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Messages - chimaera

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136
General / Re: Preparing for Deep Caverns
« on: January 27, 2016, 11:14:48 am »
I think there aren't that many chemical ingredients in deep caverns, in comparison to electronics for example. The character I've played had high chemistry, but crafted maybe a few advanced grenades, whereas shield or psi bands components seemed plenty. It does seem strange in retrospect, since Biocorp research in that place was focused on biological and chemical research, so I would expect the warehouses to be stocked with unused reagents.

137
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 07:57:47 pm »
Quote
So basically it means "if your build is right", or else - you're fucked. OP specifically stated that he has NO crafting, yet you post about how much you were able to craft your way through.
Not really, but it helps. I would only suggest to take more repair kits if you have no crafting at all, everything is manageable even with the hundreds of regular rounds found in the warehouse.

You skipped the part where I stated that mushroom forest can be trivalized and tchortlings/deep worms can be avoided altogether no matter what your build is or what decisions you made. All that's left is Faceless and Arke power station.
If you know where all the necessary quest items are and the optimal order of acquiring them, sure. If you are playing for the first time and are still figuring things out, then it's possible to use up a lot of resources. My mage certainly made a dent in her hypos stack. What would be the point of saving them up anyway? (And it's not like there are that many interesting encounters in deep caverns except for the faceless and the last power plant battle; the only other I can think of are the tchortists, but they don't really fight well as a group.)

138

I can confirm that my own cryokinetic orbs didn't work on Tchort or his tentacles either. First thing I tried, and was similarly disappointed to find it was an utter waste of psi.
Looking at the spell description again, it does imply that only the created shards cause damage. That still doesn't explain why neither tchort or none of its tentacles were hit. Could you report it on the bug forum, just to be sure?

139

Other than that I must say it sounds like a bug if Tchort itself cannot be hit by the cryo-orb.
Might be it. I've assumed that the "ball" (center of the cryo-orb spell) should always hit, and it's only the shards which can miss, but I've never tried it against stationary targets like tchort. I don't have any saved games from my mage playthrough to test it, however.

140
Tchort's mechanical resistance takes some punch out of the psychokinesis and metathermics spells, but at least it's not resistant towards neural damage. I don't think a pure psi user can one shot him, unless you can guarantee yourself a "buffed" critical (psionic mania with trance, I guess).
The mutagen tanks are worse for a mage, in my opinion: critical immune, lots of hps, lots of resistances (fire, mechanical, immune towards electricity, don't remember cold). If you can sneak and plant TNT, they are easy. But otherwise? My mage did destroy those tanks - with grenades. And it took 3 mkV against one tank.

141
I wouldn't call it mandatory, tchort regenerates what - 200 hps per turn? If you can out-damage that, then it's not worth it. If you can mass enrage the tentacles to attack tchort instead (makes no sense, since aren't those its body parts, but whatever works) and buff up your neural overload damage with drugs and psi headband, it could be enough.

And I'm not sure how successfully you can use those safe rooms without stealth, combat wouldn't end even after several turns when I tried it with my mage.

142
While solving the mutagen puzzle helps by reducing the number of tentacles, I am not sure it's worth trying to destroy the mutagen tanks as a pure psi, because they have high resistances, are immune to criticals and require a lot of damage to bring down. E.g. a critical fireball from my mage would hit a tentacle for over 500 damage, but a nearby mutagen tank for only about 50.

Try thought control instead of metathermics, neural overload is the only type of damage tchort seems to have no resistance against. I suspect those tentacles are not resistant to disabling spells, because you can fear them by setting them on fire. So if you have locus of control, you could try just walking up to tchort and hit his tentacles with an area of effect enrage or fear, and then try to spam neural overload, though you might need drugs and a good psi headband to increase your damage output (but there are components for crafting a thought control headband laying around in the warehouse area). Also, you can hit tchort with implosion first; even with its mechanical resistance the damage will still make a dent in its HPs.

But I have to agree, it seems that metathermics got the short end of the stick in development, because the feats associated with it are largely useless and don't even work well with each other. E.g. thermodynamicity reduces the AP cost if you switch between fire and ice abilities, but that means you will remove any effects (fear, hypothermia) applied by previous methathermic spells. Meanwhile psychokinesis is frankly overpowered when combined with unarmed melee, while thought control gets locus of control, neural overload and bilocation.

143
Bugs / Re: Locked out of tchort institute (big spoilers)
« on: January 18, 2016, 07:26:26 am »
You can (as long as you don't leave the institute through the hole in the West Wing, or Nevil's escape route), but you won't be able to return to Underrail for a really long time.

144
I've found an HE mk5 grenade as loot, and I think also a cloaking device. No upgraded emp grenades, though.

145
Bugs / protectorate CAU quest [game ending spoilers]
« on: January 16, 2016, 06:25:45 pm »
I have already posted about a similar bug on the tchort institute quest line: if you fail the interview and are forced to fight your way through, the game doesn't acknowledge that this quest is failed.

The same happened during the protectorate quest line: after learning that the CAU wanted to use a mutagen on the free drones, my character turned on them and destroyed the entire fort apogee base. Again, the game doesn't acknowledge that, the quest to plant the mutagen in the free drones hideout remains open. Unfortunately, because of this, the game also assumes the character remained allied with the protectorate:


Not only doesn't it make sense, it's pretty disappointing to get such an ending.

146
Bugs / Re: [Foundry] Killing "The Beast" Twice
« on: January 15, 2016, 09:34:11 am »
To be honest, I'd prefer if there were no immortal NPCs in the game, but rather if the player would kill anyone necessary to progress in the main plot, the game would inform them that they have failed and it's not possible anymore.

In the case of the beast, I don't even see the point in it being indestructible. Multiple quest solutions is what I would like to see more in RPGs anyway.

147
Bugs / Re: Institute of tchort forbidden lab quest problem (spoilers)
« on: January 13, 2016, 10:08:57 pm »
No one with a sane mind would send them out through the front door of the institute, so the hole is really the only exit that makes any sense whatsoever.
Not really, you could send them through Nevil's escape route to avoid the main entrance, except you can't tell them about that. This makes even less sense: Nevil is the one that tells about them being trapped in the lab, and if you have killed all the tchortist, who is stopping them from leaving?

The problem is you won't get them to leave unless you jump down the hole, and if you've made tchortist hostile before that, you'll get locked out from the institute and won't be able to continue with the main quest.

148
Bugs / Institute of tchort forbidden lab quest problem (spoilers)
« on: January 13, 2016, 08:24:28 pm »
This is directly connected to the "locked out of tchort's institute" problem. As it is, you can only free the rejected in the forbidden lab if you join the tchortists., because the correct sequence of events for this quest to succeed is: jump down the hole in West Wing, open the cages and the ventilator shaft leading to the West Wing. Unfortunately, this means that If you make the tchortists hostile too early (e.g by failing the interview), you won't be able to finish this quest, because jumping down that hole locks you out of the institute.

Such quest design would make sense if you had to sneak the rejected out, but it is possible to fight your way through the entire building instead, killing all tchortists, and in this case it makes no sense that you still have to find them a "secret" way out. It's not like there are any "keepers" left to stop them.

149
General / Re: Tchortist interview
« on: January 13, 2016, 07:02:39 pm »
Ok... I'm a little confused. No matter how I answer Praepostor Amelia during the interview, the Tchortists go hostile... something I missed earlier?
Don't know if that helps, but the two ways I've found to make tchortist hostile in the interview were:
a) admit the you are there for the cube,
b) admit that you have worked as a spy in the past. (correct answer seems to be to deny it)
On the other hand, admitting to murdering a baby didn't seem to worry them.

150
General / Re: Stuck at strange tremors and Hephaestus Research
« on: January 12, 2016, 11:57:03 am »
Regarding 2)
You need to click on the door, an option to crawl under it should appear.

Regarding 1)
Not to spoil too much, but I suggest you finish your other quests, before continuing with this one.

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