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Messages - Greep

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31
Suggestions / Re: Dissambling
« on: April 11, 2015, 03:19:10 pm »
The problem there of course is that int has no upper usefulness in crafting power.  Crafting 90 acid resist tabi boosts and 300 quality electroshock pistols(heh, everyone dies on turn one :D) would be silly.

Actually, that does sound like an interesting feat, if fleshed out a little.  Specifically to be more like fallout 3/vegas repair skill.  Something like:

Input: A and B of same type (Maximum of either is function of level, like Level * 5?  Means a 125 cap before the +quality)
Output C

A) Sort A and B's quality.
B) Take smaller quality and add 5% of it's quality to the bigger one's

Just so long as the output is somehow capped by level or area, not skill.  Doing it ala fallout 3 also means you wouldn't have to meld a bunch of lessers to wait for melding a bigger one, you can just meld any piece and have improvement.

32
General / Re: Steadfast Aim requirements.
« on: April 11, 2015, 03:05:46 pm »
Here's a full list of stat requirements that got changed in 0.1.14 for the curious:
- Hit & Run (added 7 agi)
- Special Tactics (added 6 int, dex 5 -> 6)
- Steadfast Aim (str and dex 5 -> 6)
- Quick Tinkering (dex 6 -> 7)
- Uncanny Dodge (agi 7 -> 8)
- Cut-throat (dex 8 -> 10)
- Snipe (per 8 -> 10)

Many other feats also had their skill requirements tweaked, either significantly increased or dropped from level 2 to level 1 feats.

For the most part I think there's nothing wrong with these. The str requirement on Steadfast Aim is just fluff, like dex/int on Special Tactics. I suppose their purpose is to limit extreme stat minmaxing and push builds towards certain directions.


PS. Thick Skull is not necessary. How would all the non-psionic build have survived without it so far? It just makes 10 con characters even easier to play - as if the huge hp pool already didn't make them forgiving enough.
Of course stun is major bad news, but so can be immobilization and flashbangs. (Welp, heavy armor tanks can get immunity to those as well simply from equipment.)
Then on the other hand, sometimes you can survive even 2 turn stuns on evasion/dodge specced 3 con glass cannon. Hell, even multiple 2 turn stuns during the same fight.

Well sure, that's why I specified prolonged combat.  I guess you can technically sometimes survive stuns. but not in a mob anyways.  I guess my point is that making thick skull 10 con pretty much wipes out any builds in the 6-9 con range, since it's an obvious feat to take at high con.  And since con is pretty uninteresting, it forces characters that are tough to be tougher but kinda boring imo.

Heh, riot shields.. don't make us laugh ;)  Honestly I don't think it's that riot armor is bad so much as melee isn't generally that dangerous.

33
Suggestions / Re: Dissambling
« on: April 11, 2015, 02:51:08 am »
Maybe allow the same feat to grant an option allowing you to fuse two components to one of average quality +10%?
That way, it'd be useful if you found a lot of samey stuff.

Heh, would be kinda ridiculous getting 200 quality tichrome. 100 + 100 -> 110.  100 + 100 -> 110. 110 + 110 -> 120 etc etc  Although that would take what, 2^10 100 quality pieces?

34
General / Re: Let's talk about new PSI System!
« on: April 11, 2015, 02:43:47 am »
With full tank I generally get enough thought control to one shot dopplegangers simply because they're a pain to run from when you have 0 movement points.  And really there isn't exactly much else to spend the skills on, unless you absolutely have to have persuasion.

About feats for non-psi users.  There's is actually a consumable like that, mushroom brew, which is now in line with the other foods.  But.. not only is it only useful for a single build, light hammer, you also can actually use psi with it heh.

And I agree, it's so weird that heavy armor characters have the most freedom to spec into psi just for lack of other skills needed ;)

35
General / Re: Steadfast Aim requirements.
« on: April 11, 2015, 02:34:48 am »
On that topic, there are some other feats with dubious requirements.

Disassemble seems a bit high for a feat that more often than not is just for convenience, preferably it should have no requirement.
Thick skull as I've said is critical if you don't want to reload against potential stuns, forcing any prolonged combat oriented player to get 10 con.

36
General / Re: Experience with new feats?
« on: April 10, 2015, 03:42:38 am »
-Clother is not worth it for metal, but skinner is:  With the dr cap, it makes a whole lot of sense to use tabi boots for high resists in something like acid (mutated) or cold (ancient).  WIthout skinner I got 28% acid using mutated infused dog leather, with skinner I would've gotten over 33, quite an improvement.

Additionally, clothier can probably makes some interesting 95% encumbrance tactical vests with related gear, although it is quite worthless vs energy unfortunately.

-Yup.  Especially unarmed.  Hammer is still "awesome but average"

-Not really, super steel is 50% penalty without any plating at all, pretty sure it's only for tactical vests if it even works on those

-?

37
Suggestions / Re: Maybe it is too much but...
« on: April 10, 2015, 02:43:46 am »
Underrail is only very "strict and unforgiving" in one sense, there are three ways to play and virtually no room for deviation on those three "trunks"

-Heavy armor, high con, guns/hammer/(formerly psi), *
-Light armor, evasion, stealth, high combat/psi,*
-light armor, stealth, high subterfuge, *

Following those, underrail is actually quite easy and forgiving even with terribly chosen feats.

38
General / Re: Let's talk about new PSI System!
« on: April 09, 2015, 01:53:54 pm »
I used to use subversion but it's honestly one of those things that is better used against you than to use yourself.  TC just isn't that great for damage.  8 Will: none basically.  From what I tell the breakpoints for will area pretty much:

3: (good enough for most psi-secondary)
7: (lots of good feats, force user + stoicism)
10: LoC
13: Nearly completely irreesistable
13+ For the absolute pure psyker

39
General / Re: Let's talk about new PSI System!
« on: April 09, 2015, 02:33:49 am »
Major points of thread:

A)Talks of off-balance psi costs (t-Punch/pyro)
B)Justifications of nerf
C)Discussion of how this alters builds (drop a psi discipline?  Use full will? Tranquility or Psychosis?)
D)Flinging poo
E)Discussion of whether the psi amounts should be changed (Will affect psi pool? Psi reservoir to have duel energy/mana system rather than energy alone?)

40
General / Re: Let's talk about new PSI System!
« on: April 08, 2015, 12:44:18 pm »
Is that against the same level or mismatched levels tho epeli?  I haven't tested high will builds yet in this version.

Edit: Misunderstood the cc question.

41
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 08, 2015, 10:06:13 am »
Yeah expertise is pretty crazy for smgs atm, although with the assault rifle's concentrated fire, ARs remain best on heavy armor builds.  Stoicism is almost definitely the same type of reduction as conditioning, don't know why it would be different (additive with feats/abilities, feats/abilities multiplied with equipment)

42
General / Re: Maura, Free Drones and the last Protectorate Quest
« on: April 08, 2015, 08:57:48 am »
While it's not known completely (unless I'm missing a quest or hidden info, the databases in "that place" aren't very specific), the protectorate might be less of a shady "New California Republic" type, and more just straight up bad guys.  It's certainly heavily implied anyways (hell, even the new music makes it not so subtle ;)).

43
General / Re: Random sniper rifle comparison data
« on: April 08, 2015, 08:32:23 am »
Is reaper really the clear winner? Looks like corsair 12.7 does more average damage and spearhead can be fired twice on adrenaline.

Edit: then again so can 7.62 reaper.  Anyways, at least it's not as one sided as assault rifles on assault builds (hornets hornets hornets).  Although dual wielding assaults makes some sense so I suppose that's alright if a main hornet is the obvious choice.

44
General / Re: Where is easy money, where is any money?
« on: April 07, 2015, 08:17:09 am »
When people are talking about high/infinite money we're only talking about late game.  There's a "hump" to get over in sgs, which I think older players don't notice because we're used to it. 

I think this problem would vanish if health hypos and repair kits costed less, as almost all veterans of underrail sell these exclusively, while almost all newbies end up buying some.

But yeah, just weather it until you do jack quicksilver's quest.  Buy a grenade and have enough ammo for a few shots, and you'll get all the credits you need via selling their drops to Lucas.

45
General / Re: Hello...need some Feedback!
« on: April 04, 2015, 08:16:49 pm »
Yeah it's pretty weird, you can stealth while shielded.

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