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Messages - hilf

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136
Some of them provide something autogen loot does not.

H&K chambers 9mm bullets.
Tommy Gun chambers .44s.
Jawbone and Wasteland Hawk have 150% crit damage. Jawbone's crit chance sucks but it does not matter for Deadly Snares or Aimed Shot.
Kukri has 20% crit chance and can cripple its target.
Dragunov shoots twice per turn.
Steyr only needs 5 STR and has extra range.
Mind Cracker cracks minds.


There's actually a comparison of one gun on wiki:
http://www.underrail.com/wiki/index.php?title=Gluck_17

1 more optimal range vs   1 less max damage - i'd rather have range
1% more critical chance vs   1 more AP cost - i'd rather have AP cost, but i'm biased towards cost reductions in video games
10% more critical damage vs   5% less precision bonus - i'd take crit damage; it would be precision but Gluck already has 10%
5 more magazine capacity vs   360 less durability - extra mag capacity without question
1.1 less weight vs   5552 less value - i care very little about 1.1 weight but i don't care at all about value so unique gun wins again

Second most important thing: Neo Luger is of higher quality - 1050 durability vs 1410.
Most important thing: Neo Luger is crafted.


I didn't pick "that one unique that by some miracle happens to be better than crafted weapon", it's first unique i found (if not the only one) that is compared to something on wiki.

137
Bugs / Re: My usual bunch of glitches\bugs.
« on: January 06, 2018, 07:26:31 pm »
Rathound King is just that good :)

138
The one thing I don't like though, which also confused the ever living fuck out of me is that if anything, I was expecting unique weapons to get buffed across the board, not a few getting nerfed.
Maybe somebody else can let me know why the ones that did get nerfed deserved it because I haven't actually used those ones but nothing about them jumps out at being nerf worthy to me.
I've always thought that unique weapons were underwhelming and I'd like to see them get bumped up a bit in terms of what they have to offer. I wouldn't mind there being more in the game too.
Obviously at the end of the day they should never be able to beat craftable weapons (since you're investing valuable skill points & in game materials & currency into creating them) but as of now they really are pitiful in what they offer.

I'm pretty sure unique weapons are not supposed to match crafted ones, but to exceed auto generated stuff.

We should also not forget weapons have something like level. Low level unique item does not need to be better than high level autogen. Good indicator of item "level" is its durability.

139
General / Re: So I heard a rumor....
« on: January 06, 2018, 07:19:56 am »
So it's not just a legend!

140
Heh, i've choosen really unfortunate target for my PER tests. Looks like i have a talent for this because similar thing has happened when i was testing DOTs in Pillars of Eternity.

I did more tests but on humans. 125 base weapon skill, laser and chemical pistols. I was comparing PER 6 with PER 9. Difference in CTH was bigger and ranged from 2% points to 5% points (on max range).
2% difference was for Praetorian Enforcer in metal armor - 78% vs 80%. Illumination didn't change this difference.
5% was for Preatorian Sniper in tact vest - 86% vs 91%.

141
Suggestions / Re: Chemical suggestions
« on: January 05, 2018, 10:18:04 am »
Because the base damage of the burning effect is calculated form the damage the ennemy actually suffer (with the buff) and when it is applied at the end of the char turn, the buff is applied on top of that buffed value (1.5*1.5=2.25)

The problem is your target is very likely to catch fire on first hit, before he gains belt debuff. DOT from this hit will be calculated from damage unbuffed by belt (it's still amplified by debuff tho).

Stronger DOTs do not replace weaker ones. If 2 first hits do not apply burning and third does then burning DOT will indeed be multiplied by 1.5 twice. But chance for this to happen is minimal.

142
Bugs / Re: [1.0.3.20] Feat: Evasive Maneuvers
« on: January 05, 2018, 09:32:41 am »
It's by design:
http://underrail.com/forums/index.php?topic=860.msg4843#msg4843

Defensive buffs are in practice 1 turn shorter than you expect.

143
Development Log / Re: Dev Log #52: Jet Skis
« on: January 05, 2018, 07:52:52 am »
I was soo hyped with Jet Skis i didn't notice those new crossbow bolts!

Pink poison. I bet it works like a charm.

144
128 Tailoring.
I'd be a shame to roll perfect quality super steel and be 1 point short to use it.

145
General / Re: Burrower nest keycard
« on: January 04, 2018, 05:26:57 pm »
You can ask him in CC.
Or you can pickpocket it.

146
Suggestions / Re: Light Armor
« on: January 04, 2018, 10:54:09 am »
Energy damage is supposed to be resisted very rarely.
Now it's resisted by 1 out of 4 armor type. It seems too much but there are also monsters/robots and less than 25% of them sports energy resist. So it seems fine.
I have a small problem with final boss resisting so much energy damage. Biggest advantage of energy weapon does not work in a final boss battle that is both obligatory and difficult.

With SS sheet giving energy resist we'd have 3 armor types with potential for energy resistance. Feels to much. Maybe SS sheet needs a buff but i'd rather give it something else.

Besides, plasma deals half of its damage as fire and this can be resisted by aluminized cloth, siphoner leather or fire proximity suit. Only laser deals all of its damage as energy and its damage is low.

147
Btw, you have better chance-to-hit when you are in stealth and target doesn't ee you right?
Or it is something I imagined?
Stealthed melee ignore target's dodge.


I did some tests with Electroshock pistol. In this scenario:

Y__E_E_E
(Y - You, E - enemy)

You can safely shoot first enemy. Projectile will jump to either 2nd or 3rd enemy.
Looks like projectile will not jump back if there are 2 tiles between targets. It can however jump forward at this distance.

It seems that projectile prefers to jump forward rather than backward.

148
General / Re: Where to find Advanced Catalyzing Belt???
« on: January 01, 2018, 06:34:32 pm »
Owner of this belt is pretty obvious and you'll meet him on critical path. Sadly you'll need to choose to kill him.
I didn't find it anywhere else on Hard difficulty.
Apparently on DOMINATING you can already have it when doing your Junkyard quest. Fenix will know more.

149
General / Re: Energy pistol build
« on: December 31, 2017, 05:48:08 pm »
127 base Throwing.

I'm not good with UR's versions but it looks like 1.0.2 is after DEX nerf and Gunslinger change.
2 years ago DEX was giving 4% AP cost reduction per point. Maybe it was too strong for some options (SMGs i'm looking at you) but it surely wasn't for others (chemical pistols, throwing knives). But nerf has happened, hitting all fast weapons. Collateral damage i guess.
I wanted to inform players that recent laser changes are partially giving back what we had in the past. With broader perspective we can better evaluate recent laser buff.

A good example of "buff but not really" is Gunslinger - it used to give 3 AP reduction, then 2 AP, then 3 again. Going from 2 to 3 is not a buff but an unnerf. Yes i'm happy it got reverted but i'm grateful only for that +7 initiative because it was an actual buff.
I'm sure game devs are happy if players forget about nerfs since they can get more praise than thay deserve.
I don't like praising devs more than they deserve. I'm not encouraging anyone think same as me, i'm only providing information.

I have a video where i'm shooting final boss with laser for 7 AP. If my math is correct it was possible to shoot for just 6.
All things considered lasers are generally better than they were since release so i'm pretty happy with recent changes.

AFAIK Steadfast Aim always worked with all pistols. But now it gives only 2.5% crit chance to lasers instead of 6%.
Whether it is a good feat to use with lasers is another story. I was talking about players who are using lasers and have this feat because they have lost something. Not as much as they gained, but it's still some loss.

150
General / Re: Energy pistol build
« on: December 31, 2017, 08:23:24 am »
Or take mercantile to unlock special merchandise tier (in ver 1.0.3 special merchandise tier seems to spawn higher quality crafting component. However I don't see this being mention in the patch note - Confirmation/comment would be greatly appreciated).

From my observations it's mostly true. There is a shop in Fort Apology where Merchandise unlocks components of quality much lower than in standard stock.

You only need 127 Throwing for max chance to hit with granades.
How was reloading your Smart Amplified pistols without Power Management?
Did you rise Mechanics that high just for your SMG? Isn't Syg MPX good enough on Dominating? It does fine on Hard even with standard bullets.


Edit:
BTW for DEX maxing builds lasers are only as fast as they used to be, and actually slower with extreme DEX (17+).
Sure, they are faster with less DEX but they are also worse with Steadfast Aim.
This laser buff is in part just unnerfing.

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