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Messages - reinhark

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106
General / Re: biological components in DC
« on: April 30, 2016, 06:42:07 am »
as lightningmonk suggested, there are no Gizzard enzymes... as it is exclusively from borers and possibly shops.

There is a mushroom area of course. Area as big as SGS....

107
General / Re: Need help with a DC bossfight (spoilers)
« on: April 29, 2016, 04:10:15 pm »
Indeed!

So I have a completely different question now. About the mutagen puzzle. I think I understand what to do to get the right sequence, but am I supposed to manually write down the sequence of all the mutagen reagents when scanning them? I am at the mutagen combinator now, and while the contents of each mutagen reagent pops up when I select one for the sequence, it doesn't say which negative atoms it contains. Am I supposed to go back to hollow earth, scan every single reagent and type down their contents in notepad?

This seems like an overly daunting way to handle things, even by Underrail standards. Of course I can deduce which negative atoms the reagents contain through trial and error, but is this or scanning and writing it down necessary, or am I missing something?
I recommending writing down... Hell, I had paper I used previously to map out DC because this place is huge.

108
General / Re: Stygian Exorcist robe missing?
« on: April 29, 2016, 08:38:38 am »
He stopped dropping it a while ago. I think this happened back in 1.0.0.0 - ish. Long time ago.

109
General / Re: Anyone know what triggers Dan's dialogue about Gorsky?
« on: April 29, 2016, 06:23:03 am »
What I remember is that I was able to initiate this dialogue the first time I met Dan.

Hopefully this could be a hint...

110
General / Re: Need help with a DC bossfight (spoilers)
« on: April 29, 2016, 01:44:18 am »
Wow, sorry, I feel like a complete idiot now. The first try after making this post I beat IRIS.

Yet another fight won with force-wall scumming.  :D

I call it game-winning tactics.

111
General / Re: Deep Caverns Mutagens (spoilers)
« on: April 27, 2016, 02:14:51 pm »
Hmm... Well I do not know the location for each... mutagens are set.

what I can confirm is that all of them - i checked wiki - is definitely in DC.

and when I said "in DC" I mean - labyrinth, power station, caves, all and every shelf in the city area, labs and residential area.

I however cannot confirm that puzzle works, since I only went down there when puzzle apparently didn't work properly.

112
Suggestions / Re: We should be able to craft W2C and JHP ammo
« on: April 26, 2016, 03:24:52 pm »
If you don't bother buying special ammunition whenever you go about doing the 'silvery rounds', you're doing it wrong.
And by 'silvery rounds' I refer to when you got from merchant to merchant buying the items you want/need, wait 60-90 minutes, rinse 'n repeat.

Nope, I am doing it right. Remember Al Fabet - that guy that goes around core city selling useless junk? I am that guy, but in larger scale.

I am always cycle most of the shops in the game through Core city -> Foundry -> Rails crossing -> SGS -> Junkyard -> Camp Hather -> Core city.
And guess what, You don't get much of those bullets at all because they are not being sold or build sold 6 rounds at a time.

Turns out that 6 bullets x 5 cities(camp hather doesn't sell those) = 30 bullets, per round. Needless to say this is incredibly low amount.

113
General / Re: Max quality on Aluminized cloth
« on: April 25, 2016, 09:23:43 pm »
I do refer the deep caverns as the "DP" indeed and sorry for 'breaking it' to you but you will NOT be able to get out of the DP until your 'business' there has been concluded.
For what it's worth, you'll be able to continue playing after leaving the DP though.

Good luck.

Well that's unfortunate. The faceless commander told me I just needed to activate the power station to get an elevator back up. "Just" being a pretty tough run, ofc.

Well, I guess he didn't lie. But I think I vaguely remember him saying that you need to press "power on" button somewhere...
Of course, I can't tell you where it is because spoilers.

114
General / Re: Would steel gloves and metal armor build work?
« on: April 24, 2016, 08:31:09 pm »
I don't know the formula but it definatelly pays off to max Psychokinesis as with 6 INT (8 with Junkyard Surprise) you'll have plenty of points left to max melee, dodge, evasion, stealth and get high crafting skills, lots of traps, hacking, lockpicking and maybe even some a bit throwing if you make a good use of the home basement and don't go overkill on crafting.

I'm aware that crafted metal gloves are stronger and with high quality components one can't go wrong with them, but you can't make them both, shocking and pneumatic like the Power Fist. Monks/brawlers are no longer CC experts. 20% stun chance every 3 hits renders Combo too weak to be considered seriously. Maybe for high DEX 4AP/hit build but not for a 10 AP one. The guaranteed incapacitation every fourth hit is more useful than ever. You can count 3 hits vs 1 target and then switch to another one to disable it up to 4 rounds dealing a 250% damage spike on that hit helps alot vs. high mechanic threshold. On the other hand the connective shock damage is too good to be left out when crafting so you have to decide. On the Power Fist there is also the +1 STR buff that contributes to both higher precission and weapon damage through higher skill AND through STR damage bonus itself.

My argument is that "the best CC in any game is quick death"(well, 2nd best. but you get the point). Taking sweet time killing them with lower damage only give your enemies more chance to take a shot at you.(also, EMP.)
Edit: Just checked item to see that well crafted Supersteel gloves can do ~x2 mechanical damage, not including electrical damage - as Power gloves does insane electrical damage. I don't have character to check endgame damage for that.


And if you really want to dip in to CC, I'd recomment to psi... any of 3. Cryostasis, Force Field, Electrokinesis(if you have AP), Electrokinetic Imprint, Telekinetic Punch(high Psychokinesis req. for stun chance). Hell, you still have quick tinkering w/ bear traps.
Take premedation(hmm... take cheapshot out?) and you are good to go.

115
General / Re: Would steel gloves and metal armor build work?
« on: April 24, 2016, 02:46:09 pm »
Crafted metal gloves are ok but they can't compete against the Power Fist. That thing is seriously OP. Late game, together with rathound barbeque you'll end up with 17 total STR which also equals 100% additional Power Fist melee damage. Untill you get it, it's probably better to use crafted leather gloves (1 shock, 1 pneumatic) + eel sandwich. 11 DEX is enough to get down to 6 AP per hit resulting in 8 hits/turn. Once you get the Power First use one of the two unique leather gloves as the secondary weapon - the Claw or the Ripper's glove. The latter is superior when you have the serrated supersteel armor and easy time stacking and keeping Taste for Blood alive. Bear traps are also awesome to get TfB flowing as all it takes is one single bleed wound to start stacking.

Hmm... I must disagree with Powerfist choice - as endgame crafting is the most powerful of them all.
Powerfist - despite being metal glove missing the most important part of all things. That is - Spikes.
If you are going to invest heavily in to mechanical skill(and you probably will, because Supersteel armor.) I suggest Supersteel gloves + Tichrome/Tungsten spikes, as it greatly overshadows any unique gloves you can find.

116
Bugs / Re: [1.0.1.10] Dismantled Materials for metal armor drops
« on: April 24, 2016, 02:36:33 pm »
Few finding after more gameplay:

all metal armor optional component from NPC loot seems to have 1 quality.
They spawn as 1 quality, as metal armor optional stats will have incredibly low stats to begin with(example: "deals 1-2 additional damage per melee attack" with spikes). Disassemble just shows armor for what it is.

Other armors which can spawn wish optional component -  such as boots, riot gear and etc - seems to work fine.

So this is problem exclusively with metal armor loots.

117
I think it does it already when you hover your mouse over the quickbar icons. Otherwise I am not sure what are you talking about.

Yes, that quickbar icon is exactly what I am talking about. However, there is no reason to hide bullet count on it by default. Some people like to check if their bullet type is running low, or something like that.

In fact, we do that for other quickbar.

118
General / Re: Your House (in Core City)
« on: April 23, 2016, 11:21:53 am »
You have to be in the basement, crafting room to receive temporary crafting stat benefit.

I never tested defence or anything. I have my most important stuff in the most fortified allied base - SGS.

119
Bugs / Re: [SPOILERS] Stolen Rail Crossing Train
« on: April 23, 2016, 11:19:42 am »
What? Yea, it IS bugged.(unless this is intended)

I am betting my money on "dialogue showing for only those who have low persuasion". I have higher persuasion and I have NEVER seen this option before.

120
Suggestions / Bullet count of your equipped gun when shift is pressed
« on: April 23, 2016, 02:37:58 am »
Currently, if you press shift while have a gun as a primary weapon, it displays green bullet list and full reload button.

Can it also display # of bullets in your inventory in the reload button? Thank you.

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