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Messages - Sykar

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31
Builds / Re: Casino Underrail - a .44 Hammerer build
« on: December 08, 2020, 12:36:13 pm »
Watching your Lunatic mall video, I noticed that you have nothing in your other hand. Did you consider using a 5mm Hawker there to dispatch projections? Or does that go too much against the build concept?

32
Not gonna lie that mental image on the toilet seat made me chuckle. Well done. That portrait though looks female to me by the way.  ;)

33
Builds / Re: Someone have a crit psi build after nerf?
« on: December 04, 2020, 02:21:42 pm »
I am pondering a 3 con crit build. Dancing on a knives edge might be fun.

34
Builds / Re: Casino Underrail - a .44 Hammerer build
« on: December 04, 2020, 02:20:30 pm »
You are really churning out dominating builds mate. Keep up the good work!

35
Pretty nice build mate.

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Builds / Re: Assault Rifle / Thought Control hybrid
« on: December 04, 2020, 06:35:26 am »
Interesting build but why 7 int? No feats you chose require it and you do not get an extra innervation slot out of it. Is it just to shave off some skil points from int related skills? If you shave off one point from int to will you should be able to get LoC at 14 instead of 16. You could still get 7 later at 20 or 24 if you want to.

37
General / Tranquility specialization?
« on: November 26, 2020, 05:36:13 am »
I have never tried it out. Doing some math assuming 90 AP from Adrenaline and Haste It does not seem overly impressive tbh. I can squeeze in two more NOs but not even one more TD. Base cost of ED seems to high for a spammable ability to make much of a difference. I guess it might work nice for Meta+Thermodynamicity but I never tried that and it seems in that case you would get more mileage out of Thermodynamicity specialization.

Anyone tried it out and got some good results with it?

38
Suggestions / Re: Improvements to innervation mechanic
« on: November 22, 2020, 04:26:06 am »
I doubt that Styg will make another big overhaul again. What we need instead are more options to increase our slot count and some QoL for innervating. Expanded PSI Capacitance alongside increased PSI reserves could add an additional slot which you can further increase through specialization. Alternatively, or alongside, we could get more than 1 slot through PSI headbands. What is more since there is quite a bit of tedium we could make use of profiles so we can swap swiftly without going through the powers 1 by 1 all the damn time and to top it all off we could keep the innervated slots from headbands when we swap gear just make it inaccessible until we swap back. It is infuriating that you lose that slot all the damn time because you NEED motion detection goggles all the time out of combat even on PSI Sniper hybrids.

39
General / Re: Something you wish was different or added to the game?
« on: November 17, 2020, 07:19:01 am »
Oh I have quite a few quibbles about the game
- A way to get additional skill points and attribute points. It bothers me a little bit that every character has the same exact amount of each.
- Limiting all specializations to a maximum 5 points. I find this 10 point specialization crap obnoxious.
- DOMINATING, or Autistics as I call it, should be redone with emphasis on not immersion breaking and improved AI. Meds instead of just lowering amount healed which only applies to the player, let it heal over 2,3 or 4 rounds instead or add a debuff which reduces amount healed for a few rounds.

- Stronger unique weapons and armor, which can be comparable to crafted gear even if maybe just in certain niches
- Innervation needs more slot because a mere 9 maximum is a joke. 12 would be the bare minimum but even something like 16 would be fine, that would be 2 out of 4 full schools at best and would make players more willing to use niche PSI abilities. Currently most players will go with 6-10 int at most and then just use the same 5-7 abilities ad nauseum. I would not mind some specialization investment for that kind of more generalized cave wizard.

- This crap of innervation sucking you completely dry of PSI points has to stop it adds nothing but unnecessary tedium.
- Unnerf Continuum Ripple. With the change to Force Field there is no reason to keep it in its current iteration.
- Merge Evasion and Dodge. The defense gain you get from the insane investment you need in terms of feats and skill points is mediocre compared to metal armor which requires far less investment and even works with average con score if properly optimized.

- Make one more big pass on all those niche and borderline useless feats

This is just from the top of my head.

40
Development Log / Re: Dev Log #68: The Psi Question
« on: November 15, 2020, 08:27:11 pm »
At the very least Styg could attach extra slots to a feat. Expanded PSI Capacitance would be a good choice for example, 1 extra slot base and up to 3 extra slots via specialization points. Could increase the intelligence requirements to 8 or even 10 for that. With that we had 12 slots which would equal 1 and 1/2 school powers. That would give us a semblance of the old general cave wizard. He could attach a 50% reduced cost to innervate PSI abilities attached to the Psycho-Neural Flexibility feat which can further be enhanced through specialization and open up innervation during combat. Currently losing everything makes innervating a no go during combat if it were possible.
I will never get why RPGs tend to mindlessly favor the hyper-specialization route where you spam the same shit over and over. It is boring and trite.

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Development Log / Re: Dev Log #68: The Psi Question
« on: November 13, 2020, 02:09:35 pm »
So Styg when will you address the niche PSI abilities problems? You know the abilities you hardly used before and now became completely useless because the opportunity cost due to slots became far too high?

Copied from a post by Destroyor:
Quote
However with the max 8 slots limit, a lot of psi abilities will never get use now.

- Psi-cognitive Interruption, great for npc, almost useless for player. It was maybe useful for taken one psi enemy out before the change (X: doubt) but now the opportunity cost of having it taking up one valuable slot is way too great.

- Neurovisual Disruption: probably maybe useful for psi hybrid that want to snipe next turn, but even that is doubtful as you can just use 5 more AP to enter stealth mode and save up a valuable slot.

- Force Emission: not that great before the change but now absolutely garbage under new system.

- Disruptive Field: super useful before against ranged with its long range and low cost, now again the opportunity cost of having this take up a slot is too great, will never get use.

- Cryo-Shield: opportunity cost, never get use, you get the idea.

- Psycho-temporal Dilation: situationally useful before change, now oc, never get use. I'm a broken record

- Entropic Recurrence: hard to use before, now absolutely garbage under new system, oc, never get use. You know the drill.

- Temporary Rewind: same as above.

- Precognition: I occasionally turn this on before the change hope RNG goddess will smile upon me. Now? Please, oc, never get use, blah blah.

This is at least 9 psi abilities out of 32 available that will never get use due to opportunity cost at a staggering rate of 28.125%. Styg you said you want to expand the psi system, but what's the point of adding new spell if it'll either:
1) never get use because slots are valuable and it's simply not good enough to make the loadout, or
2) It's very good and a must have to be included squeezing another spell out of loadout making the old spell effectively window dressing

I think this bears repeating. Either these abilities get an update/upgrade or the opportunity cost to use them needs to be lessened.

42
Development Log / Re: Dev Log #68: The Psi Question
« on: September 01, 2020, 07:49:30 pm »
Still does not change the fact that niche spells like Neurovisual Interuption are now obsolete. Are there any plans of making these spells either more viable alternatives or do we get some special slots or maybe let us cast them anyway without memorizing them.

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I think that new system is great. Before there was no reason to not add one-few psi schools to every build, now you must specialize. Just like any other type of character. Can't be good at everything.

No it is not great, at least no in execution. Full PSI is basically dead and unfun to play. You did not have to specialize. There were plenty of 1 or two school builds. Temporal was always worth a consideration as a support school to take. Many used just 45 points for Psychokinesis to get Force Field and Imprint. Many throwing builds would go Meta for Thermo. Destabil.
So yes there were very good reason to get a single school for certain hybrid builds.

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Suggestions / Re: Hybrid Psi Perks/Abilties
« on: July 29, 2020, 02:47:37 pm »
What PSI truly lacks of Force Choke!


45

Quote
No, it does not and to excuse the CAU means that I have to consider you to be at least to some degree at least totalitarian if not outright a fascist.
It matters not what you or I think about CAU from ethical standpoint.
In the eyes of Protectorate, FD's actions further legitimize existence of CAU.
That's simply how it work. You or I can personally believe that within our moral framework "nothing can legitimize CAU" all we want. However, Protectorate clearly does not share that sentiment.
Also, you seem to be rather confused what "totalitarian" or "fascist" actually means. An absolutely morally bankrupt government with full blown "might makes right" attitude may very well be neither of those things.

It is completely irrelevant what they think. The German Nazis thought that the atrocities they commited were for the betterment of humanity. Hint, again irrelevant, they were still fanatical bigoted genocidal maniacs.
And?
There are plenty of fanatical bigoted genocidal maniacs throughout history that existed with at least moderate success for dozens if not hundreds of years.
And while they exist, violent terror campaigns that target civilians (what FD are effectively up to) usually only strengthen their rule.
::)
The FD does not target civilians specifically. They are a picking exclusively targets who are either Protectorate or collaborators. You can spin it however you want. The CAU has no grounds for existing outside of fascistic rationalizations. You can easily do the same with elite commandos who just give you a quick death. The CAU is excessively vile and flat out evil. Not much else compares in Underrail. They are akin to the Dirlewanger brigade, just more sophisticated.
What strengthens a dictatorship more than anything is apathy. Going by your logic any kind of freedom movement should be prohibited because it might cause totalitarian regimes to "justify" horrendous extermination and/or terror units.

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