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Messages - hilf

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166
Quote
On hard difficulty EMP will drain energy (and subsequently deal damage to the holder) from all items in the inventory (not just equipped ones)

This calls for old Power Management - 35% less energy usage or 35% more energy, if lesser cost is not possible.
Or maybe it is possible to give energy shields reduced cost as well? Something like Damage Reduction mechanism that is currently protecting health bar, but for energy shield.
I want Power Management, not Die Faster To EMP Nades Management :)


Does anyone know if killing Faceless in a cave near CC makes mindreader in DC angry?
It should not because they are attacking you on sight unlike group near Foundry so you are just self-defending.

167
Bugs / [1.0.3.19] Immune to slows does not work
« on: December 20, 2017, 09:58:26 pm »
'Immune to slows' from infused siphoner boots and tabi boots does not prevent slows from Cryokinesis or Kneecap Shot.
Ok, it's not really a slow from Cryokinesis but it's a slow nonetheless.

168
Last time i played Deep Caverns threw ~160 quality components at me.
Yeah but DC is just strange and offputting.  You get all the best quality gear there, but you can't access your housing where your +skill buff is so you probably can't make use of that really high-end stuff.  Basically everything about the design of Deep Caverns sabotages your character build, unless you know in advance what to expect and build to it.  That's Bad Design 101.

You're absolutely right that there's high-quality stuff all over DC.  I just feel like it's not reasonable to expect to rely on that stuff for crafting since only very few builds will have the skill to hit those thresholds without the housing bonus, so ultimately you just end up with a bunch of stuff to play with when you get back from visiting Tchort.  If you do ;)

Builds that are serious about crafting will be craft in DC from DC componenets. If players can raise their combat abilities to 200 or 300 then why not rise crafting to 150? Or even 135 as some items can be crafted with only that much skill using q165 components.

My problem with DC is that components can roll very low quality, like 10. This is useless and decreases chance to get something you would actually use for crafting.

More things:
- Super steel itself can still be rolled with 160 so items that need it directly or SS sheets are ahead of others (before DC).
- Infused leather needs not only SS but also a skin.
- As Styg said expansion will need higher skill checks, particularly for crafting. Does it mean infused leather quality will be reverted or will there be Super Duper Infused Leather to craft instead?

169
Suggestions / Re: Chemical suggestions
« on: December 19, 2017, 06:40:14 pm »
I definitely need to try a chemical pistol (cooked shot)/thermo psi build, this game is so cool with all those synergy and viable build ! quick question : For Cryogenic Induction, do you think the freezing status from cryo gun should count as "caught in your cryostasis" ?

I'm usually for making things more general so i'd say it should.
Sure, adding synergies has no small potential for breaking games but in this case i'd give it a try since doing chem pistols + metathermics, or PSI in general, is problematic:
- PSIker wants WIL while chem pistols want PER and especially DEX. Fortunately both builds want some INT but attribute requirements are still pretty harsh. Not to mention AGI and CON.
- Fire and ice don't mix well.

Lore is another consideration but i can't help here. You need to bug Styg.

Pyro pistol is all or nothing - if enemy is immune to burn he also sports good fire resistance so pyrogun does nothing. Many human enemies wear fireproof armors.

170
Bugs / Re: Level squatting ate my level
« on: December 19, 2017, 03:27:38 pm »
If you could somehow reproduce that, that would be useful.

I did!
1) press ESC to open menu
2) press S
3) press ESC to close menu
4) despair

For each S pressed game skips one levelup (lvl goes up but character customization is lost). Level squatting does not matter. I reproduced it on my old save too, although it is also tainted with speedhack.

171
Bugs / Re: Level squatting ate my level
« on: December 18, 2017, 05:32:01 pm »
I'll give some more details.

My character starts at lvl 17. Save file says it's 18 but it's 17 - i only have 10 feats. Now i can do 2 things:
1) Open lvl up screen, proceed with lvling up once. I end up at lvl 19 with 186 HP, 11 feats and 80 invested SPs more than i had at lvl 17. Seems correct, except i jumped 2 lvl at once.
2) Qpen lvl up screen, cancel lvling up, open again, proceed with lvling up once. I'm at lvl 19, 186 HP, 10 feats and 40 SPs more than i had at the beginning.


Yes i do cheat. Speedhack and no weight hack. I started using no weight just recently so if it's because of cheating it has to be this.

I managed to get out of this situation. I'm posting it also to warn other players because it can be very unpleasant.

172
On the positive side, the diminishing returns make getting extremely high quality super steel less important for infused leathers. You get to craft infused stuff around ql 100-120 fairly easily, 130 with some effort and that's how it is with most other components.

Last time i played Deep Caverns threw ~160 quality components at me.
With Mercantile just above 100 i saw q147 Seeker Lenses, i assume it's also possible for armor components.

Besides, nerfing endgame light armors in a game with such damage explosion is rather strange.

And being no longer able to savescam animal skin loot quality does not help either :(

173
Bugs / Adv. Catalyzing Belt does not make XAL faster
« on: December 17, 2017, 06:46:59 pm »
It works with other chemical guns but not with XAL.
Damage taken debuff works fine.

174
General / Re: Does anyone actually use Extended Magazines in crafting?
« on: December 17, 2017, 11:40:29 am »
I used it on some weapons. They sold well.

175
Bugs / Level squatting ate my level
« on: December 16, 2017, 07:27:35 pm »
I did some level squatting and I'm able to raise 2 lvl at once - lvl 18 and 19. But when i travel to another area i can only raise 1 level - from 18 to 19.
Feat and skillpoints from lvl 18 are gone!

Link: https://www.dropbox.com/s/ymnw8cl0fnd9atj/2LvlsAtOnce.zip?dl=0


There's no need to even leave the area, just cancelling lvl up will do.

176
General / Re: Circular Wave Amplifier capacity
« on: December 16, 2017, 09:09:37 am »
A little necro but it's not worth starting a new thread.

I find it strange High modulators give better shielding at medium frequency than Medium. Shouldn't Medium modulator be best at medium freq? Currently Low is best at 2 freqs, High at 3 and Medium at 0 :(

73 quality High modulator gives 66 at medium frequency, Medium modulator of same quality gives only 48. Not a small difference.

177
Bugs / Re: XAL-001 and corrosive acid vials
« on: December 15, 2017, 08:37:22 pm »
I'm using an experimental branch and loaded my old save where i had XAL.
Acid puddles are generated properly.
However i can still entagle myself in acid. That's unacceptable after the nerf to infused siphoner boots.
I'm taking extra damage from my Opportunist.
Crit chance of this attack seems pretty high.
Crit damage is higher if i'm fully focused and enjoy extra crit damage from Sharpshooter and Critical Power.

Should this fix work retroactively?


My save file: https://www.dropbox.com/s/2dgvn61xf541yuq/XALtesting.zip?dl=0

178
General / Re: underrail.info.tm
« on: December 15, 2017, 04:28:19 pm »
I know. If I don't let the user to pick any feat their current build qualifies for, there's going to be confusion one way or another. Or clunky warnings like "hey you cant have this yet, grab some noob feats first". I don't want to make the character builder too nazi, the idea is to match the game behavior just enough to stay convenient and fast to use.

Back when I started the build tool, it had a strict mode that behaved exactly like the game (must spend all points before advancing to next level, can't level down), but I got rid of it because it was cumbersome. Still, building characters level by level is the easiest way to ensure the build obeys indirect rules arising from the leveling system, but I don't want to enforce that. Should I add an option for strict mode? Would anyone even use it?

I'd be grateful for such clunky warning as an option.
Option that forces leveling level by level is not needed because it is easy enough to raise level only when "Remaining points/feats" are all 0.

Your tool now shows char levels next to selected feats. It makes sense to select your feats in same order as you would in game but that's pretty cumbersome to do without leveling level by level and leveling level by level is slow.

179
Suggestions / Re: Chemical suggestions
« on: December 13, 2017, 04:59:43 pm »
Tchort is evolution, Mindless.

I'm aware cryogun is nice, i was using it alongside other chem pistols before they were buffed. In fact, Arena spectators named me Mr Freeze :)
I was focusing specifically on how belts affect different chemical pistols and cryo got short end of the stick here. But thanks for input, broader perspective is always good.

There is one more problem:
5. with Mad Chemist iceblock lasts 2 turns and belt debuff will wear off together with CC. You often don't want to attack CCed enemies so cold damage amplification will be wasted.
Increasing debuff duration to 3 turns would solve it as well as DOT problem described in my first post.

Tchort guide You.

180
Suggestions / Chemical suggestions
« on: December 12, 2017, 08:03:51 pm »
My chemical belts observations:
1. Pyro and acid pistols benefit from chem belts more than cryo because they have DOTs. Additionally, acidgun produces puddles.
2. Cryo pistol has dual damage type but belt only applies debuff for cold. Because of this not all of cryogun damage benefits from debuff.
3. Cryo debuff synergizes less than others. The only other reasonable cold dmg source is Metathermics. For acid there are 9mm pistols, ARs and xbow bolts, and don't get me started on sources of fire damage. There are also traps but cold damage on them is lowest. Unique chemgun is of acid type.
4. Damage amplification is applied before DOT so it also gets removed before DOT ticks for second time.

I think cold pistol could use some love. Some options:
a) Make belt amplify mechanical damage as well. This is pretty risky so i'd rather avoid.
b) Turn all of cryogun damage to cold. Not much but always something. It would explain why belt does not amplify mechanical damage.
c) Add some kind of a cold DOT. This DOT could be used in other cold damage sources as well.

I was surprised when second tick of fire DOT was not amplified by debuff. Is it possible to apply debuff after DOT? It should solve this problem. Other option is to extend belt debuff duration to 3 turns but this could affect balance unnecessarily.

Chemical ammo is damn heavy, 2.5 times heavier than biggest bullets. Some weight reduction, perhaps?

Other observations:
Chemgun damage feels serious now, at least on Hard.
I like Cooked Shot. Good for spawn killing (pun intended).
Using Kneecap Shot with cryo pistol will not apply Vile Weaponry debuff. If cryogun is not a cold weapon, i don't know what is :p

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