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Messages - Elhazzared

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91
Suggestions / Re: Carry weight & inventory management
« on: May 20, 2015, 08:04:36 am »
I belive we've had this conversation. I don't need the scraps it gives me. I don't need the tons of kits it gives me. I cannot sell all the kits it gives me. It's not like disassembling will change anything.

92
General / Re: Why you did this location?
« on: May 20, 2015, 08:01:12 am »
Common sense would say that if Ican kill them all then I should be able to pass. Common sense would dictate that there is no such thing as an infinite number of enemies, eventually you'd have killed the entire faction if needed be.

Common sense doesn't apply to games however. This is right, it's a case of balance. Balance comes first to common sense, reality or whatever you want to call it.

If an area is not supposed to be able to be breached for balance issues or maybe just to fit with the story line then option A. You cannot travel there. Option B. Traveling there gives you an instant death, the kind that the player knows that there is absolutly nothing he can do to get past it.

What you don't do is give the player the hope that if he manages to kill enough enemies he'll get through because many players will try it and end up frustated that the game blantantly disrespected their time and efforth.

93
General / Re: Why you did this location?
« on: May 19, 2015, 11:03:10 am »
I'm not sure if I agree with that to be honest. making a player waste his time and his resources on something that cannot be done seems a lot worse to me than just making the area unreachable.

94
Suggestions / Re: Carry weight & inventory management
« on: May 16, 2015, 01:43:59 am »
And what's worse is that you start getting encubered even with a 10 strenght character, 30 minutes into the game. It's a problem of many items being ridiculously heavy.

But that isn't the whole problem, I'd tell you to wait until you saw how you couldn't ever sell everything, you keep hauling stuff and it just keeps acumulating more and more because of the vendors limits. But then again you already stoped playing so yeah.

Sadly styg wants to stick with this design decision. He said he might add an option to remove these limits very long ago, but something so simple and quick to do hasn't been done yet so I've lost the hope in that. So my hope, and your's too I guess, is that after it comes out someone releases a mod to make the game playable.

95
General / Re: Let's talk about new PSI System!
« on: April 06, 2015, 11:42:52 am »
I dunno, I didn't found the psikers overpowered before. In fact I found sniper and grenades far better and still used assault rifles for a good burst up close if necessary.

Now I find the pure psikers completly meh. Usually you open with as much CC as possible to try and stop as many enemies. After the first 2 CC thrown, you won't throw any more CC during the combat. With no other means of survivabillity aside the CC I don't see psikers being a viable choice... Maybe they will do well in the first missions but as it goes on and gets harder however they don't get any better at CC. Seems very sketchy to me.

96
General / Re: Let's talk about new PSI System!
« on: April 06, 2015, 11:04:56 am »
I belive Mindless merely means that pure psi builds now are very weak.

The psi build has always rellied on the CC to get the survivabillity and now it cannot relly in CC. The moment you throw 2 CC abillities you are out of psi.

Frankly I don't see where would a psiker get survivabillity right now unless you actually make a it a hybrid where the Psi is merely used to throw some CC around and not your primary combat abillity.

Personally, I wouldn't play a psiker now if I would even play the game. 100 max psi and 50 points per stun is rather abusive.

97
Suggestions / Re: Level UP and Vaults...
« on: April 04, 2015, 09:11:13 pm »
I don't see why you'd want to spare atribute point but i don't see anything wrong with it either. Maybe it's to prevent some sort of abuse as the games that do it tend to do so for a reason but I can't think of anything right now that would be abused by this in Underrail.

Vault chest. Sure I guess. My opinion is that there should be no carry weight limits but I suppose that even if there wasnt it would be a way to keep inventory less cluttered so i don't see anything wrong with it.

98
General / Re: Let's talk about new PSI System!
« on: April 03, 2015, 02:37:03 pm »
So, unless this has changed I don't think 3 will characters are viable even for hybrid. Damage will be very low and CC will often not work. I remember trying it once and the results were that the stun was almost always resisted. So unless this has changed I don't see 3 will characters being viable as a hybrid if by hybrid you meand just get some "free CC".

As for the regeneration. The whole problem of the new psi system does not passes through the regeneration being to high. Maybe it should be half of what it is but the real problem is the cost of some abillities being far too high. As a psiker you need to have the abillity to spam out some spells before you run out of psi and it must not be limited to the cheap ones either.

As for the early economy. Really there is no such thing as an early economy problem anymore. Withthe starting money you buy some lockpicks, a couple bateries and a haxxor, add a grenade and that's all you need to get past the first mission as a non psiker. The starting bullets and the grenade is a guaranteed win. Just clear the first outposts normally (you even get a crossbow with some bolts if you need to swap weapons). The house where the guy is with the 2 rathounds is dealt with a grenade and the high number of rathounds before it is dealt with blowing up the barrel when they cluster near it. Once this mission is done you have a new better gun and money to spend on anything else you might need.

Let's face it. The old economy system was already gave you too much money, however it was better than the current one. Neither it had the problems of not being able to sell everything nor carrying stuff, but it also didn't gave you as much money. The current one will never be able to actually be balanced for reasons I've gone into already somewhere else. Since money is overly abundant and nothing is going to change reguarding this. You might as well throw out the costs as a balancing factor out the window.

As for early on Psi being more damaging than a gun. Erm, maybe? Once you give the watch to the old man you already got a submachinegun. I doubt anything in Psi you have will do as much as a burst... Also any non psiker build will allowyou spam any type of attacks as much as you like. Your guns aren't likelly to run out of ammo anytime soon. You can throw a variety of grenades. You can have utility things like nets, caltrops and whatnot. You can pretty much spam what you need. Even if you get a cooldown here and there, you still have other options that will do something similar. With Psi however, when you need to use a high cost psi abillity you don't really have alternatives.

If I was to balance out Psi abillities I'd say you need a pool probably twice as big if not more and then lower the psi regeneration. What does this means in terms of balancing? You can to a degree use more high cost psi abillities, but in long drawn out fights which tend to happen with psikers (remeber, good CC, but lower damage than other ways of going at it) you'll need to use boosters in order keep up with the spenditure.

99
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 09:19:28 pm »
Again, the build isn't bad. As far as combat goes I should have a much superior combat. I had all you had plus stealth and crossbows and it still wasn't easy at all!

Yes psykers were good in some situations but they compared poorly to other possible choices. This update makes those other options stronger and nerfs the psykers.

And no, I don't play the game right now (I did played a bit of last patch) because of the reason we already know which make the game unfun to play for me.

100
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 08:03:40 pm »
The thing is that the build you posted was in all aspects inferior to mine. It doesn't surprise me because as you did say, you actively tried to gimp the stats as much as possible. I still had most things you had. Granted i don't use tranquillity because I feel it wouldn't last very long. I still rarely had enough CC except if I'm fighting humans and using bilocation + force wall to block myself outof combat while the illusions kill or nearly kill everything. My Psyker died many times and when it didn't died it took lots of damage. By comparison, my sniper/grenadier build would barely get touched.

Where I want to get with this is simple. While a step in the right direction with psi regenerating overtime the psi costs with the max psi you are ever allowed to are probably very problematics at higher levels considering that psikers are the most squishy builds. On the other hands, guns are getting even stronger. To me it feels like giving more power to whom has most and taking from who has less. That's the whole point.

101
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 06:55:20 pm »
Premeditation yeah, it's something you get a bit later on I did remember using it though only works on the first round of combat... As for tranquillity, never cared for it because it requires me to be at full health and something that happens often is taking a shot or some sort of damage from something so I always felt it was a wasted skill... Psycosis can be good yes, but it might also bite you in the ass with the pornographic psi cost of some abillities now and spamabillity is a necessity after all.

You are right, it doesn't, it does costs too much AP to cast. I was confusing with the T-punch which has the 3 turn cooldown. Either way it's one CC that is only showing up every 3 rounds.

I don't belive I have that many other options really. Like I said, fear inducing stun is not really viable for me in most situations. If I already need more than 2 people stunned in a round I certainly do not need a third one running around and aggroing several mobs.

It doesn't matter that my experience is limited by what I saw 2 years back. That part of the game is still there isn't it? While my Psy character had difficulties with even more than just using psi abillities. My sniper (I'll just call it sniper for short) would deal with everything without so much as giving a shit.

So I have not played to level 20 and above (with the now extended max level). i still managed to get a lot of the good combos going already. My psyker was level 16 which pretty much meant it had all psi feats that I ever needed. My sniper was either 14 or 15 and it pretty much also had all the feats that I wanted to get on it. So there are a few more now yes, especially with this last patch which added a ton of goodies. It doesn't means that what was there before isn't anymore and it doesn't means that what is there is any easier. In fact if I judge by the slightly different start it should probably be either as hard or harder (judging by the early azuridae quest)... That is to say if I made a character with the same specs (ok some minimal differences to reflect patch changes) I'd get to the depot A and have EXACTLY the same problems as I had before. I'd still have the same spells, deal about the same damages, have about the same amount of CC and the enemy would be at least as tough and as in larger numbers as before.

102
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 06:16:47 pm »
When the armor you're offered is. Regular leather armor which is inferior to carrier vest even against against pretty much everything. The carrier vests or the metal which is not going to work for me due to the limited strenght. Yeah, I'll take the carrier vest since it's the best option!

I actually meant aggro range by vision range. pretty much almost everywhere in depot A if I can see the enemy i'm in enemy aggro range. There are a few exceptions here and there but where there were exceptions not even moving and attacking was good enough.

So you will explain me how in the hell you can throw all of those spells in a single round because with the exception of neural overload which is dirty cheap, I tend to be able to do 2 spells, 3 at most if I'm using cheaper spells! Also I don't consider fear inducing spells much of a CC. Sure you can make enemies flee but making enemy flee in almost all situation only made things worse. First I can't even get to the enemy to kill it as it spends the whole movement allowance runing and second, it tends to aggro more packs as the enemy flees near them and pretty soon I'm being run down by douzens of enemies at the same time. Pretty much only used that as a last resort when I knew there was no way the fleeing enemy would aggro anyone else.

Electrokinesis has cooldown. It has always had, 3 turns I belive. That has always been the huge problem of that spell. You cannot even kill a robot with it in a single turn though you deal a good amount of damage and stun it. T-punch can only be cast once per round too. CC is limited and before you say that it was the old psikers. I did played a bit of the previous patch, enough to get to the GMS and nearly complete it (just didn't killed the boss at the end) and yes, this remained true at all times. One T-punch only and one E-kinesis every 3 rounds!

Yes, crossbows aren't excelent, but they are one extra CC and one extra antibot weapon. Sure you can run and drop a grenade at point black. In some situations!

And again, no, the sniper + assault rifle + grenades was much more imba. In fact with the old crafting specs for grenades you could pretty much run everything through without breaking a sweat or even taking damage. lone targets or small groups, snipe them out easily. One lone guy gets close, open full auto on him. Big groups or incredibly tough things? Throw a MK5 and everything will die! Just take stealth to engage optimally and it was the strongest build ever. All combats were over in 2 to 3 rounds at best with no damage taken or minimal damage taken.

I won't comment on your disreguards of something I said as BS. If you don't want to take it seriously then don't.

103
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 03:16:06 pm »
Well epili. If you can run with that and not take damage you must be incredibly good because with 5 str, 5 con, in fact mostly everything at 5 and 13 will while using a carrier vest (which is at least better than leather armor) I was getting owned time and time again in Depot A, savescumming a lot to get through it.

Attack them from outside vision range? Yeah right. No spell of mine even had the range to attack them from outside their visual range. Once I got in their visual range they moved almost into melee and that is at maximum ranges.

Let's talk about situations where you cannot do that. Sure you can try the stand around the corner, iniciate combat and move into LoS and start casting. The only problem is that you are not likelly to even kill a single enemy in the first round and more often than not you have 4+ enemies and only 2 CC abillities that you can throw in a single round, after that only 1 CC per round until electrokinesis is out of cooldown... Really I was only ever semi safe against humans when I LoC + bilocation them and then cast the force wall to prevent from being attacked while they died to the illusions. Even then if a sniper survived and could get a shot on me it would usually oneshot me anyway, even with 5 con, even with a carrier vest.

Now your build is definitly not up to spec against robot. You have one good spell, the rest are not that damaging. they can help but they won't do much and your spell has a cooldown. Sure you can use EMP grenades and savescum as much as you like until you start hitting and between the two of them, maybe it is enough, But you shouldn't have to relly on savescumming to get through a situation. If you have a crossbow with special bolts however, you are much safer.

So I need a secondary weapon and stealth makes a huge difference too to get the right engagement angle on the enemy.

Also you listed 11 different skills. While yes, eventually you'll stop needing to up some skills and can start getting other ones. At the begining and for possibly over half your leveling time you cannot do this so you are stuck for at least the first half of the game with 8 skill. 3 of them go into psi, 2 of them into loot related stuff and probably you want another weapon and sneak. In my experience it is needed.

So no, I don't think psi characters are easy mode, I've had far more success and easy gameplay with the character I had made that used assault and sniper rifles with grenades as a secondary weapon as well as being able to craft grenades... Yes, you could get mk5 easily back then, I realise this, but it's still going to be a lot easier to roll outthis way than it is with a psi character. The difference between the both of them was not small at all, it was abismal. my sniper I never really cared, I steamrolled everything without taking any damage. In fact the only time I died was when I got distracted and a sniper one shot me after the gang showdown in the junkyard. I wasn't expecting to be an enemy there, was unning around without stealth and it got the jump on me and oneshot me.

104
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 03:19:46 am »
Well epeli, if you're so smart then tell me how do you do a psiker with any kind of survivabillity at all bearing in mind that 10 will and always raise will.

the 3 psi disciplines

A secondary weapon

steath because you're not exactly in metal armor about to face tank anything.

lockpicking and hacking to grab all the loot.

105
General / Re: Let's talk about new PSI System!
« on: April 01, 2015, 01:16:13 am »
And will 0 probably...

When I do a Psiker I get 10 will and i'll only ever raise will since I want max damage and no chance whatsoever for the enemy to be able to resist the stuns and whatnot.

The places where a Psiker more easily dumps stats tends to be strenght and constitution. You can get some agillity or dexterity (not really both unless it'sa minal bonus to each) and it probably never is a bad idea to get something like 7 perception + snooping to get all secrets and of course, perception is needed for the crossbow and those special bolts can save your life.

As for having evasion/dodge. I never have space for it at all. The 3 disciplines + stealth + lockpick and hacking + crossbows only leave you one option left. Usually I use the last one for persuasion.

Now some people don't care for lockpick and hacking, some won't even care for having a crossbow. That's alright, but I find that not having a backup weapon usually backfires spectacularly and of couse, I cannot pass the loot. I'd litereally go insane.

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