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Messages - hilf

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511
Suggestions / Re: Some small blueprint changes
« on: July 07, 2014, 04:59:37 pm »

Also, EMP mine blueprint didn't get the crafting component reduction that normal mine blueprints got a few versions ago.


- What reduction?


Most likely it's something i posted quite some time ago in this thread: http://underrail.com/forums/index.php?topic=875.0 (case 11).

Quote
edit: While I'm at it, more blueprint stuff. You know the blueprints that use variable quality (and type) metal plates to make static metal items in bulk (caltrops, bear traps)? Why not base the number of items produced on metal plate quality?

Case 12 in thread posted above.

Was my post invisible or what? :D

512
General / Re: Pistol Build - Insanely High Damage
« on: June 27, 2014, 03:54:43 pm »
Unfortunately i cannot make screenshots (i blame it on Steam!) so i will just post damage i did to SGS Sentry:
critical hit!
SGS Sentry takes 41 damage,
SGS Sentry resists 72 damage,
SGS Sentry takes 132 damage,
SGS Sentry resists 135 damage.

Together it's 380. And that's with just 2 stacks of TfB, no Combo and no Heavy Punch. Character Sheet lists my damage as 24-42; SGS Sentry was too soft of a target for my experiments, he dies too soon :D

513
General / Re: Pistol Build - Insanely High Damage
« on: June 27, 2014, 11:39:49 am »
Theoretically, highest damage potential lies in Eviscerate attack. +100% per wound your target has. With enough wounds Eviscerate damage would be crazy. Obviously it would be hard to execute (no pun intended) because target would have to survive long enough.

I remember fighting The Beast and stacking like 20 wounds. There may be engine limit on number of buffs/debuffs per creature, but only devs know that (:


As for melee, maybe it's possible with: metal glove, pneumatic hammer, Heavy Fist, Combo, Taste for Blood and critical strike (with Cheap Shots).

514
Bugs / Re: Target Practice... FOR FISTS!
« on: June 27, 2014, 05:39:09 am »
That's what i call alternative quest solution (:

515
General / Re: Melee- 10 or 12 Dex
« on: June 23, 2014, 06:37:46 am »
Dex melee is certainly viable now. I feel it's finally in right place.

10 or 12 Dex? 12. Possibly even more.

Lightning Punches gives flat reduction of -2 AP per attacks. It stacks well with high Dex.

What's your Int? It should be at least 5 for Cheap Shots and Expose Weakness. Those perks are essential (or at least very good) for low damage, fast attack build.

There's Eel Sandwich food, that gives +2 Dex for 5 min. Useful for testing AP reduction from Dex.

516
Suggestions / Re: Shooting Mines
« on: June 15, 2014, 09:58:38 am »
AI already disarms/avoids mines it can detect, so AI shooting player mines wouldn't be much of a problem.
It can disarm but not in combat (unless it cheats, because player can't).
It can avoid mines but it is often beneficial to the player: instead of 1 enemy blowing off the mine leaving his buddies unharmed, whole group will gather around a mine, making them perfect target for a grenade (that will detonate mine).


As for mines lacking, I disagree. Note that the thread hilf linked to is quite old and many downsides of mines/traps have been addressed since. (Cheaper crafting, more trap types, more trapper feats, more supporting items.)
It's nice mines are getting some love, I especially like trapping feats. But it's not like they are cheaper/more damaging than grenades. They are also heavier.


Of course the sequential nature of turn-based combat remains, but that just means you have to plan your trap setup to work in turn-based rather than in real-time.
This is a workaround and also pain in the ass :( (needs save&load and lots of predicting movement paths). Nothing else suffers from game being turn based as much as mines. Grenades even benefit from TB - it's easier to hit stationary targets than moving ones.

I'd like to see something that helps to mitigate the problem, like mines with detonators that go boom only when detonator is used or from explosions.

517
Suggestions / Re: Shooting Mines
« on: June 14, 2014, 06:45:59 pm »
I didn't see AI shooting barrels. But barrels belong to noone while player's mines belong to the player. AI could be programmed to take this into account.

If they aren't going to shoot explosive barrels to take advantage of them I don't see why they'd shoot mines to take advantage.
I meant AI could be programmed in the future, after shooting mines is implemented (if it will ever be). They could start shooting barrels as well.

Someone may ask why AI isn't already shooting barrels (if this is the case, but let's claim it is). Well, barrels are few, and can not be repositioned, so making AI shoot barrels could be too low priority. Mines are more common and players can place them wherever they want so devs may consider adding shooting barrels to AI too.


I'm not against shooting mines, i just don't want my enemies to do it :P
But let's wait for developer's opinion.

518
Suggestions / Re: Shooting Mines
« on: June 14, 2014, 03:57:28 pm »
I didn't see AI shooting barrels. But barrels belong to noone while player's mines belong to the player. AI could be programmed to take this into account.


TB means Turn Based (combat).
And that's the heart of the problem:
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First enemy comes in and dies, all others move through and ignore it. Realisticly they all should be moving at the same time  and once once steped overit him and his palls should all take the damage...

520
Suggestions / Re: Shooting Mines
« on: June 14, 2014, 08:44:02 am »
No. Mine launcher would be OP!

j/k

It makes sense to add this. But it's kind of double edged sword, since AI could just shoot mines set by players making them quite useless. And mines are already lacking (because mines + TB is really unfortunate combination).


521
Bugs / Re: Sledgehammer not Ignoring Damage Threshold on Azuridae
« on: June 10, 2014, 05:49:24 pm »
Sledgehammers ignore mechanical DT, but not DR.

522
General / Re: What is Your Build???
« on: June 07, 2014, 02:01:42 pm »
Kinda find it interesting that everyone is rolling a Dex based character... Well there was one exception there but still. is it really that overpowered at the moment?
It's not that it's overpowered, it's because recent changes to the game made Dex based builds more interesting/viable.
PSI was buffed too, but everyone was using PSI since forever, people want something fresh (:

523
Suggestions / Re: Make synergies stack with ability scores.
« on: June 07, 2014, 05:51:35 am »
Well, i was wrong after all. I just picked example that could not show this.

Synergies do stack with ability scores. They are applied after ability score bonus is applied.

524
General / Re: What is Your Build???
« on: June 07, 2014, 05:42:56 am »
Name: Ron Swanson
Level: 18

Attributes:
STR 7 ( 8 )
DEX 14
AGI 8
CON 4 ( 5 )
PER 3
WIL 3
INT 5

Skills:
Throwing 45 (83)
Melee 100 (185)
Dodge 100 (134)
Evasion 100 (134)
Stealth 75 (138)
Lockpicking 38 (82)
Traps 45 (94)
Mechanics 88 (95)
Electronics 88 (95)
Biology 33 (35)
Tailoring 88 (95)

Feats:
Nimble, Opportunist, Recklessness, Lightning Punches, Fancy Footwork, Cheap Shots, Expose Weakness, Combo, Vile Weaponry, Taste For Blood, Eviscerate.

Gear:
Rathound Regalia
Shock Tungsten Steel Knife : dmg 13-22, shock dmg 18-37
Bladed Pneumatic Ancient Rathound Leather Gloves : dmg 9-16
Efficient Low Frequency Shield Emitter : capacity 686, shielding 16/49/68/94/120
Siphoner Leather Tabi Boots : evasion/dodge +37
Groin Guard

525
General / Re: Will Items Disappear if left on the Ground?
« on: June 05, 2014, 05:09:17 pm »
There is a house in Junkyard slums, near Vince's gang. After you kill a thug that's inside, you can use containers in that house to store your stuff. I do this every time and it helps me greatly when i'm doing Junkyard quests.

Just a little tip, hopefully it will help someone (:

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