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Messages - Sykar

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76
Discussions / Re: ''From where do you hail?''
« on: February 05, 2019, 08:30:36 pm »
German living in Sweden.

77
Discussions / Re: Drones or Cans?
« on: February 05, 2019, 08:27:53 pm »
As for the protectorate "protecting" anyone, whats the difference between a government and a gang? Very little...

From a democratic government perspective, the leading officials are subject to the law, the division of power limits said power and you are not guaranteed your position. So yeah, there are huge differences in fact considering that for most gangs the only law that counts is whatever the boss deems fit and he can do what he wants regardless.

As to the topic, Drones, they are the lesser of two evils and their actions are obviously undercut by Bates. Protectorate are fascists if only half of what Gorsky says is true and I see no reason to doubt it. Considering the methods they employ, Cans are even worse than the Nazis, essentially gassing the Drones but whereas the Nazis at least let their prisoners die, the Cans condemn them to immeasurable life long suffering.
Fuck the Protectorate, no way I will ever play for them again. I wish this game would give me an option to switch sides or leave the conflict entirely besides merely ignoring whatever quest I am on at the moment.

78
Suggestions / Re: What about traits?
« on: February 05, 2019, 01:21:09 pm »
Nah, traits just served as an additional tool for min/maxing, with the exception of Bloody Mess which IIRC was strictly flavor.  Firstly, the games are different enough that I don't feel a need for UnderRail to try to become a reskin of Fallout.  Secondly, it seems like specialization points serve a similar purpose, and are absolutely a significant discriminant - maybe you would never consider maxing out the Salesman specialization; maybe I already have ;)  And just so, there's additional uniqueness.

No, not really. Besides "Gifted", which was plain overpowered, the others gave clear cut noticable disadvantages which could not be compensated for. Take Skilled for example. Few took it. While it gave you a lot of skill points you effectively lost 2 maybe 3 feats. People tend to dismiss skill points over feats, even though being able to hit those critical eye shots 3-4 levels earlier than on a Gifted character sure made a difference. Small Frame is such a trait, where you have to either severely limit what you take with you or get a couple of companions, which considering that many dumped charisma was not so easy.
There are other traits that provided flair as well like "Sex Appeal" and "Jinxed" for example.
Specialization does not offer anything like proper traits. They are clear cut improvements to feats you already have. In essence, you get better feats. That is not the same as traits.

79
Suggestions / Re: Feats and items improvements
« on: February 05, 2019, 10:53:31 am »
As a result, it turned out that everyone plays differently and therefore each Feat is necessary and important)

No. There are probably a dozen or so feats which are build defining. Feats like Snipe, Aimed Shot, Premeditation, Blitz, etc. Then there are feats which are good complements to those, like Interloper, Paranoia, Suppressive Fire, Opportunist, etc.
But then there are feats which make so little impact that you could miss out on them and you would barely if ever notice it, like the ones I mentioned unless you are a try hard who wants to "prove" that these terrible feats can be justified in some hilariously niche application, even though you could just ignore it and won't miss it at all.

Furthermore the only part you really want from Disassemble are things which are rare to buy like Rapid Reloaders but that is not worth a feat slot and you will usually get 2-3 at least if you are diligently checking merchants. Otherwise you want higher quality parts, not lower quality parts and you can find copious amounts of parts anyway if you scour every corner of the game.
As to repair costs, seriously? If you are a "crafter", who actually is not, you can buy the repair kit blueprint dirt cheap and the materials are dirt cheap as well.
What you're describing tells me that you don't optimize heavily, and that's fine.  But that doesn't change the fact that there's a ton of potential money from Disassemble.  If you did want a top of the line jet ski, if you did want to sink money into super steel, and also fully kit out your house in Core City, Disassemble would be the way to make that happen on Dominating without farming for cash.

Got a mod on a 5mm pistol? Pull it off and put it on a crafted .44 or something.  And remember, the base cost multiplier rises with more mods, so you didn't just pull a mod off a cheaper weapon, you increased its potential value by putting it on a fully-modded  frame.  Plus, when you re-craft the 5mm pistol you took apart, it'll be at full durability, meaning it'll sell for more; or if you plan to recycle it for repair kit scraps, you'll get more of those.

Like I said, better than you give it credit for.  There's no need to use it on any build, of course - but it's worth more cash than any feat except maybe Salesman, and if that matters to someone, they'll get good mileage from Disassemble.  Especially if their build has room for QoL feats.

My main build, a PSI/Sniper hybrid, went through 7 iterations so far, almost each better than the previous one so the notion that I do not "optimize" heavily is so laughably stupid and ignorant I do not even know if I should bother to continue to reply. Nothing you said disprove the fact that Disassemble is at best a niche feat. It is not build defining. It is not a great complement to anything. It might help if you are REALLY unlucky and just cannot get your hands on a second Rapid Reloader or
As to selling shit for more, what a pointless endeavor considering the overabundance of loot and still you can make repair kits for almost no cost. The blue prine for them costs like 200 SGS iirc. The components are found all over the place. So there is little to no investment to be able to craft your own. Yet here I have to read such utter nonsense how Disassemble "saves" money by wasting a precious feat slot. The only time I have problems with money is at the beginning and if I really want to stuff every damn luxury crap into my residence, even though technically all you need are the work benches and maybe the shelves. That's it.

80
Suggestions / Re: Feats and items improvements
« on: February 05, 2019, 06:12:18 am »
Disassemble: Hardly worth a feat. At best worth an expensive blueprint.
Again, better than you're giving it credit for.  If you don't play on Dominating then you probably have infinity moneys, at all times; but if you do play on Dominating, you likely find your finances a bit more cramped.  Disassemble is worth an enormous lot of potential money, and there's also a meta for it that results in you getting free repairs for any gear you're using that you could also craft.  Ending up with a way to avoid repair costs while also pulling expensive components off found/looted items so you can fill up the optional slots in crafted items?  That's quite useful, and well worth a single feat slot for a crafter build.

Since this is beta I am still testing out stuff on Autistic, therefore playing it exclusively though it is an obnoxious and tedious difficulty increase. Even on Autistic you can get quite a bit of money, it just takes longer. Furthermore the only part you really want from Disassemble are things which are rare to buy like Rapid Reloaders but that is not worth a feat slot and you will usually get 2-3 at least if you are diligently checking merchants. Otherwise you want higher quality parts, not lower quality parts and you can find copious amounts of parts anyway if you scour every corner of the game.
As to repair costs, seriously? If you are a "crafter", who actually is not, you can buy the repair kit blueprint dirt cheap and the materials are dirt cheap as well.
So no, Disassemble, even on Autistic is not worth a feat slot. Paying good money might be worth thinking about it, wasting feat on something so.... exceedingly situationally useful is not worth such a steep price.

Sheeeit, Sure Step is awesome. Caltrops are awesome (if you can afford to carry them).

I don't think I've ever taken Dirty Kick, but I could at least imagine doing so. Barely misses the cut. Yes, I'd usually prefer a taser, but I could imagine not having the utility slot, or wanting both together.

I doubt I'll ever take Disassemble, although I can believe what TAG says about $ on Dominating. I am curious about the meta repair process TAG is talking about, also.

To this day regardless how bad a feat/perk/trait was in many other games there was always someone defending it. Fact is that during combat you want to use Caldrops to keep enemies at bay, not slowing them down while they surround you. Even if, you can just as easily run and throw it then.
I have several hundreds of hours and a dozen builds/variants tested and not once did I feel the need for Sure Step. It is at best a convinience/luxury feat if there is nothing else you need. Such feats usually come around 20 when you just want some stuff to round out your build or maybe cover something you find somewhat annoying but not vital. Sure Step is a tough sell, again at best, for taking at crucial early levels when combat is at its hardest.
As to cash, he is wrong. The cash problem is only really a problem at start. Well maybe if you want to smelt copious amounts of cash into supersteel but I rarely play metal armor wearing characters since stealth is so much fun in this game.

81
Suggestions / Re: Cybernetics and crafting ideas
« on: February 04, 2019, 08:32:01 pm »
Something that has always piqued my curiosity in sci-fi has been transhumanism, modifying/enhancing the human body beyond it's normal physical and mental limitations. Given that a few characters have already clearly been modified such as Ezra and Balor (his eye) it stands to reason that the player might be able to undergo such procedures themselves, granted only characters or organisations with the means, resources and the inclination to share (for a price) should be able to. This kind of enhancement could come at more than a fiscal cost, Shadowrun for example has a system that limits the magical abilities of cybernetically enhanced characters so some sort of trade off could be utilised to balance it, it could provide some horizontal player development options for later game (due to the availability and cost). Finally the options could be mutually exclusive in a similar fashion to Deus Ex, upgrade your arms and chose between upgraded strength for combat or the ability to move heavy objects uncovering secret paths.

For crafting it struck me that certain item types could be combined by characters of sufficient skill. The idea was that goggles for example should have very little difficulty being combined with a psi headband or even a balaclava, the catch could be higher crafting requirements, lowered advantages and/or disadvantages attached to both being applied or even increased depending on how overpowered any of it proves to be. The game is supposed to be classless so having a system of tailoring items to suit your needs doesn't seem too far fetched.

You forgot Buzzer who has a visible and obvious cyber arm.  ;)

82
Suggestions / What about traits?
« on: February 04, 2019, 08:02:28 pm »
Since this game has borrowed some of Fallout 1 and 2 I was wondering if anyone else would like to see something like Traits in this game. I personally would love to see traits in this game. Could make characters even more unique.

83
Suggestions / Re: Feats and items improvements
« on: February 04, 2019, 07:59:23 pm »
To Sykar: And what feat do you think is generally useless?

Apart from the ones I mentioned?

Versatility: If this would grant throwing, and maybe traps, it might be useful. Otherwise there is still no reason to use a skill you are otherwise not proficient with on higher difficulties since enemies have even higher dodge and evasion, making a halfassed skill value with no feat support still a sub-optimal choice.

Sure Step: Luxury feat, at best.

Disassemble: Hardly worth a feat. At best worth an expensive blueprint.

Dirty Kick: Flavorful, but loads of enemies are immune, quite a lot are affected for only half effectiveness. A small portion of total enemies suffer the full effect.

These skills are not useless but rarely applicable.

Sure Step: use with mutants (puddles of acid are very annoying)
Disassemble: for components
Dirty Kick: I use it myself, because I play without crafting. (Of course the Taser is better in terms of cooldown and robots)

The only feat is Versatility... But I agree that it is better when choosing to take more necessary feats.

Yeah you can make up any kind of excuse to "justify" terrible feats. That does not make them any less terrible and outright useless 99.9% of the time. As to your arguments.

Sure Step: Or just wait, or get some boots with acid protection or just walk through and heal/bandage up afterwards. Even on Autistic difficulty you will swim in meds.
Disassemble: Or just buy new components which are not compromised by 10%. In fact if I want to build something new I want HIGHER quality components. There are very few components I'd even bother to disassemble an item in the first place like Rapid Reloaders.
Dirty Kick: As you pointed out Taser is better. As are flashbangs. As are caldrops, especially poisoned ones. So are bear traps. None of these need a lot of skill points or feats to be effective.

84
Suggestions / Re: Feats and items improvements
« on: February 04, 2019, 05:21:00 pm »
To Sykar: And what feat do you think is generally useless?

Apart from the ones I mentioned?

Versatility: If this would grant throwing, and maybe traps, it might be useful. Otherwise there is still no reason to use a skill you are otherwise not proficient with on higher difficulties since enemies have even higher dodge and evasion, making a halfassed skill value with no feat support still a sub-optimal choice.

Sure Step: Luxury feat, at best.

Disassemble: Hardly worth a feat. At best worth an expensive blueprint.

Dirty Kick: Flavorful, but loads of enemies are immune, quite a lot are affected for only half effectiveness. A small portion of total enemies suffer the full effect.

85
General / Re: Milk
« on: January 30, 2019, 01:31:12 pm »
Pigs can be milked, you can see pigs being kept in a lot of settlements across Underrail, Foundry being the best example. They are much harder to milk than cows are, produce much less milk and supposedly it doesn't taste very good, but I think it would realistically be a viable option if there are no other alternatives.

It is rathound milk for sure!  :D

86
Suggestions / Re: UI suggestions
« on: January 29, 2019, 06:20:23 am »
Besides functionality I would not mind a light upgrade in looks. Think Fallout for example something along the lines of that fitting for UR.

87
Suggestions / Re: Feats and items improvements
« on: January 29, 2019, 05:50:51 am »
not every feat needs to be super viable, dude

No, but it just needs to be viable in just more than extremely exotic niche situations or not be outright useless.

88
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 29, 2019, 03:42:38 am »
Those look like some cool ideas.  :)

89
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 07:22:46 pm »
Full Psi is monstrously powerful, and TM actually is more powerful than any of the other three schools.  You can still craft everything with a 4-school build, no problem, and still have enough Mercantile and Persuasion to pass every check, and enough Hacking and Lockpicking to get almost every (but not quite every) lock.  Obviously, you don't need (or even want) dodge or evasion or any weapon skills.  75 points in Thought Control, by the way, is more than enough to crush every resolve check, since you're going to have enormous effective-skill buffs from 16 Will.  I used this build for two Dominating runs; the change between them was that the first time, almost all the remaining points from level 26-30 went into Psychokinesis, Metathermics, and TM, whereas the second time I reduced TC to 75, TM to 115, and added enough Traps skill so I could use Crawler Poison bear traps, and a bit more lock picking because I was having a fit not being able to open everything ;)

http://underrail.info.tm/build/?GQMDAwcEEAoAAAAAAAAAPlAAAEZGHERGc8KHwocxAEBQNis_FCouMj0hZGdmVw

Full PSI is powerful but it gets kinda tiring to guzzle PSI boosters every 3rd round.

90
Builds / Re: Any idea for a build with Temporal Manipulation?
« on: January 28, 2019, 11:12:29 am »
It seems unlikely you'd drop any one school completely, you would want Psychokinesis at least until 30 for Forcefield, and Thought Control 75 for Locus of Control.
But you could stop there and only level up Metathermics and Temporal to max, the first one handles biological enemies well and the latter can destroy robotic enemies albeit a little more slowly.

Overall I'd still consider levelling all 4 for that synergy bonus, I think they all need to be maxed too for the synergy to work properly..

Thought Control is the school that needs either maxing or nothing. Just getting 75 points for LoC while your CC is highly unreliable just does not cut it imho.
Psychokinesis is the best PSI school to handle multiple robotic enemies. I doubt that Temporal can compete with its damage against those well.

As to having 4 schools, it will cut deeply into your crafting or your social/infilatration skills. I guess you could go for a build eschewing everything but Dodge/Evasion and those four schools with 280 points to spare as you see fit. Probably best to go for some electronics and biology.

Something along the line of this:
http://underrail.info.tm/build/?GQQDCAQDEAgAAAAAwofChwAAAAAAN1AANwDCh8KHfcKHAAArOSg_FCpBDy4hBSkKPWQ

Just a rough idea, Persuasion being TM PSI skill. 90 points to spare, could consider taking out one of those later feats for Nimble to further enhance Dodge/Evasion. With a strong shield you should be able to avoid most damage.
Could opt for a few points into Stealth so you can get the initiative on top of all and with 8 Agi would not need to have sky high skill just for that though you won't be able to sneak past entire groups of enemies, at least against high level enemies.
Would probably struggle against Death Stalkers but then again many builds do.

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