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Messages - Hazard

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61
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. :P 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.

62
General / Re: underrail.info.tm
« on: December 15, 2017, 08:25:21 am »
For what it's worth, the build tool's fourth tab fits in just fine on my 1920x1080 monitor.

Also... perhaps you could sneak some Expedition feats in there? I'm sure Styg won't notice. ;D

63
That one was a conversation initiated by an NPC. I also got ambushed by an industrial robot at a place where I definitely did not expect to encounter one, which I assume was another random event.

64
Do the new random events work on existing saves? I've been filling out the map and haven't encountered any so far.
Same here, I have filled the entirety of Lower Underrail, Lower Caves and Lower Passages and haven't encountered any either.
They do work, I just encountered one in Core City.

65
Bugs / Re: 1.0.3.16 broke sniper rifle blueprint
« on: December 14, 2017, 03:38:14 am »
Nah, if you hadn't dumped Strength you would be juuust fine. :D

66
Do the new random events work on existing saves? I've been filling out the map and haven't encountered any so far.

67
Suggestions / Re: Chemical suggestions
« on: December 12, 2017, 09:44:13 pm »
If cryogun is not a cold weapon, i don't know what is :p
Cold weapon essentially means melee weapon. "Cold" as in not a firearm or an explosive. Which, if taken literally, could obviously also denote things like bows and chemical throwers. :P

68
Thinking about the hypercerebrix some more, if it's only available for those who have the expansion, wouldn't that be, uh, kind of a dick move? Small one, but still. Especially if it's freely available in a shop somewhere, the 3 INT crafter remains a mid-game option for expansion owners, but not for others. Which feels a bit unfair, considering it used to be an option for everyone.

69
Suggestions / Re: New weapons and items
« on: December 10, 2017, 09:19:00 pm »
Alright. Now I just need to familiarize myself with Cheat Engine...

70
Suggestions / Re: New weapons and items
« on: December 10, 2017, 08:52:57 pm »
Stop giving me ideas! :D

Getting the dread out of Hephaestus should be doable with save editing... (requires working knowledge of the .NET binary serialization format, MS-NRBF)
Make a save right next to the exit and another one, say, 4 tiles to the west. Unpack both saves' global.dat and run a diff on them. Identify which of the changed bytes (there could be lots of unrelated changes) correspond to your character's coordinates. Edit the number to move the dread 4 tiles east instead. Pack the modified global.dat back to your save and go pwn everything.

Or if run-time memory editing sounds easier, one could try to find the coordinates in memory with cheat engine and edit those. https://i.imgur.com/1Bj2OHF.jpg ;)

Ha, did not think of that myself. Any gameplay problems you foresee with this trick? Besides being crazy OP. :P

Sniper rifles with a proper combination of frame/mods kind of fill the "rapid single shots" niche to a degree, I'm speaking about Spearhead and rapid reloader of course. Add a barrel retractor and it plays very differently from your standard 1 shot/turn sniper rifle with very high move/close range penalties.

Assault rifles can be made with a focus on single shots too, I beat the game with a build like this once. It's not as good since their precision drops pretty quickly over distance and there's no reason not to use a burst when the enemy is close enough.

Rapid Spearhead is still only 2 shots per turn and popping adrenaline is not enough for a third, so not quite what I had in mind. I do like this particular combination though, works really well with a 7.62 Hornet.

And yeah, that's precisely the "problem" with ARs. It's very much sub-optimal to go for a single shot specced build and weapon, especially since all the good feats are for burst fire. Point Shot is difficult to get with the 6 DEX requirement and Aimed Shot and Rapid Fire are merely "okay", nothing close to Commando or Concentrated Fire in combat power.

Edit: If we do end up getting energy rifles at some point down the line, they might fit into this particular role. No burst fire but strong single shots (especially with the new High Technicalities feat) with accuracy between ARs and SRs.

71
Suggestions / Re: New weapons and items
« on: December 10, 2017, 06:47:44 pm »
The game-mechanical role of machineguns (high strength, high caliber burst fire, suppressive fire, full-auto, and so forth) is already assigned to assault rifles. I don't believe we'll ever see machine guns as a new weapon subtype, but maybe there could be unique assault rifles that are LMGs for all practical purposes.

Having machine guns take on the current role of assault rifles (with some changes) and switching the latter's focus more into rapid single shots could be interesting, though I'd imagine Underrail's compressed combat distances considerably limit the number of different effective ranges you can assign to weapon subtypes without too much overlap. And a longer maximum view distance, 20 tiles for example, then raises the question of how do you keep melee weapons relevant.

You see, Underrail's man-portable weapons have always been relatively lightweight, with some of the heaviest weapons being an old anti-materiel rifle and impractically massive sledgehammer. Heavier weapons are left to stationary or otherwise heavy equipment - for example there's a small Protectorate mech armed with minigun, rocket launcher and heavy drill. You get to pilot one for a bit if you join the Protectorate. Some jetskis in the expansion will also have weapons of their own for naval combat.

I'll be honest, I would love a cheat that allowed you to spawn and pilot a Dreadnought wherever you wanted. :D

72
As much as I hate this, it was really necessary. No more INT 3 DIY crafting wizards. :P

Probably depends on how difficult it will be to acquire the new hypercerebrix drug. If it's only available in the Black Sea region, then yeah, gonna be a while before you can craft anything worthwhile with INT 3.

Very nice changes and new additions overall, though. Hopefully it won't be too many months before Expedition drops. ;)

73
General / Re: Two questions
« on: November 17, 2017, 05:05:13 pm »
Hm, I'd completely forgotten that Expertise doesn't affect energy/chemical guns. Seems kinda pointless, considering their general weakness and the fact that they wouldn't even benefit that much from the feat, compared to ARs and SMGs.

74
General / Re: Deadly Snears Q
« on: November 09, 2017, 07:04:32 pm »
No, caltrops don't count.

75
General / Re: feedback about my last build
« on: November 01, 2017, 09:26:14 am »
How the hell do you get 1000 damage per 10 AP with SMGs? Or 1200 with crossbows? But more importantly, SMGs with such a low Dex and no Spec Ops are just... really shitty assault rifles.

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