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Messages - Elhazzared

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361
Development Log / Re: Dev Log #25: Game Economy Changes
« on: January 16, 2014, 04:05:39 pm »
This new mechanic seams to just add a lot of bad stuff. One of the major good things I've always found about underrail was that it left behind bad concepts such as carry weights (or carry limits) and having to find the right merchant to sell the item... Quite frankly I'm the kind of person who cannot leave a stone unturned and who would not under any circunstances leave anything behind. To do so would drive me crazy. Then we add the fact that merchants will only buy so much which means that I'd spend hours running around trying to sell all of my loot which just end up making me stop playing cause I was not getting fun out of the game. For me what is important in the game, what makes it fun is going around killing enenemies. Looting, getting my character stronger and enjoying the story of it as well as all the side quests I can get. Anything that is turning me away from this path is making me enjoy the game less... I also think it's fair to say that most of the old-school RPG players think in a similar fashion.

Please do not limit our carry abillities (especially limiting for low strenght characters) and please do not limit our abillity to sell the items. If your problem is that some players will get less because they don't want to be forced to kill everyone and as a result they will get less loot. Then quite frankly there are other options. Just as there is an option not to take lockpicking. You get less loot but there are ways to make money making up for the loss such as crafting and pick pocketing. Same could be assumed here, if you get less loot from less killing, you can just steal people to make up for it or craft items and sell them to make up for it. All of these contrivances are just detrimental to everyone who enjoys the killing and looting proccess.

362
Development Log / Re: Dev Log #26: Alternative Experience System
« on: January 16, 2014, 03:46:45 pm »
Quite frankly I'm not a fan of this specifical experience system since to me it makes no sense that killing enemies and completing quests do not award XP . I can understand what you are trying to do but I find this option less optimal than the classic way of XP... Still, the classic way to earn XP is still there as an option so it's all cool because it's an option and having options is good.

363
Good feedback and sugestions in the overall. I will only disagree with your idea for lockpicks and hacking. The reason for this being exactly that each atempt you waste resources. In games like Fallout as you talked about earlier you had the benefict of not wasting lockpicks or anything at all, the worst that could happen was jam the lock and well, you just reloaded. Here you can still savescum to recover the lockpicks lost but I just don't feel this is right. It's better to just know how much you need for it if you actually have to spend any kind of resources to do it.

364
Suggestions / Re: Sorry (negative post)
« on: November 03, 2013, 05:57:39 pm »
People are not forced into specific builds in order to win, but people are forced to actually make decent builds. think of it like this. If someone gives you 10000 dollars or whatever equivalent for you country to prepare for a battle and you spend it all in bubblegum, you don't get to complain that the opponent brings up an armor suit and an assault rifle. Similarly in any game you have to make decent builds which will take a little bit of time for most people as well as learn how enemies works and learn to counter them.

The rathounds you should aggro them in small packs, if you use stealth you will be able to do so more successfully as you'll be able to scout the number of enemies before engaging and of course engage in an optimal fashion. You should probably buy a grenade or two at the start if you find the going getting tough, a grenade will kill any rathounds in the beggining of the game and they do are cheap... Myself I don't need them or just use them for the guy with the rathounds in the house north of the generator. Just try to manage your aggro and remember you can go back for free healing.

As for the package delivery mission you are not supposed to do that as a first mission. You should do the first main mission first and then do the package deliveryas the second main mission takes you to the GMS compound anyway. By then you are slightly better equipped and you have a few more hit points from level ups. The fight is still hard and Styg already said that he was going to nerf those 3 guys but here's the way you do that fight easly.

There is a barrel on the right side of the screen. Wait next to it until those guys start fighting off some rathounds that will eventually aggro them as they patrol the road above. When they do this move closer to those guys and throw a grenade. Try to hit all 3 of them and if possible not any rathounds so they will wast time killing the rathounds. Once the grenades hits all 3 of them (you might need to savescum until you get a throw which hits all 3 of them) they are left at half health. From there on you should be able to win the fight easly.

365
General / Re: I get slaughtered in combat...
« on: October 28, 2013, 06:38:27 pm »
Agree, but this is not one of them. It might at best be a little bit frustating at the beggining until you learnhow to build a character but that's as far as I'd go.

366
General / Re: I get slaughtered in combat...
« on: October 28, 2013, 12:23:43 am »
At best that fight needs a load if the grenade sccaters badly.

367
I had already sugested that the problem with crafting was the need for multiple skills given that we are already severely limited in what we can take then having multiple crafting skills needed to do mostly everything just makes it really problematic. This sugestion do is a little bit better than mine, mine was simply just just make nothing use multiple skills. all guns just use mechanics and go on into that perspective. Still this one does looks good too. It would allow the usage of one single skill for some stuff and a mix to get a rather good deal of stuff. To get all would require specialisation that would hurt you a lot elsewhere but would be more feasable.

368
Suggestions / Re: Dense Blocks of HP
« on: October 23, 2013, 01:57:05 pm »
I confused marksman with special tactics, my bad there. Yeah thefirst round you can toss 3 special bolts which can give a good damage to a single target, expensive as it is but it's in no way better than just a sniper shot anyway. Though you can beggin the combat with 3 stuns just on bolts which isn't bad, just expensive... As for the pneumatic mod. Yes, the mod itself doesn't does that but go buy crossbows to the sellers and pneumatic crossbows are always weaker on damage than any other crossbows. I don't craft them myself because. Well I belive I already made my point on the crafting system elsewhere.

I do suffer a lot from tunnel vision, but it's more like. What is the best I can get? Are there other options as good and if not, yes, I tunnel vision towards it.

369
General / Re: A bit of Player Data and Pure Opinion
« on: October 23, 2013, 01:44:48 pm »
True that, if they aren't so close to bump you out quickly out of stealth it does works prety well.

370
Suggestions / Re: Dense Blocks of HP
« on: October 23, 2013, 11:18:06 am »
I've actually atempted most playstyles Styg. I only haven't tried mellee nor pure tanking. I don't like mellee because it predispositions me to take a lot of damage and I haven't tried pure tanking because getting a really good armor will take a while and if I'm tanking the damage, then I'm not going to invest into stealth as it will become nullified so it's hurting a lot at the beggining. It's not saying it's impossible of course, I just don't like things that are not as effective as others from the beggining.

Psi does scales well and possibly in the final build it will scale even above weapons with enough levels but it doesn't deals a big amount of damage. Yes it's AoE damage compensates for that along with it's CC capabillities. But it lacks in damage in general and my Psikers start at 10 will and get +1 every 4 levels as well as getting the psi-skills pumped up to the max every single level. They are no mk5 grenades levels of damage, they are no snipers or even assault guns in auto levels of damage. Again this is no complain because the level of utillity Psi has more than covers for it. What I said about it is. It's balanced, it's by no means OP.

I don't even know how is it possible to fire 3 specials bolts in one round of combat with the crossbow. Psikers is what I've used most extensively and I always use a crossbow to complement them. Now most crossbows cost 25 points per shot, with special tactics which I do tend to pick up they don't go higher than that. Still all characters have 50 action points so at best you fire 2 special bolts. Now I've seen crossbows which actually cost 21 AP to fire, they deal less damage in return which balances it out. Still to fire 3 special bolts per round or indeed to simply fire the crossbow 3 times in a round you'd need a crossbow that cost at best 16 AP to fire... This if I'm not missing anything, but I don't think I am. Now I never noticed whether or not they have a cooldown because it's incredibly rare for me to have to resort to special bolts. I never used more than one per round, In fact I don't think I ever needed to fire more than once per combat and it's rare the combat where I even need to use them. They would be there more for the lack of psi energy or for some reason inabillity to use Psi abillities and need to either stun or just pump electrical damage.

I don't like any CC outside Psi abillities because it's either extremelly limited in comparison or unreliable... I never said flashbangs were bad, all that I said is that by themselfs alone I don't consider good enough. Sure you can re-stealth and give them time to cooldown but that just seams a way to actually cheat the system by continuously enter and leave combat (provided you have enough grenades to do it, but as they will surelly become craftable in the future, it is something that will happen).

I always deal with raw numbers, I don't like unreliabillity. If you tell me that every attack has 80% chance to imcapacitate someone. Yeah I like it. If you tell me 15%... Meh. The approuch to combat in Underrail as I belive you have done is that you need to plan very carefully your approuch and then excute it in order to succeed. It becomes hard to plan an approuch if what you can do is unreliable at best.

There is a difference between investing into a skill that is required for you to use in combat and a skill in which you invest some point with the only purpose to get a psi abillity and then stop, especially if you don't intend to use psi-abillities at all except for that... It's kinda like, waste 30 or 35 (not sure the right value right now) skillpoints just to get 3 range to your mellee. But that is the way this feels to me because skill points are really about just enough to specialise, they don't allow for much diversity in my opinion. As for not increasing Psi abillities to see how effective my Psi abillities are... Well I know that they will start failing the CC not to mention they start losing the capacity to keep up with the damage you have to pump out. But a dedicated Psiker has no reason to do that and the thing is. So long as you keep your combat skills high, as you should, everything is close to 100% reliable.

I have given a lot of things in the game a fair chance, not everything as I said, I don't like mellee and tanking in this game because I feel that it the most unbalanced thing that needs work before it becomes enjoyable for me. But all non Psiker builds I've made I will tell that would have been a complete pain in the ass to play without mk5 and mk3. If I didn't had those I'd seriously reconsider plaing them. It's not that they wouldn't be able to still do things, but it would become so imbalanced to me that it would remove all the joy of playing them. Every fight would be a torment to find a way to kill everything without dying in the process.

I do know perfect balance is impossible, but at the end of the day so long as one build doesn't has it harder than other then that is balance. Obviously certain builds will struggle more against certain enemy types which is to be expected but that is ok. Obviously I don't mean to say all builds should be acceptable, of course not, bad builds should have it hard and people should learn to make builds in order to have a fair degree of success. That said mellee should not be weaker than anything else and so on.

371
Suggestions / Re: Dense Blocks of HP
« on: October 23, 2013, 04:56:22 am »
I dunno for your facts, I'll try and record a vid with multiple grenade types to show you but round 1 I throw a grenade. All of the grenades initiate their full cooldown timer, so that means at least not grenades for 4 rounds.

Yes, seting people on fire can put them into fear. Can is not a guarantee and the damage the incendiary bolts do is not that high anyway.

Indeed there is an incredibly small AoE capabillity But it's AoE incredibly low damage anyway.

Special bolts I was always under the impression they did, I might be wrong however as I never needed to use more than one per round or even per combat.

Alright I wasn't sure they were craftable as I said but even being they again suffer from all the drawbacks of traps.

I don't think I understand your mellee range unless you mean the psi-power but that's still incredibly limited range even if better, this also requires investment into the skill and skill selection is highly limited in my opinion.

I didn't knew caltrops disapeared after a while. But the fact is that it takes a really long while. I can use caltrops in the first battle in depot A, and by the time I finish depot A they still aren't gone.

As for the incapacitation. yeah i didn't really diferentiate. I also don't really know fully how pneumatic gloves work, if it's a guaranteed incapacitation or percentual based, if it's percentual however it's not that reliable and again, mellee problem when fighting ranged opponents.

Well it is your opinion that PSI is OP. I certainly thought the same when I first made a focused Psiker. Thing is. I rapidly discovered it wasn't. Sure you can do a lot of stuff that seams so BS but in reality all you really have is control. You have multiple ways to keep enemies from getting at you within a limited Psipower management, your damage while at the time seamed so high to me was in fact so very low. I only discovered how low damage a psiker is when I made my first non psiker. Everything throws a shit ton more damage than it does and that is why it needs all those looking BS abillities. They are it's life line and they are just barely enough in depot A.

372
General / Re: A bit of Player Data and Pure Opinion
« on: October 23, 2013, 04:39:59 am »
Well I don't doubt you, I'm just saying that it's extremelly rare since I never found metal armor bellow 32K. Either that or RNG has a strange sense of humor with me.

Is 40% bad? Well that depends on how we look at it. In the first place metal armor is straight up better than 40% dodge. It allows weaker attacks to be brought down to 0 damage, stronger attacks are just reduced in damage, this not to mention that a metal armor reliably protects you while dodge isn't really reliable. But metal armor (and les assume the very best) requires you 9 STR now if you want the feat to shot more when you go auto, that would already require 7 base so, you're going 2 points above what's needed. To get 40% dodge chance, you need not only agillity 10 (and I'd dare say that currently there is no need for more than 3 even if I tend to keep it at 5) but you need to invest every single level into evasion and dodge which again compared to armor, there is no skill waste... Now in Cliffs, yes you can deal easly with the spawns there, in GMS is not so easy.

Yes, pickpocket can make extra cash, I don't see stealth as being a way to make extra cash unless you mean you have to combine both pickpocket and stealth which then brings up the thing about, 2 skills spent anyway. As for crafting. What drops is widely varied, leather armor is probably the easiest to get but the amount of money you get from those is still limited and you'll need a lot of different high crafting skills in order to put all you get to use, this not to mention that you need to get all the right drops and they are randomised after all. So crafting isn't really reliable as a form of income... You do are right there is an initial investment into lockpicking and hacking, but it's not that big and in fact, just as soon I finish the first area, those items more than paid for themselves already.

373
Suggestions / Re: Dense Blocks of HP
« on: October 22, 2013, 06:49:05 pm »
Cooldown is shared between grenades. While each grenade type has it's own cooldown time, throw one greandes and all grenades enter in cooldown which will become a problem when decent grenades become unatainable when they are needed.

Flashbangs alone are not enough, it's a mass stun for an incredible small duration. Shockbolts it's 1 target and puts everything every special bolt in cooldown. Incendiary bolts are just bolts with extra damage, they don't provide any extra CC, better to just use a sniper and just kill a full life enemy. Acid blob traps. Not sure they are even craftable at this point but they are traps, they require set up, enemy not seeying you do it, enemy triping on it, overall not that useful. Pneumatic gloves. you must be in mellee range and it's single target short duration, same for the hammer... Caltrops are nice yes but they deny your own movement over the said area or just hurt you in returns which is a pain in the ass to kill corpses that are lootable there... Not to mention even a psiker can still use it easly. knnecapshot is hardly effective especially against multiple oponents but even single is still meh. Cheap shots is a 15% chance to even stun. Dirty kick is again single target and then cooldown. Cut-throat works only against humans though it is effectively a one shot kill, this does not differs from a snipe however... I'd also like to add that feats shouldn't even count. Psikers don't even rely on skills for their CC, they are just abillities which are much like actual weapons. You have a lot of CCs, you can actually throw multiple single targeted CC's. You have different types of CC's like for example, fear in case the enemy is on second wind. The only true CC a non psiker has is high damage dealing CC. That removed all the CC left is highly unreliable.

374
General / Re: A bit of Player Data and Pure Opinion
« on: October 21, 2013, 04:57:51 pm »
If you're saving money for a metalic armor then you hurt more cause you're not going to buy a vest midway if you find a relativelly cheap one like I usually do. It's kinda like, go on the starting armor, or maybe a 20/4 if it drops util you get a metalic one. Also by metalic armor I don't consider vests or riot. I consider straight up metal armor which costs quite a lot. Vests are not stupidly expensive (for the most part), but they don't give a whole lot of protection really, they do give a nice bonus against balistic weapons hich is what makes it worth it but against anything that just goes mellee or uses special attacks like say, acid, then it's just not that great. Maybe it's not really hurting more but hurting longer because it takes you a really long time for metalic armor.

Even on a very high dodge you are still taking 3 to 4 hits per spawn because you chances to dodge are never higher than 40% from what I've perceived and i'm talking on a 10 agillity character... Yes they are weak but they are many. Not only there are quite a few, but burrowers will make more. Sure you can kill the eggs but then you're not attacking the burrowers and sometimes 2 or 3 are laying eggs.

As for other ways of making cash... What ways? killing hoppers? gathering mushrooms? fishing? Even crafting is barelly worth it if you have to buy the parts because you craft since it makes it cheaper and possibly better. but buying the part to craft and sell is not really profit. I am sorry but I don't see options here.

Yes, I can buy a 20/4 leather armor. Cheap? No, that's over half my starting money. It is cheap in the long run but right at the start of the game it's all but cheap. That should in fact be the starting armor if we are to look at how hard enemies actually hit. Also add buying a haxxor, buy a couple bateries for it, buy a few lockipicks. Money could grow on trees because there are no trees in underrail! :P

375
Suggestions / Re: Problems with recycling?
« on: October 21, 2013, 02:38:55 pm »
I never used it but I belive one of the complaints was that you just get scraps out of it which is used only to make repair kits (of the appropriate kind) and what people expected out of it was getting the items out of it. like getting the scopes and barrels and all that jazz. In a way, recicling being more of a disassemble, rather than just trash this up for scraps.

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