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Topics - bushwhacker2k

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31
General / "Damaged Armor"
« on: June 25, 2014, 04:14:11 am »
I remember discussing this before and I wanted some things to be clarified before I make a bug submission.

My Balaclava is 'Damaged', the tooltip of which states:

"One of your armor pieces has been damaged and will provide you with reduced armor bonuses until repaired."

Question:

What are "armor bonuses"?

Does this refer to all bonuses provided by the piece of armor, or specifically the Damage Reduction/Threshold bonuses?

32
General / Evasive Maneuvers - Diminishing Returns?
« on: June 25, 2014, 12:15:33 am »
I am using a Knife character and I came upon the idea of a Feat combo with Sprint, Fancy Footwork and Evasive Maneuvers.

I stabbed someone with a Jackknife again and again and again, getting a massive amount of movement points and then at the end of my turn I activated Evasive Maneuvers, getting a bonus of 420 Evasion to my base evasion (which was already around 50).

First thing that happened upon my ending the turn: crossbow guy immediately shoots and stuns me.

Now I'm not putting this in bugs, because it's not like it's impossible-

But it is so unlikely, given my understanding of evasion that it simply shouldn't have happened.

So I come to the obvious question:

Is this bugged or does it suffer from diminishing returns?

-

Another thing: http://underrail.com/forums/index.php?topic=860.msg4843#msg4843

If it says it lasts two turns, that implies that its effect would take place in two separate turns. If a turn comes when it would be applicable (opponents' turns) and then it passes and then upon their next turn it is no longer in effect this means it was in effect for one turn.

The reason this isn't applicable for some other things like, for example, Expose Weakness, is that that is something that is applicable during the turn it was used, not afterwards like Evasive Maneuvers. You can activate Expose Weakness at the beginning of your turn and then benefit from it during the same turn. With Evasive Maneuvers it is only applicable during opponents' turns. Therefore you cannot claim that it was active for two turns if it only gave one turn of bonus evasion.

33
Bugs / Dialogue Assignment - Cliff & Jenny
« on: June 24, 2014, 11:42:37 pm »
So I snuck past Cliff (so the idiot wouldn't commit suicide on my knife) and saved Jenny and now that they're up top they're just bickering...

But what's odd to me, is that no matter who you talk you you only get a line from Cliff:

"I'll never hear the end of this. You should have left her down there."

Now, maybe this is intentional, but I would assume I'd hear the line from the specific person you click, not just Cliff.

34
Bugs / "Conversations" Break Stealth
« on: June 24, 2014, 06:52:02 pm »
I can let it go when you say people talking wouldn't be stealthy, I can let it go when you say using computers isn't stealthy- but how can looking at a Rock Pile make you immediately break stealth?

When you engage in a "conversation" with a Rock Pile, nearby enemies are immediately made aware of your presence.

I want to make it clear- this isn't after you choose to climb over the Rock Pile, which could be noisy, this is after you simply take a look at them.

35
Suggestions / See-Through Walls
« on: June 16, 2014, 03:34:30 am »
Okay. This is asking for a lot, I think. But it's kind of necessary given the impediment it gives to sight a lot of the time.

You should be able to see the ground behind walls when you hold Z. Sometimes I have to just guess what the heck I'm clicking at, moving around blindly. It's a serious issue in places.

36
Bugs / The Generous Captain Herve
« on: June 16, 2014, 03:33:10 am »
So I finally got to Rail Crossing and walked into Captain Herve's office...

He did not bat an eye at me looting his desk, which had a nice pistol in it, and his locker, which had a key in it.

-

Upon chatting with him, he invited me to the key from his locker... but still no mention of the complimentary pistol in his desk.

37
Bugs / Ambush - Rarely Works
« on: June 15, 2014, 10:23:06 pm »
I'd like a dev to clarify that the word "Ambush" is supposed to appear above the character's head at ANY point that you shoot at someone who is more illuminated than you.

But onto the information:

It would appear that most lights don't work with Ambush.

Sureveillance Monitor light doesn't cause Ambush, an Oil Lamp (near Mordre) didn't cause Ambush, Mindshroom illumination doesn't cause it and a tall, thin Violet Tube Light didn't cause it either.

I believe Oval Lights cause Ambush and I also believe Fire Barrels cause Ambush.

-

Rain Check- news from Epeli tells me that 'Direct Light' as referenced in the text of Ambush means a particular kind of light. I'm going to check back on these with this information in mind at some point.

38
Bugs / Bill's Mushroom Farm - Southmost Mindshroom
« on: June 15, 2014, 07:37:55 pm »
At Bill's Mushroom Farm every Mindshroom is considered to be owned except the southernmost Mindshroom.

39
General / Ambush - Is This Thing On?
« on: June 15, 2014, 01:41:30 am »
I got the feat Ambush because I felt that it would contribute to my crit pistol build... and I've seen my character take a shot and the word "Ambush" appear all of once... and the opponent didn't even appear to be in a lit environment.

What causes the word Ambush to appear? Does it appear whenever I shoot anything that's illuminated when I'm in shadows? Does it appear when I get a crit under the same circumstances? Does it only appear when the bonus crit chance brought about by Ambush is the deciding factor for the crit?

Do Mindshrooms count for illumination for this feat? They certainly seem to illuminate the area around them.

40
Suggestions / Trap Weight Lowering Feat
« on: June 14, 2014, 11:36:41 pm »
Traps are cool. Traps are heavy.

Perhaps there should be a feat to lower trap weight, so a trapper might consider lugging around more of them.

41
Suggestions / Quick Transfer for any Container
« on: June 14, 2014, 03:24:11 pm »
I noticed as I was reading my old posts, that I had mentioned that bartering was too tedious- which was then fixed so you can double-click to move! :D

So now I'm thinking: since you can only have one container open that isn't your personal inventory, it should probably work the same way.

42
Suggestions / Shooting Mines
« on: June 14, 2014, 06:00:56 am »
The ability to shoot mines the same way you can explosive barrels would be nice.

43
Bugs / Bonus Mechanical Threshold vs. Robots
« on: June 14, 2014, 05:48:14 am »
First off, I could swear I read something about this but I couldn't find it when I looked again- so here I post.

I am using a Tactical Vest that I made, which gives 9 base Mechanical Damage Threshold, so it should give 27 total Threshold vs. any kind of bullets.

But I'm going up against Sentry Bots and it is only using the base 9 Mech DT.

44
Bugs / Elwood's House - Trapped Footlocker
« on: June 13, 2014, 05:43:25 pm »
Once again not sure of the devs' views on this, but in Elwood's house in the Junkyard there is a footlocker in his room which absolutely cannot be accessed without dealing(disarming/stepping on) with a mine.

45
Bugs / Jackknife - Skill Bonuses Don't Apply on Load
« on: June 13, 2014, 05:53:58 am »
I equipped the Jackknife, quicksaved and shortly thereafter quickloaded- I had to switch weapons back-and-forth to get the skill bonuses to apply, they weren't in effect on load even though I already had the weapon equipped.

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