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Messages - Elhazzared

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226
General / Re: Disappointed ...
« on: July 14, 2014, 11:34:27 pm »
MD - You aren't really managing to progress that much and just making new characters all the time right?.. No need to be ashamed if that's the case, when i started playing it was the same until I could finally start to understand how to build a character, how to engage enemies, what areas to avoid at first.

I think that the real first step is having you learn to build a character but shouldn't be too hard. i'm sure you can ask around for a good set to start up. Don't be afraid to lower characteristics to 3, for example my psi character always starts with 3 str, you just don't need it. Psi is your main attack which uses will that you should max out. If you need an extra weapon crossbows don't have str requirements so you are golden there, especially since you are given one at the start. If you are going for guns you want high perception, you can put will at 3. This is just a simple example.

Skills that you should always have include lockpick, hacking (you don't actually need the skill of electronics for this, it can be confusing because of the tooltip but all you need is the skill hacking itself), one or two combat skill (one if you use psi, 2 if you don't, throwing and guns are a pretty good combo). So long as you are not going for a heavy armor mellee based build you should ALWAYS have stealth. Stealth is in my opinion the single most useful skill in the game. The reason for this is that you can use stealth not to bypass enemies, but rather to position yourself where you want before iniciating combat as well as always having the first turn.

Useful things to know right at the beggining. The first quest is very easy, however there are places where there is too many rathounds together. There is a simple way to deal with them and it's called a grenade. You might think it's a waste of money but trust me, it isn't and makes the fight easy. There are only 2 big groups. The ones near an explosive barrel which you should use stealth to try and kill them when they cluster around it and shoot it. The guy in the house with the 2 dogs can be a pain to deal with, don't talk to him and if you do just do not use anything that will iniciate the combat. Start the game by a grenade and it is increadibly easy to win the fight... the other big pack of dogs is to the opposite side, the map on the right, stealth helps you with positioning and a grenade helps you kill them.

After the first quest is complete, assuming you looted all I'm sure you'll be left with some 700 credits easily... you get the reward for activating all houses. you get some decent loot from crates provided you have hacking and lockpicking. Getting the guy's watch also gives you choice of stuff, always chose the weapon, good money selling, the rest is pretty much worthless... Trust me, very easy money ;)

Whether or notyou buy a grenade or two in the begining you need to buy at least the haxxor from ezra and at least a couple bateries for it. Buy yourself a few lockpicks too, at least 5 to last for a little bit in adition to the ones you'll find earlier on.

Most of the difficulty do is frontloaded.

227
General / Re: Disappointed ...
« on: July 14, 2014, 09:35:53 pm »
Critters do respawn after a while, I belive it's the same with the shops. every 40 minutes stuff respawns and merchants change wares. I can be wrong on the tiemrs but I belive that's it.

That being said, some critters are quest specific critters and as such they do not respawn so only some things do respawns.

As for containers with loot. Yeah the loot doesn't respawns but there are 2 things that can be said about this.

First, it doesn't matters right now and I'm not going to even say that the players already get a lot of money very quickly. While this is true, this is inconsequential. Above all you just can't sell everything so what do you care to get another 100 items by revisiting old places when you won't sell more than 10 of them (the arbitrary number serve only as an example, not as anything accurate). It is a waste of time to go looking for too much loot, you just can't do anything with it anyway.

Secondly, from a more realistic perspective you have to look at things this way. Some places are completly abandoned, you got there and scavenged the place. It's not like suddenly someone goes in there and leaves loot around for the next guy who enters in there to get it... Now for the more commun areas you could say that yes, just because someone managed to steal from your locker you wouldn't stop using using it. But you'd probably get a much stronger lock in place to make sure no one would lockpick it again... Let's not forget that once you lockpick something it is forever open which also isn't realistic. similarly for containers that don't require lockpicking or hacking you'd just have to deal with an even much higher level lock to enter their houses. Even if you were to say... Well, I can level up my skill and get in... Tecnicly yes, but that doesn't means they'd have better stuff for you to steal and at the end of the day it could be just a waste.

So changing the loot system here while it could give you a more belivable world, it would serve no practical purpose and more to the point, the required changes would require a tremendous amount of work and change of many things to accomodate for it... It's not like I'm opposed to the idea, I just think that it's unnecessary and right now a huge delay in development for no practical purpose. It's one of those things that one could consider after the game is ready to release and add as a final polish if anything.

228
Bugs / Re: Unload
« on: July 14, 2014, 05:37:39 pm »
Some weapons just don't like being without ammo... They hog it all for themselves! XD

229
Suggestions / Re: Possibilities for requirements/limits?
« on: July 13, 2014, 01:44:54 pm »
I am pretty sure that making the AI not being able to throw more than one grenade per turn while allowing the player to throw as many as he possibly wants (provided he has them and the action points)  isn't even hard.

230
Suggestions / Re: Possibilities for requirements/limits?
« on: July 12, 2014, 05:19:43 pm »
I don't see why are the burst fire limited, much like the grenades are limited. At the end of the day it makes absolutly no sense that a person can burst several times or throw multiple grenades.

Yes, some may say it's balance reasons but with the costs for spending lots of ammo or lots of grenades, at the end of the day it's just not cost effective to do so at every single opportunity anyway.

231
General / Re: Ammunition Supply?
« on: July 09, 2014, 03:07:18 pm »
The way I did a few versions ago with a gun character was having a sniper and an assault rifle.

Most of the times I used the sniper except when the enemy was so close that a burst of the assault rifle was the better option.

Doing it like that never caused me a bullet deficit.

Course, since then there has been a lot of changes, especially towards the merchant system so i can't say for sure it works. However, you kill most things with a sniper rifle in one shot. Grenades help killing things very easily too, especially if you can craft them.

232
General / Re: How do you Loot?
« on: July 09, 2014, 01:03:54 am »
I do the take all. Reason why i'm not curerntly playing since I can't horde everything and sell everything. I guess most people right now start by taking mostly everything and then start picking up only what's more valuable and keep a certain amount of items. to sell.

I guess some also pick mostly everything but recicle what they can't sell.

233
General / Re: Reset skills and abilities?
« on: July 08, 2014, 10:50:09 pm »
Yeah this question had been up before and that was exactly the reason.

you have to chose your path and dedicate to your path, not have the option to constantly reset your skills and be able to do whatever you want at any time.

Sure it sucks when you suddenly realise that you made a mistake and can't rectify it, but at the end of the day I belive it's the best design decision.

234
Bugs / Re: Wyatt Pear's Dumb Dogs
« on: July 07, 2014, 04:29:13 am »
I don't find this strange at all, if anything it makes the game more beliveable.

Isn't it the old guy at the depot that is setting mines to kill off the mutants? If so then it makes perfect sense that ocasionally they get blown off in them.

235
Bugs / Re: Ezra's Training - Weak Azuridae Loot Drop
« on: July 03, 2014, 08:50:10 pm »
Indeed, very beaten horse. By this point I'm just ranting really.

Oh well, I can wait.

236
Bugs / Re: Ezra's Training - Weak Azuridae Loot Drop
« on: July 03, 2014, 04:38:19 pm »
Well the pack rats don't really play the game in it's current state... Well ok I'm only speaking for myself here. There is no point in grabbing everything when you can't sell even half of what you get. Yes there is more than enough money even with the current system, but I'd rather have the old system where I get less money per item but at least I can carry everything so i don't have to stop middle a mission just to drop off loot and being able to pick everything clean for a profit... It just feels to me that with the current heading it is not rewarding to explore as my motive for exploration is more loot to sell and if I can really sell it... Well it's just wasted time then.

Of course there are other reasons to exople I know but with the main one out it just becomes meh for me... Reason why I still am waiting until either the heading changes or I'm given an option to at least make merchants buy everything. If posible one to disable carry limits as well.

237
Bugs / Re: Some NPCs don't wear their armors
« on: June 29, 2014, 11:31:47 pm »
What? you thought that just because this is underrail there were no perverts anymore? :P

238
Bugs / Re: Respawning Muties
« on: June 29, 2014, 02:31:37 pm »
It is possible that the save game is somewhat close to the respawn time. Have you tried reloading, giving it a couple minutes and then go in?

239
Suggestions / Re: Map
« on: June 27, 2014, 08:54:41 pm »
Oh that would be really nice. It's about one of the things I've been really wanting added to this game. Not really a map of the area but rather a map of the tunnel connections and which passages lead where.

240
General / Re: Pistol Build - Insanely High Damage
« on: June 27, 2014, 04:26:11 pm »
Hilf, if you are using steam you can take screencaps with steam by using F11 I belive.

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