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Messages - Hazard

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76
Development Log / Re: Dev Log #55: Global Map
« on: October 21, 2017, 06:10:03 pm »
That's a really neat addition, even though I think the lack of an in-game map had a certain weird charm to it.

77
General / Re: anti-Carnifex cheese
« on: October 17, 2017, 11:38:01 am »
Heh, psi is only getting better with Temporal Manipulation. Besides, Styg already nerfed it to oblivion back in alpha! :P Yup, we're living in a post-psinerf era. If you can imagine playing psi without having to pay attention to psi costs or range, that's what it was like. Pure psi is still OP once you get the hang of it, but the current form with tiny psi pool and regen is more interesting to play. Now if only we could have Mind Darts put back into the game...
I do remember when the psi pill had no health cost (I think that was only added in closed beta/1.0 release), during the last months of alpha. You could plink away at doppelgangers with Neural Overload without any skill investment, and that helped a lot at making you feel like you weren't totally powerless against them... Even if the actual effectiveness of 0 skill Neural Overload in that role is pretty nonexistant.

78
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 10:51:56 pm »
In that case, shouldn't you be screaming already? Or have you never stood next to a sentry bot?
Uh, apparently I haven't, not on the enemy turn at least. I've only played with different ranged builds, though, and as far as I remember the bots always either shoot back or launch a flashbang, instead of trying to use the taser.

79
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 08:35:01 pm »
I've never done a psi playthrough, maybe I should try before Styg nerfs it all to oblivion. :D Honestly though, every time I encounter an enemy that uses one of the abilities that ignore all defenses, I die a little inside. It's aggravating.

But back to the taser, the 3-turn cooldown is more than enough to prevent it from being OP in the player's hands. But if there ever comes a day when Styg decides to give it to enemies as well, I'll be the first one screaming for nerfs.

80
General / Re: feedback about my last build
« on: October 16, 2017, 01:11:44 pm »
Vile Weaponry shouldn't work with guns as they're not cold weapons.

Turtle isn't bad if you're playing high CON, very heavy armor, and Conditioning.  As with other aspects of the game, if you don't specialize for something, it might underwhelm you.
IMHO, unless you want to live dangerously with a Survival Instincts build, even 7 CON is enough for a tin can gunner on Hard provided you can craft high quality armors and energy shields. Conditioning is also kinda meh, since it doesn't stack with armor resistances.

81
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 11:16:01 pm »
Bear traps are hugely useful and can be used with 0 Traps skill.
They're useful, but unless my memory fails me, with 0 Traps skill they're very easy to spot. You need to make a wall of bear traps without any gaps to prevent the enemy from going around them, and while that works very well, it requires a lot of traps and their weight isn't exactly insignificant if you're playing a build that dumps strength completely.

82
General / Re: My first gunner build
« on: September 10, 2017, 08:27:03 am »
Thick Skull is a bit of a double-edged sword. On the one hand, it does what it says and on a heavy armor gunner build, 35 AP that being dazed leaves you with is enough to burst fire a 7.62 Hornet or an SMG, which in turn is often enough to take care of the enemy trying to stun you (usually at melee range, so missing is rarely a problem). On the other hand, you can never get the Second Wind stun immunity and thus, theoretically, can be constantly dazed if there are several enemies all using stunning attacks. And since most stuns only last for one turn, which a heavily armored character can usually survive just fine, Thick Skull becomes somewhat unappealing considering the opportunity cost of not being able to take some other feat instead.

The one big exception here are crawlers. They stun you for 2 turns, and that's plenty of time for them to bring the hurt to a tin can as well, at least in early to mid-game. They can be countered with high enough stealth skill or liberal use of flares, though, if you know when to expect them...

83
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 04, 2017, 12:23:15 pm »
Ah well, it was a good try.

A question I may actually get an answer for: is there going to be new unique weapons for the base game weapon classes?

84
Development Log / Re: Dev Log #54: Specialization and Veteran Level Changes
« on: September 04, 2017, 10:57:57 am »
I heard the voice of Tchort today... It said, "Christmas 2017".

But what does Styg say? ;)

85
Development Log / Re: Dev Log #52: Jet Skis
« on: April 25, 2017, 06:41:28 pm »
Haha, this I didn't expect. Looks really neat.

...Although now I want a customizable dreadnought. :D

86
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 21, 2017, 07:11:21 pm »
Ok. Heh, I was kinda hoping you'd redone the assault rifle animations, because for reasons unknown I greatly dislike the hip-fire style shooting. Oh well. :D

87
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 21, 2017, 06:46:55 pm »
Interesting! One thing that immediately jumps out though, is that there seems to be at least two different shotgun models. Are there going to be new graphics for the old weapon types as well?

88
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: February 04, 2017, 09:41:05 pm »
Styg, please, save my F5 key and post a new devlog. It's wearing out from the constant use. :)

89
General / Re: Opinion on Riot Gear Build
« on: February 02, 2017, 12:46:59 am »
I may have been lucky, but in my current playthrough taking Paranoia on a semi-mobile heavy armor rifleman (around 30 movement points with the best boot springs and super steel plates, no helmet) has yielded pretty good results as well. 16 total initiative has basically felt "good enough", in that I'm usually not the last to act, unlike an earlier 11 initiative tin can I played. Helped a bunch in early game especially, when good armor is kinda hard to get.

90
General / Re: Sixth utility slot?
« on: January 17, 2017, 08:35:40 pm »
Ha, that settles that then. I suppose the sixth slot could be a good addition to some weaker feat like Burglar, or perhaps a Veteran feat, if technically possible.

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