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Messages - Hazard

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31
Well, shit. I'm guessing release won't be during this half of the year then, unless Styg goes nuts and starts putting out monthly dev logs.

32
Every time I see the Development Log sub-forum show up green I get all excited, only to be disappointed when it's just a new comment on an old thread.

It's torture.  :P

33
General / Re: [SPOILER] list of all random encounters
« on: February 23, 2018, 09:35:40 am »
- Blaine killed by a scavenger (!). Both are found dead and his shoppe empty, other than Blaine's corpse in it.

That's what you get for setting up shop in a godforsaken hole in the middle of nowhere. :P Seriously though, getting that event in the early game would be pretty damn annoying. Blaine's a good merchant at that point, and the best place to exchange SGS credits to Charons.

A few that I've seen:
- A conversation with a chemist in Core City. A nice fellow, even offers you a drink.
- Ambushed by an Industrial Robot in the Under-passages. Probably quite difficult if encountered early on.
- One or a few hostile Plasma Sentries on the overpass near Core City.

34
General / Re: A few SMG questions
« on: February 11, 2018, 03:46:10 am »
Personally, rapid reloader is a waste of a spot that could go to something else. If you run out of ammo then you should have another smg on the switch. Smart module and barrel compensator are the best combo i think as most of the time you'll want to be bursting people down.
Hm? Base AP cost reduction is great when it allows for an extra burst per turn, far from being a waste of a slot.

35
Suggestions / Re: A way to deal doppelgangers without psi.
« on: February 04, 2018, 11:37:12 am »
...Yeah, I completely forgot about Morphine Shot. You have a good point.

36
Suggestions / Re: A way to deal doppelgangers without psi.
« on: February 03, 2018, 06:07:05 pm »
That seems more like a Touch Attack mechanic.  In D&D (and presumably other systems but I don't know of one off the top of my head) there's this mechanic where ghostly attacks, and some magical attacks, just need to touch you - they're not really of this world, so they ignore physical defenses.  Your Dexterity bonus still applies to see if you can prevent being touched (Dodge, here, obviously) but your physical defenses don't mean much when a ghostly wraith touches you and the chill of the grave saps your strength.  Doppelgangers seem like the ghosts of the UnderRail game world.

I like the idea of dispersing the doppelganger when the creator dies, yeah.  But as much as doppelgangers are a pain when you don't have psi, they're the opposite of Psicognitive Interruption/Black Dragon Poison, which is only a pain if you do.  Seems fair to have a weakness tailored to each build approach, though I do mostly play psi so the doppelgangers don't bother me much.
All Thought Control skills seem to directly affect the target's mind, though, and then there's that one researcher in Caerus Residential Block who went all Event Horizon on himself, apparently due to a doppelganger fucking him up from within his own mind. We do see legitimate psionic ghosts down in Deep Caverns too, but lore-wise they seem to be a different thing than doppelgangers, despite using the same gameplay mechanics with some exceptions (for one, they don't have true-sight).

Anyone with at least 60 Biology can craft and use a Psi Reinvigorator and then a Psi Booster to clear the Inhibited status and restore 75 psi points, so there's an effective countermeasure that's not exactly costly in terms of required skill points. For those without psionics you can only try to run away, tank the damage (not really an option on Hard and above if there are other enemies, except maybe if you have 10+ CON) or rely on Dodge, which does very likely need heavy investment to be reliable. Yes, they are build-specific weaknesses which naturally should exist, but while you can outright eliminate the problem of being Inhibited, the damage from a doppelganger you can only attempt to mitigate. IMHO, that's not a small difference.

37
Suggestions / Re: A way to deal doppelgangers without psi.
« on: February 03, 2018, 01:18:37 pm »
I certainly wouldn't be opposed to doppelgangers having their active turns reduced to one if the caster is killed (so that they're not completely negated), since that alone can be enough for them to do some pretty hefty damage to you.

One argument for armor working against doppelgangers is that according to wiki their chance to hit is already affected by Dodge. I've no idea how well that actually works, but it does imply that their effectiveness can be reduced through completely physical means. That might just be a technical limitation, though, and doesn't change the fact that armor would totally nullify doppelganger attacks, especially if the damage type was changed to mechanical.

38
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 01:20:46 am »
Generally speaking, out of the three social skills Intimidation is probably the one most focused on role-playing. In a few quests, the best/most positive possible outcome requires passing a Persuasion check, but for Intimidation I can think of only one such case, and it's a very minor and early quest. Intimidation does have the Yell feat which is pretty okay after your skill level gets high enough, and you can also avoid some fights by scaring would-be robbers and such away during conversations.

I wouldn't take both Persuasion and Intimidation on the same character. It's a lot of points I'd rather use for a crafting or secondary offensive (Throwing or Traps) skill, or really anything in the Subterfuge section.

39
General / Re: Bleed based unarmed build viable for dominating?
« on: January 28, 2018, 10:19:45 pm »
I could be way wrong, but to me SMG vs AR doesn't seem so clear, mostly due to Full Auto and Concentrated Fire. The former is difficult to fit into an SMG build but almost a must for an AR one, and the latter can provide a considerable damage boost against a couple of targets, though not reliably. For a tin can rifleman, taking Perception up to 16 for maximum effective skill is usually the best way to spend extra ability points, whereas SMG builds again have problems doing that if they want to get enough DEX as well. ARs also have superior range, allowing them to engage everyone (except any active enemy snipers, the cheating bastards) in line of sight without moving. But I haven't done any proper math, so this may ultimately not be enough for ARs to get even with SMGs in direct combat.

Though when stealth and hit & run tactics are considered, I've no doubt that SMG and SR builds come out on top in terms of survivability and flexibility, if the player is any good.

40
General / Re: Bleed based unarmed build viable for dominating?
« on: January 28, 2018, 10:55:04 am »
Properly built unarmed character is in the top tier along with smg and sniper rifle. Sledgehammer is a solid weapon, on par with things like assault rifles.
Offtopic, but care to elaborate why you consider ARs worse than SMGs and SRs?

41
Suggestions / Re: Junkyard questlines
« on: January 24, 2018, 06:58:19 pm »
Ah, that must mean yes. I'll expect the expansion to appear in my Steam collection within 30 days.  :D



And remember, failure will not be tolerated...

42
Suggestions / Re: Junkyard questlines
« on: January 24, 2018, 01:43:04 pm »
Noted. We're focused on finishing the expansion right now, so we'll take a look at it after it's been released. :)

Does that mean that Expedition's release is imminent?  ;D

43
Development Log / Re: Dev Log #51: New Weapon Types
« on: January 19, 2018, 03:01:38 am »
Machetes seem like they could work well with a riot armor and shield. They have the same strength requirements and since machetes don't seem to be light weapons, a high DEX isn't needed, freeing points for STR or other base abilities. And a shield + short sword wielding character would simply be really cool. Then again, this doesn't remove any of the existing issues that riot armors have, so... eh. We'll see.

Edit: Also, Styg, any plans for a new dev log this month? Or perhaps even a release date? :D

44
I'm hoping Styg might give at least some of the existing uniques new special abilities, now that there's functionality for that. We already saw the unique Double-barreled Shotgun in the Expedition gameplay video, which had two abilities, choosing which barrel you want to fire and firing them both at once. The obvious problem with most of the unique weapons is that any special abilities or attacks are probably bound to be pretty arbitrary, which may or may not matter much to Styg.

45
Huh. Ok. I sure hope Styg decides to do something about it, 'cause that's some serious bullshit. :o

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