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Messages - bushwhacker2k

Pages: 1 [2] 3 4 ... 14
16
Bugs / Weightless Acid Blob Pistols?
« on: July 10, 2014, 04:05:27 pm »

17
Bugs / Re: Medical Components
« on: July 10, 2014, 04:04:43 pm »
When  Pasquale asks for Medical Components, he isn't particularly picky about how medical they supposedly are, because I'm perfectly able to sell him Gasoline.  :P

Wow, I thought that was categorized under 'Chemicals', not Medical Components.

18
Bugs / Re: Hijacked Train
« on: July 10, 2014, 03:01:05 pm »
Bad design isn't a bug if it's working as intended. ::)

Not according to the professional quality assurance teacher I had! :D

I've been informed that even if they let it go it is still a bug if it can be considered a bug. (Same person informed me Design Flaws are definitely bugs)

I agree the cutscene where the last bandit appears could be handled differently. It truly breaks the flow if you're sneaking around looting the bodies, then suddenly one more bandit appears and pulls you out of stealth with his magical powers of dialog initiation :P But it didn't feel like much of a problem. They must have had the bomb ready for situations like that.

If you break it down that's basically my only complaint- the only real other thing is that I'm not sure what the dev's intention for what the player is supposed to go through upon disarming the bomb is.

19
Bugs / Re: Map with no Exit!
« on: July 10, 2014, 02:58:32 pm »
That's the one!

20
Suggestions / Re: Toggle Auto-Open on Move
« on: July 10, 2014, 02:54:59 pm »

21
General / Pneumatic Hammer - Resist Chance?
« on: July 09, 2014, 05:32:21 pm »
I believe the higher grade Pneumatic Hammers increase the damage boost and the energy cost...

So, if you wanted a Pneumatic Hammer purely for the incapacitating effect, would it be better to get a really low-tier one so it doesn't use much energy? Or do higher grade PH's have a higher chance of successfully incapacitating?

22
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: July 09, 2014, 05:30:33 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

Ohhhhhh, right! Thanks :D

23
Bugs / Incorrect Visual Layer Priority
« on: July 09, 2014, 05:29:50 pm »
I had no idea what to call this one, I can't remember the proper terms for it, but here it is:


24
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: July 09, 2014, 03:54:33 pm »
I meant to ask this before:

What is Pneumatic Strike???

25
Bugs / Hijacked Train
« on: July 09, 2014, 03:45:03 pm »
I played this area once before and I find myself wondering: From a design perspective what was supposed to happen here?

-

Step-by-Step:

1 - Eliminating the bandits isn't a problem

2 - A cutscene happens (nothing is inherently wrong with cutscenes, but...), in which my character stands stock still making no attempt at stealth or tactical positioning and watches another bandit (bandits are already completely hostile at this point so I would be doing something instead of standing still) slooooowly walk up and set up a huge bomb (which one would imagine would take a few seconds, a few seconds with which I could react)

3 - Cutscene ends and my character, instead of doing anything at
 A - The end of combat
 B - When I spot the next bandit
 C - When the bandit starts walking
 D - When the bandit starts fiddling around with a bomb
just decides to have a little chat after giving the bandit ample time to do whatever she pleases.

4 - Finally I actually fight the bandit as I logically would have after stealthing after downing her friends

5 - Now comes a tedious process of trial and error in which the PC inevitably dies repeatedly unless they just give up and let the cargo get destroyed (this process is actually much longer than the rest, but I don't want to give away exactly how to solve it [despite the fact that I feel like the whole process is just ridiculous]).

-

Okay. This qualifies as a bug because it falls under a category called 'Design Flaws'. This qualifies for that category because this process makes no sense in the flow of the rest of the gameplay.

I'm also just confused what the developer intention was here? Is this a little freebie for people who actually put points in Persuasion/Intimidate (which, I have to admit, I pretty much never do)?

-

I strongly feel that several parts of this segment should be revised.

I can't make demands here but I'd really like to know what the intention behind the many instant-death options in disarming the bomb were. Are we expected to just reload repeatedly? I wouldn't have a problem with instant-death things, but this isn't a game where that's a frequent occurrence.

Setting up a bomb is OK, but don't have a pointless segment where my stealthy character stands out in the open and freely allows a bandit to set up a bomb. If you must have the bomb segment, have the bomb set up ahead of time and just have the bandit trigger the countdown after walking out of cover (though this brings up another point, you have to make it realistically feasible that she was set up in such a way that she could somehow elude my perception regardless of circumstance- if you had her come out of the sealed vault doors (since I can't access those) it would actually work).

26
General / Re: Pickpocketing Patrollers
« on: July 09, 2014, 03:29:53 pm »
Maybe with Ninja Looter feat?

Oh yeah, I forgot that existed! :D

I'm usually so focused on getting better at combat earlier on that feats like that aren't even something that I recognize until much later.

27
General / Re: Ammunition Supply?
« on: July 09, 2014, 02:58:26 pm »
With most of my gun characters I carry a variety of guns that require different ammo types.

I haven't played a burst character very far yet, but it seems like it's more important for burst characters than any other kind to be cautious of ammo supply.

28
General / Pickpocketing Patrollers
« on: July 09, 2014, 02:56:10 pm »
Is it possible?

29
Suggestions / Re: Bunch of issues, suggestions, questions and stuff.
« on: July 09, 2014, 02:21:45 pm »
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.^^

I'm finding that my characters end up immensely rich regardless :o

I've stopped really carrying around loot because I have like 10 stacks of Charons and nothing to buy- not to mention the cave system is so huge now that you'd have to make a lot of trips to carry this stuff back-and-forth.

EDIT: Forgot to mention: I have put 0 points in mercantile. Kind of wondering if there's any point now.

30
Suggestions / Re: More options for the Intelligent Combatant?
« on: July 09, 2014, 02:19:41 pm »
Not a bad idea to make some drug enhancing feats, though I think I'd have to make it a bit more powerful than that.
No complaints here! :D

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