Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Hazard

Pages: 1 [2] 3 4 ... 8
16
General / Smart Modules on ARs and SMGs now useless?
« on: January 17, 2019, 10:51:55 am »
Smart Modules may not be quite as pointless as Extended Magazines, but not by much, IMHO. Assault Rifles have only three feats/special attacks that benefit from the damage boost, Aimed Shot, Rapid Fire and Point Shot. SMGs have one more, in the form of Kneecap Shot, but SMGs are so thoroughly focused on burst fire that there's very little reason to not build around that. With ARs you can go for single shots, but in that case you want to maximize your critical hit chance and damage, which means using one of the crit scopes and a Rapid Reloader on a 9mm Chimera.

So, is there really any reason to take a Smart Module on ARs and SMGs, instead of a more useful attachment?

17
So, uh, is Versatility actually useful or a trap? Guns + Crossbows might work, since they share some feats, but even then, it just seems... sub-optimal.  :-\

18
Bursts are still a very strong option.  Heavy AR gunner is usually the go-to newbie recommendation.

Yeah, before this nerf it was. We'll see if it remains so; it probably depends a lot on what the new feats, veteran feats and specializations do for burst fire builds.

19
Great news. The new patch looks interesting, as well. However...

  • Special attack damage bonus no longer works with "unconditional" special attacks, which are special attacks that do not have a cooldown or require special conditions to trigger. So far these are: burst, shotgun burst, heavy punch, and double shot
This is an absolutely gigantic nerf to burst fire builds. I always thought the effects from Smart Goggles and Modules really shouldn't stack and so mostly used the Goggles only, but the loss of that smaller bonus alone still represents a significant reduction in damage output. Maybe there's something I don't know, but this seems like an unnecessarily heavy-handed approach. :S

20
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 04, 2018, 07:42:14 am »
There's a guy who beat dominating at level four using AR bursts.

Well, did he kill Tchort in one turn?

21
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 03, 2018, 07:39:57 pm »
But if you don't want to be a cave wizard, an assault rifle will clear the way all the way to Tchort just fine, and when you pop adrenaline you can kill his eye in one turn of bursts.

Huh, is that really possible? I thought Tchort has way more health on Dominating than on the lower difficulties.

22
Suggestions / Re: Feat for single shot AR builds
« on: September 09, 2018, 06:01:13 pm »
The main thing that made me start this thread is the fact you can craft a bipod accuracy-scoped AR in the first place, which is a curiosity if anything.

Those precision bonuses apply to burst attacks as well, though that doesn't change the fact that Bipod + Scope is a pretty sub-optimal attachment combination.

But I agree, as it is AR semi-auto fire is very uninspiring compared to bursts. I'm not really sure how that could be fixed without making ARs even stronger overall, or without encroaching on the pistol domain too much. On a concept level, I'd prefer harder-hitting ARs with shorter bursts (3 rounds, maybe) and proper light machine guns with somewhat higher movement penalty, longer bursts and lower burst penalty for extended effective range, but no single shot option. That's pretty much a pipe dream at this point, though.

23
General / Re: Expedition alpha testing
« on: September 09, 2018, 04:25:29 pm »
I'm up for it, if needed. Testing is a great excuse to try out builds I normally wouldn't, and actively playing the game would go a long way in getting me to contribute to the wiki again, as well. ;)

24
Development Log / Re: Dev Log #58: Environments Preview
« on: July 02, 2018, 02:09:10 pm »
I wonder if these structures were built by some other organization than Biocorp, since the architecture is so different from the base game areas.

In any case, the video looks really neat. Good job, and hurry up with the release. :D

25
Suggestions / Re: A bunch of stuff
« on: June 02, 2018, 12:54:48 pm »
Not in the current live version. And only Styg and his minions know how things work in their dev builds.  :P

26
Suggestions / Re: A bunch of stuff
« on: May 31, 2018, 06:56:18 pm »
Is there any particular reason why shields can't be their own item/blueprint?  Something you put in one of your weapon slots?  They'd restrict to one-handed weapons and have armor penalties, of course.

Because of the sprite graphics, most likely. Every armor/clothing type would need sprites for holding a shield. At least that's how it was originally, IIRC Styg and co changed the animation system while working on Expedition specifically to make new animations easier to add.

27
Suggestions / Re: Unique weapons 'Refurbishing' idea
« on: May 05, 2018, 08:29:21 pm »
I agree with Yonaiker, I'd rather have a weapon skill check. Apart from that it's a great idea and should be fairly trivial to implement.

28
Bugs / Re: Bug or intended?
« on: April 09, 2018, 06:08:07 pm »
Styg will have to open that can of worms at some point between the end of the world and the release of Expedition.

So sometime before the universe itself disappears, but long after all the stars in the night sky have died?  ;D

29
General / Re: Mutagen Puzzle Help
« on: March 04, 2018, 03:20:02 pm »
I tried using that helper but I still could not figure it out  ???

Ah, apologies. Should've read your post thoroughly.

30
General / Re: Mutagen Puzzle Help
« on: March 03, 2018, 11:24:11 pm »
http://underrail.info.tm/mutagens/

Epeli to the rescue!  ;D

Pages: 1 [2] 3 4 ... 8