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Messages - hilf

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181
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 12, 2017, 03:26:54 pm »
These new, random encounters, can they happen on all difficulties? Have you seen any yet, and where can they appear??
I hope I will meet some on normal difficulty as well.

On Hard, I met 2 Ironheads on the way from SGS to GMS, in a location previously occupied only by rathounds. Maybe it was a random encounter.

I know i'm not really worthy to post in this elite thread for truly hardcore players since i play on Hard but i did not want to leave this question unanswered :)

182
General / Re: Infused Rathound leather armor
« on: December 10, 2017, 07:23:27 am »
I should mention that goggles don't seem to affect the critical chance on energy or chemical weapons. I don't know if this is intentional or not.

You mean Seeker Goggles? I just checked and they did increase crit chance of my laser and cryolator.

183
General / Re: Infused Rathound leather armor
« on: December 09, 2017, 08:56:44 pm »
I just tested this by looking at the combat status, offense tab, and can confirm it only works for weapons and not psi. I'm not sure about combat utilities (grenades, throwing knives, etc) but I don't think the bonus applies - Survival Instinct and Recklessness certainly don't.
I thought survival instincts applied to psionics though.

It does. It doesn't to combat utilities.

184
General / Re: underrail.info.tm
« on: December 09, 2017, 11:53:09 am »
Currently i can raise my lvl and skills to high values and pick high lvl feat as my first. It would be cool if your tool could prevent that since it's possible to calculate player lvl and max possible skill values from number of selected feats.

185
Bugs / Re: [1.0.3.13] Newton does not survive being saved
« on: December 09, 2017, 07:00:06 am »
Maybe Newton died from sheer fright because he was too much of a wussy to handle the new difficulty level?  :P

He can't even handle Hard.

186
I don't think it was officially annouced:

Energy and chemical guns now have unique sprites! One for each category.


Stronger psi beetle, that's what i wished for.
Steadfast Aim now needs 5 STR, that's what i asked for.

Laser is faster than firearm guns just like 7 years ago, Styg got it right the first time. Range is still not greater but i'm not complaining.
I was about to express my butthurt about chem pistols but then i checked those new belts on wiki and decided to stfu.


Edit:
Unique chemical pistol is missing its damage bonus.

187
General / Re: Version 1.0.2.4 Class ranking
« on: November 26, 2017, 11:30:42 am »
First time i finished UR i used a combination of 3 bottommost options. Hard in the beginning, somewhat easy near the end. Normal difficulty. And it got nerfed :(

My second playthrough was with topmost option from your list. It's interesting that a build with Psychosis, a feat that takes more than it gives, made it to the very top.

188
General / Re: Shattering without Cryogenic Induction possible???
« on: November 23, 2017, 05:16:32 pm »
Mechanics shop in Rail Crossing is a good place to buy chem guns components.
Fixer in Junkyard can sell them too.
I'd also check general stores in Foundry and CC as they sell all kind of stuff.

Shop offer gets upgraded at certain points in the story. I'm fairly sure first such point is completing drill parts quest.

189
Well, one Telekinetic Punch, with 12+ Willpower, Force User feat, Telekinetic Proxy active, Psionic Mania, Neural Overclocking...

Say you are Level 12, with the above checked and only 3 strength, you are looking at one 100% guaranteed hit, for about 700 mechanical damage on average. And it only gets better with subsequent levels.

That is not so bad, for going the Psychosis route. Perhaps a bit boring, if you do it in every single combat =S
You're missing Thermodynamic Destabilization from your equation :)

190
I should make a list of the abilities that CAN crit really, since there's not that many.

- Pyrokinetic Stream
No, it's bugged. Also, it does not trigger Mania.


- Psi-cognitive Interruption (?)
Yes.

191
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 06:38:43 am »
I rebound enter turn based from Enter to Tilde. Way more convenient this way.

192
Bugs / Re: My usual bunch of glitches\bugs.
« on: October 08, 2017, 07:20:54 am »
Found 2 oddities on body of Faceless Centaur - bug or is it normal for it?
It's ... odd.

193
General / Re: Do the ambush feat work with various utility attacks?
« on: September 21, 2017, 02:57:05 pm »
Can anybody confirm if ambush affects chemical pistols? (It seems like it should, but the ammo is unconventional.)
It does.

194
Suggestions / Re: Feats...
« on: September 17, 2017, 07:05:36 am »
Also, Psychosis could stop making us pay for what we don't use and no longer tax players for abilities that cannot crit. The problem will grow even bigger once we get Temporal school.

It's already done for Force Emission.

195
General / Re: Chemical/energy pistols
« on: September 09, 2017, 04:54:17 am »
It is my opinion Styg see huge damage screenshot like this and over-nerfed pistol. It distorts the perception of the pistol class and causes people to over estimated the usefulness of pistols and energy weapons.
You can't blame him - huge damage per hit has equally huge psychological effect. One of the best way to make devs nerf what you want nerfed. Also screenshots most likely have stronger psychological effect than text.

I'd rather do 500 damage per hit but to 5 enemies any day of the week and twice on Sunday.

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