrance worked just fine, and was mighty damn annoying.

293
General / Ammunition Supply?
« on: July 09, 2014, 09:55:16 am »
So, as the thread title says:
What are your experiences with ammunition supply?
My Gunslinger with a .44 Hammerer and Energy Pistols obviously had only limited problems, but 8.6mm Auto seems to run out fast.
If I intend to burst SMGs or Assault Rifles, will 7.72mm do, or is the supply still too short? Should I maybe carry two weapons of different calibers?

Also, does Opportunist work on suppressed targets? And is there any reason to circumvent the automatic combat always interrupting what I was just doing?
I fire a burst, combat opens after the first shot, and I start the round with no action points and one measly shot fired.
And will "Suppressed" stack?
Edit: Just noticed Burst has a 1 turn cooldown. Ah well, there go all my ammo worries. A pity.

294
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: July 09, 2014, 08:59:41 am »
Given how excruciating that is, I wouldn't mind, actually.
Seems most characters end up immensely rich if they invest in Mercantile and don't draw all their power from bursting high caliber SMGs.^^

295
General / Re: How do you Loot?
« on: July 09, 2014, 12:11:24 am »
Heh.
I normally start out taking nearly everything, then start to pick and choose when the trousers get tight and the pouch heavy.
And I normally pick right on the spot.

296
Bugs / Same Armour Materail bonuses don't stack?
« on: July 08, 2014, 11:33:33 pm »
I got a Pig leather body armour and pig leather boots.
Each say they grant +1 Constituation.
Alone, they do.
Together, they still do. +1, that is, which I figured is a bit weird.  ???

297
Bugs / Alarms of the Ironfists
« on: July 08, 2014, 11:13:57 pm »
So, whenever you go into the Ironfist's(Or whatever there name was) base being not particularly stealthy, they have a habit of sounding the alarm by using those switches on the wall.
It is either possible to deactive them, which I probably did, or the alarm just doesn't work in later levels, but the NPCs don't seem to know that.
They try again every single turn, unfazed by the complete lack of effect.

298
Suggestions / Re: More options for the Intelligent Combatant?
« on: July 08, 2014, 11:08:55 pm »
Well, the problem kinda is that most of my fights (hence the example) last longer than three turns.
If they don't, drugs wouldn't improve things, either.
I've won fights because my opponents used Adrenaline, and I just kited behind corners and shot other things until they ran out.
Or threw a net on them :P

299
General / Viability of low grade Shield emitters?
« on: July 08, 2014, 04:24:51 pm »
So, just asking 'round if anyone here had experience with using a low grade shield emitter with otherwise very high quality components?

I took a look at the current upgrades, and while the high efficiency converter and Capacitor seem very useful, the amplifier is really just a sidegrade, and I figured, I'd love one that does the opposite.
Then I thought about it, and that may be very doable with a Q 80+ Plasma core and a mid frequency emitter of below 40.
Also, the Electromagnetic deflector says it's used for energy shields, but I guess not. Is there, or does anyone know if there will be, a recipe that makes use of it? Sides the stealth, I mean?
I'd love a deflection shield in the future that somehow makes you harder to hit, or scatters blocked hits to your surroundings.  ;D

300
Suggestions / More options for the Intelligent Combatant?
« on: July 08, 2014, 12:42:36 pm »
Aka how to fight with Science.  8)

I was thinking about drugs in Underrail, and how I tend to never use them, because either the fight is doable without, or it's so hard it either lasts lasts longer than the drug or it wouldn't make a difference either way.
So how about a feat or two to make that more of a build choice, like in, say, Witcher 2?

Example (for getting you think about it, no balance suggestion):

Featname here
Drugs last 1 Turn longer
Withdrawal Effects last one turn less, to a minimum of 3 turns.

Requirement: CON 5, 50 Biology
EDIT:OP old, newer content after post 5.

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