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Messages - SadBaxter

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16
General / Re: Playing an assault rifle combatant
« on: May 09, 2015, 12:08:37 am »
Well firstly my assault rifle build is rather different to yours. I started out with 6 strength, increasing to 7 to pick up full auto (although perhaps not too early, those extra two shots in an already ammo-expensive burst make things difficult...), plus 6 dex and 6 agility to get sprint at level 1 (hugely important, especially if you're using a high armor penalty build), and point shot later on (its damage is increase by smart modules as it counts as a special attack and you can use it every turn). all my other stats were the same apart from 3 Constitution and one less point in perception. Constitution isn't necessary for this build as you'll have options to avoid taking damage like high-quality armor (particularly tactical vests), and bear traps (the skill requirement to use them is super low and they will disable anyone for two turns). You need int 7 so you can pick up gun nut early, say at level 4 or 6, it's an indispensable ability if you're crafting your own guns.

The skills I chose for my assault rifle guy were

-guns (duh)
-hacking + lockpicking (It's the way I play every RPG. I like breaking into places and you'll certainly get your money's worth for these skills
-traps(You could probably leave this skill if all you're going to do is use beartraps but if you'd like to use mines and also disarm landmines for some small exp rewards (and so you don't get blown up) it's worthwhile throwing some points into this most levels.
- Mechanics, electronics, Tailoring (Increase all 3 to their max, but once you're starting to hit level 10 or so you can maybe skip a level and put the points you saved into some other skills to bring them to a useful level. Chemistry is worth taking to ~15 for armor crafting purposes, but that's an occasional thing. You could increase it more if you plan on crafting grenades/mines or special ammo

Feats to look out for are aimed shot, sprint, gun nut, suppressive fire, full auto, rapid fire+point shot, concentrated fire, and commando. Stuff like sharpshooter and critical power go well with any ranged build, and considering that you'll be putting out a large volume of fire expertise and recklessness would be good too.

as for your other questions:

-You don't need to put any points into evasion and dodge if you're using heavier armor, besides you can get some free points from a pair of tabi if you're using them.
-With 3 will psionics will not be worthwhile, don't waste feats or skill points on them when you've got other things you can be investing in.
-Depends, persuasion looks like it's a requirement to take certain quests and also to allow you to take some quests in the direction you'd like, whereas intimidate seems to be more useful to avoid fighting. I've often thought it may have been worth it to shave another point off my perception at character creation to give me 4 will, so I didn't have a penalty to my persuasion score (having 3 in a stat penalizes any relevant skills.)
-Mechanics, electronics, and tailoring are 3 extremely important crafting skills. Biology is more for people going to be crafting psionic equipment, or when combined with chemistry for people using crossbows. Try and end up with 15 chemistry at some point so you can craft using a particular kind of animal leather that's handy later on. Tailoring will be useful the whole game as you can attach overcoats to practically every set of armor and you can also make balaclavas and tabi. With high quality black cloth you can make a full set of stealth armor to keep in your inventory, and have some limited sneaking capabilities even without a single point in the stealth skill.
-The blueprints for gun ammo are rare and hard to find, some merchants stock them but it's extremely uncommon.
-Recklessness hurts low armor players more than high-armor ones. With strong armor crits aren't going to be that dangerous.

lastly even if you're concentrating on assault rifles, take a sniper rifle along with you as well. With some attachments combined with aimed shot you can one-shot a whole bunch of enemies which is very handy, for both opening combat and also for slowly taking out a bunch of strong enemies like sentry robots/turrets

17
General / Re: Initiate combat on sight
« on: May 06, 2015, 09:57:06 am »
I'm doing the first mission at the outposts and what I find disturbing is that the rathounds always run at me before I manage to click and shoot them. So, is there an option to initiate combat first or do you just need to to click fast?

Combat is initiated automatically once an enemy detects you. You and any enemies who see you will roll for initiative and begin moving in initiative order, which is determined by a random dice roll and the sum of agility and dexterity. Unless you have high results in both skills and/or get a high roll most of the time enemies will move first.

Other ways to get the drop on enemies include manually starting combat (by pressing enter/clicking the combat icon in the bottom right). If you do this when enemies are unaware of you (you're out of their sight range or hidden via stealth) then you will automatically win initiative. The other way is to use a combat ability out of combat, like using snipe, aimed shot, or even manually using your basic attack (available by either clicking on an enemy without an ability selected, or by manually using the basic attack ability that is bound to hotkey 1 by default. Upon executing the ability, whether it hits or not the target, they will become aware and hostile towards you and combat will start (even if you're outside of their sight/detection range).

The only reliable way to be the first person to move during combat is to use stealth, as initiative is random and even with high stats you can still lose (plus there aren't many builds which benefit from massive agility scores yet).

18
Bugs / Carrier vests don't count as armor parts
« on: May 03, 2015, 04:21:21 pm »
And thus I can't sell them to merchants who are looking for armor parts.



I assume this is a bug, unless they're a seperate/different category of item.

19
Suggestions / Safe houses/storage areas
« on: May 02, 2015, 01:06:39 pm »
It'd be nice to be able to buy/rent/earn places to stash your gear in places other than your room in SGS. In elder scrolls style games finding cool home bases and laying all my stuff out carefully was a lot of fun, although engine limitations and the fact that you can craft anywhere kind of removes most of the benefit/need for that kind of thing, but having safe storage spots and a place that's "Yours" might be cool, although not a priority.

20
Bugs / Re: 0.1.14 bugs
« on: May 01, 2015, 12:22:09 am »
-I'm not particularly sure what's going on ,but I'm noticing that my characters have their health start to regenerate when at about 90%. I'm not sure if it is only at 90%, but that's when I usually catch it. It slowly regenerates until their health bar is filled. It usually happens after I use healing items like a bandage or hypo although I haven't paid attention enough to confirm the direct relation.

That's intentional. Your character will slowly heal over time if your health is at 85% or above. It means that you don't have to use a healing hypo if you've only taken minor damage.

21
General / Re: Are point shot and rapid fire worth it?
« on: April 30, 2015, 02:05:21 pm »
Yeah I've realized that they might be incredible thanks to smart modules existing. A smart module is a flat damage increase to anything other than a standard attack, making it the best gun attachment for any firearm, along with the rapid reloader (apart from sniper rifles arguably). The rapid reloader can get a 7.62mm hornet down to 9 AP per shot, and an 8.6mm hornet down to 10 AP per shot, which means you can burst, rapid fire, and point shot all in a single turn, and if you use the burst at the right time with commando you can get another burst off as well. With Full auto you can potentially fire 18 shots per turn, all of which would have their damage boosted by the smart module, AND concentrated fire would provide huge damage increases as well. With the stacking damage you can put out ludicrous damage per shot rivaled only by crit damage bonus stacking on sniper rifles with aimed shot, with the exception that you can do a full bullet hell burst every second turn when you factor in reloading.

Oh, and Expertise provides a damage increase per (non-critical) attack, so that stacks up nicely, and recklessness would also be extremely worthwhile as you're going to be giving yourself tons of chances to crit.

22
Bugs / Cliff's girlfriend quest.
« on: April 30, 2015, 11:13:48 am »
If you can't save Cliff and upon meeting jenny decide not to give her an antidote and let her die/kill her yourself then the quest will remain active but unable to be completed forever. It's very unlikely that you'd ever end up in that situation and it's not a major issue, but I'm just wondering whether quests have contingencies for if they become incompletable at some point during them.

23
Bugs / Incendiary grenades and exp for kills
« on: April 30, 2015, 06:31:16 am »
Has the issue of enemies killed by incendiary grenades and not awarding EXP for the kill been reported already? If not I'd like to talk about it



Here I am in the cliff's girlfriend quest burrower area, and I decide that throwing a molotov grenade to start off the festivities would be an excellent idea.



The area is now awash in flame, and I picked off a spawn to start combat as my initial throw didn't catch anyone in its area of effect.



And now? Well a burrower spawn wandered through the flame, died, and didn't actually give me any credit for killing him. Is this intentional behavior or a bug?

24
So the weapon caliber issue has been discussed before, I see. I still find it confusing as a gameplay mechanic though, due to the large variations in damage that there can be among different weapons of the same caliber.

25
Bugs / Re: 0 damage taken, still losing HP
« on: April 29, 2015, 04:30:34 pm »
Fixed for the future. It was indeed cause by the vest that provided extra health.

It only happens when you're not on max health. That's why you had trouble reproducing it.

Ahh, so it was the sturdy vest then. Guess I'll be avoiding using those until next patch.

For reference the sturdy vest also has a visual bug, a complete sturdy vest (vest and insert) with no overcoat uses the sprite for a biohazard vest instead.

26
General / Re: Underrail wiki?
« on: April 29, 2015, 03:12:31 pm »
Hokay, so after swapping around some components with a selection of random-quality crossbow frames, the way prefixes and descriptions work is that:

-The order will always be Scoped>Pneumatic>Super for the prefixes. All three scopes just give the "scoped" prefix.
-HOWEVER The order for the text added to its description is reversed, each component will add a short sentence to the end of the weapon description in the order of Super string>Pneumatic>scope
-Also there's no special text for the different scopes either.

The text added to the description is "It is equipped with an especially strong string." for the super string, "It's reloading speed is enhanced by a pneumatic reloading mechanism mounted to its sides."[sic] for a pneumatic reloader, and "It's aiming precision is increased by the mounted scope."[sic] for ALL scopes, the only difference is the stats they provide to the finished weapon.


27
General / Re: Underrail wiki?
« on: April 29, 2015, 02:44:55 pm »
Ahhh, yes fluff text and the prefix/suffix would be things that need to be known. I'll see if I can track that down for the monsoon, so that all the possible variants can be put up on its page. Having one weapon completely "finished" would be a neat achievement I think, at least until new components get added.

Is there a bounty/check list for things items/information that needs to be discovered for the wiki? That might make it easier for people to find useful things to add, beyond just looking at pages and seeing whether they've got accurate information or not. Plus it might allow more people to contribute by way of making it easier.

Also a calculator would probably be a big task, and while I love the game I don't believe it has a large enough playerbase to justify the time and effort in making it, beyond someone being curious enough to try their hand at making one.

And lastly I found a 50 quality zephyr too.


28
General / Question for the devs with regards to underrail and realism.
« on: April 29, 2015, 12:14:05 pm »
I'm going to try and keep this brief because I don't want to write a long, rambling dissertation on something that isn't hugely important

Now firstly I'm not saying that realism=better, and that is all I'm going to say on that, but is there any intention of having realism insofar as internal consistency within the setting of the game, and the features of real life that are within the game?

I'm asking for the sake of knowing whether suggestions based on real-life things are worthwhile or unwanted (things like a kevlar balaclava being unlikely to be effective, but a ballistic face mask made from kevlar being an almost identical item materially and in application), and whether things like the confusing situation with weapon caliber are going to persist into the release version of the game.

Realism tends to be a contentious realm of discussion in games and I'm fully aware that this is a videogame and neither designed nor intended to be an accurate model of real life, It's just that some things (like weapon caliber) can be confusing if you try to apply existing knowledge, and I'd like to know whether this is intentional and going to remain as such or will be/can be changed.

That's all.

29
Bugs / Re: 0 damage taken, still losing HP
« on: April 29, 2015, 12:40:04 am »
Hmm... can you upload the save?

Here's a save from the area with the rathounds if you want to test it out with the same enemies I did https://www.dropbox.com/s/8dw8imfgy7howlw/rats.zip?dl=0
And here's one that's a kind of "home base" save https://www.dropbox.com/s/p67h7b47q40w4e0/Baxter%203.zip?dl=0

I'm not 100% sure what the trigger is but I think it's related to the sturdy vest I'm using in my armor.

30
General / Re: Underrail wiki?
« on: April 28, 2015, 02:19:00 pm »
So I found a 50 quality Monsoon and got a bunch of components for it, and I managed to discover some potentially useful information for calculating the stats of items based on their components, meaning that it's possible to put in data for weapons without having to get an exact screenshot of the weapon in question.

So, if you look at the image, a regular, 50 quality monsoon has a value of 6450, and a quality of 690 (like all 50 quality weapons). Now, the change in stats for most components is known, but as far as I've seen how value is determined isn't known. If you compare the regular monsoon to the scoped monsoon, you'll notice its value is 9450, its value has been increased by exactly 3000, which is exactly 3 times the value of the scope, and this holds true for all the other variants as well. The first component you add to a weapon increases that weapon's value by exactly 3 times the value of that component.

Adding a second component does the same, except the total weapon value is now increased by 20%, so a super pneumatic monsoon, which should cost 19200 assuming that its value is being increased by 3 times the value of the added components, is instead worth 23040, exactly 20% more.

So, that means that instead of hunting in vain for a digital scope and making screenshots for all the other possible variants of a 50 quality monsoon, it can just be extrapolated instead. A 50 quality monsoon with a digital scope and pneumatic reloader will have (compared to a base monsoon) a 21 AP firing cost, a 23% crit chance, and will have a value of 18180.

I went and did a cursory test on an assault rifle and it worked exactly the same way, with the exception that the value of the barrel isn't counted when making one, just the value of the frame and the added components. For a tactical vest, the base value is 3 times the combined value of vest and insert, with components adding their value and the extra 20% normally

I don't know whether you're set on getting exact screenshots of weapons epeli, but this could make filling out the wiki a bit easier. You wouldn't need to have exact 50 quality components to have an exact readout of the item's stats. With a bit more information about the relationship between item quality and its stats, you could also make a browser-based crafting calculator so people can figure out what a weapon is like without having to find it and all the components in game themselves.




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