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Development Log / Re: Dev Log #56: Experimental Branch with Version 1.0.3.13
« on: December 17, 2017, 04:58:03 am »I think Death Stalkers should be weaken a bit. As a CON 3, 0 dodge char I don't see any good option dealing w/ them without cheesing them with quick tinkering + bear traps. A single strike from a Death Stalkers and I'm already down to 20% health. Even with doctor's belt, irongut, antidote, adv health hypo it's very easy to be trap into an unwinnable situation. Caltrops, incendiary grenades, and flares helps but it requires foreknowledge so that's bad.IMHO, foreknowledge requirement in a game as massive and intricate as Underrail isn't a bad thing, at least if we're speaking from an ironman/minimal reloading standpoint, and especially if the selected difficulty level is Dominating.
Now, whether or not Death Stalkers are too difficult to beat in general I can't say, seeing as I've only encountered them on Hard with a tin can rifleman build, but what I do know for sure is that their stealth skill is absolutely crazy. With 531 detection (level 22, PER 15, +91% Motion Tracking NV Goggles) I couldn't spot them before they initiated combat. The NV wasn't on, though, so that could have made a big difference.Edit: Speaking of Mercantile, I've also been wondering if it might actually be worth it to raise the skill to 45 for Free Drones/Protectorate merchants, or even 55 for the Oculus one. But affording that is difficult even for a tin can rifleman crafter, since I already have Persuasion.
