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Messages - player1

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181
General / Re: (Spoilers) Extra Part of Oculus Quest
« on: January 29, 2016, 10:06:21 pm »
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and you can bribe the family members and brag about being the invictus to get in.

Interesting enough, being gladiator is something that will get you into manor.

182
General / Re: Preparing for Deep Caverns
« on: January 27, 2016, 02:04:06 am »
I did add all build information in follow up posts...

183
The biggest issue with this is that these cooperative battles are usually long, and this kind of action pretty much ruins whole battle and requires restart, adding to player frustrations.

184
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 08:53:54 am »
A note about destructible walls: There's a puzzle at the end of DC that makes the final boss easier. Without spoiling too much, I'll tell you that some of the items you need for that are behind a destructible wall.

So if I just want those special items, how many walls I would need to break?

Just wanting to recalc if it would be worth to pack some "exact" amount of TNT (or just loot warehouse), instead of carrying heavy jackhammer all the time. If on the other side of some wall there is nothing worth, I can always reload.  8)

Anyway, hopefully I will be able to placate both Tchortlings and Faceless, since I haven't had any hostile actions up to this point with both factions. But who knows...


And how big is the re-spawning the problem? Especially asking those that finished DC with recent patches that did some re-balancing. If it is too hight, I would probably do heavy stealthing (have around 180 stealth), just to avoid wasting resources. It is not like I can carry all loot and go to shop.   ;D


Also, power of save/load premonition. If necessary, I would clear out the area and check all containers. If nothing interesting, then reload to not waste resources.

185
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 08:33:03 am »
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I went down into DC with about 150+ large hypos and bandages, about 400 W2C rounds for my sniper, adrenaline shots, and about 250+ batteries, and I used up about 80% of my hypos/bandages, all of my W2C, and all of my batteries for my night vision goggles.

What kind of bulled sponge build you where playing if you spend so many hypos and bandages. Through whole game up to this point I haven't spend even close to 20% of that value. And 400 sniper shots?!?

.

Anyway, my build uses 12.7mm sniper for opening shots (snipe and aimed shot) and SMG for rest of the fights (2 or 3 bursts per turn with Specs Ops and Commando), as well as lots of stealth. I currently have high stock of 9mm and 7.56mm W2C ammo. With my old unique H&K 9mm I played for 80% of the game and recently started using my superior 7.56mm SMG. I would plan to take both to DC, so I could use up both stocks of W2C ammo. Also have unique 9mm Styg assault rifle just in case, for best single fire DPS, if needed.

Also have Doctor feat, so I'll use hypos and bandages more slowly. And both Nimble and Juggernaut feats (yes, in the same build!). Juggernaut is for when I put my heavy anti-rifle galvanic armor, for dangerous encounters that require lots of bullet resistance, and Nimble for my galvanic overcoat for stealth and when encountering psionics or small groups of enemies that can be killed quickly. So extra 25% hp there too. And of course CAU armor for anti acid/bio/melee.

Note that I also have in stock one antitermic galvanic overcoat and good metal armor. Up to this point I barely ever used them. Would it be a waste to carry then to DC? I would think so.

Regarding enemy resistances, what kind of grenades are most effective? I guess low level frags would suck due to enemy DT?


I think key item for me would be repair kits. Those SMGs wear our so quickly. Even in regular play, up to this point, this was the only thing, exempt rare W2C ammo that I was not scavenging but buying in shops.

How often can repair kits be found in the DC? Are other types of kits important to stock up?

186
General / Gas the Drones, tactics
« on: January 26, 2016, 01:16:34 am »
Mild spoilers. Do not read if not wanting to get spoiled.

This mission can get really nasty.

It is either too difficult, if you go all hostile before using gas, or gets too time critical if you go with the gas.

But maybe I figured a way how to resolve it with the least stress.

I activated the gas and just waited and waited and waited, until all combatants in first area became Mutants.
Then I realized there is still 1-2 tiles free passage without gas in the corridor, and that gas will not fill every space in the map. But it can get dangerous since gas sometimes randomly expands for single tile, but it can also retract from those same tile, making travel possible.

This should make it possible to pass the corridors and get the keycard on one of the shelves. And there should be at least one tile without gas to proceed to the south area with more guards. Just watch for gas to not randomly expand where you want to walk..

Note that if you do not get this card and do not have good electronics, and progress to the next area, it is a game over, since going back to this area without gassing yourself is impossible.

Now, I'm not sure about speed of gas progress in the second area, and if it is in any way tied to the gas progress in the first area. But even there is should be possible to have 1 tile corridor (with random expansion/contraction of the gas), to be able to pass.

Only gotcha, end game moment, is getting to this area without electronics or keycard, since it is not possible to go back without being gassed on map transition.

187
General / Preparing for Deep Caverns
« on: January 26, 2016, 12:57:19 am »
I'll be soon entering the Deep Caverns.

How stocked should I be with supplies before going down?
Assume completely non-crating build. No crafting... zlich... nada...

I currently have full stash of hypos, bandages, ammo, batteries, explosives, grenades and mines that I do not carry with myself all the time due to encumbrance, but considering that I will not be able to go back any time soon, what would be the best option?

What equipment should be the focus, what is easy to obtain down there, etc... Any trades available?

188
General / Thanks Captain Mareth!
« on: January 24, 2016, 09:05:11 am »
Thanks Captain Mareth!

What a lovely gift to send me Chemical Assault Unit Armor.

http://www.underrail.com/wiki/index.php?title=Chemical_Assault_Unit_Armor

Such a nice guy. ;D

189
General / Re: Oculus looks awesome (no spoilers)
« on: January 24, 2016, 08:24:21 am »
When we are at it, Tchort Institute is another area that looks stunning. Including ruined section too.

190
Bugs / Jerre Franz won't heal me
« on: January 24, 2016, 08:20:56 am »
Jerre Franz, in Institute of Tchort, won't heal me. Clicking on dialog option just ends the dialogue.

Not sure why it happens. Healing did work before from him.

191
Suggestions / Re: Ironman Mode/Achievement
« on: January 23, 2016, 08:29:56 pm »
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No, it is not.

But it is!

Very powerful effects that can make or brake the battle happen on random dice, like various disabling attacks, special sniper attacks from afar, etc... And most of them do not have proper counter that can be used by most of the character builds (only some specialized builds can get protected from some of the effects).

Game is very very very offense driven in this regard and with kind of the options that are available to the player.

This leads to battles that can be both easy wins and easy losses at the same time. Usually, initiative check and luckily roll will determine what kind of battle it will be.

This is additionally amplified with game focusing only on single character vs many characters. If it was game played with companions this effect would be greatly diminished.


Personally I do not mind. I am determined to win, using all options given to the player, including save scumming.

192
Suggestions / Re: Ironman Mode/Achievement
« on: January 23, 2016, 06:28:59 pm »
The game is balanced with save-scumming in mind, and as such would be infuriating to play in ironman mode.

So many ways to one hit kill the player... And in many cases in mercy of the random generator.

193
General / Re: Spoiler regarding free drones base
« on: January 23, 2016, 06:12:03 pm »
You could simply wear a biohazard suit and gas mask, both of which combined makes you immune to the gas.

If only... I had both, and it did not help at all. Still makes you a mutant.

EDIT:
Or is this different suit then bio-technician suit?

194
General / Re: Eurogamer article and video on Underrail's Oddity system
« on: January 22, 2016, 09:36:52 pm »
Y'know I used to like Totalbiscuit and Angry joe but Totalbiscuit gave "Undertale" (not underrail, that shitty tumblr game!) a 'highly recommended' statement and angry joe is way too positive and forgiving to be what I would call an actual critic and don't even have me talk about how Angry joe bowed over and let Anita sardouche **** him in the *** because reasons I guess.

All that "rant" about AAA games and then you complain when Youtube critic recommends another (good) indie game.  :-\

195
General / Re: Fix my build
« on: January 22, 2016, 09:33:13 pm »
As a non-crafter shield user, I prefer using low frequency shields when equipped with anti-rifle armor, since they help best against non-bullet slow attacks, while against bullets it is better for some damage to not get absorbed by shields, since it will get absorbed by the armor and shield will last longed due to it.

Only against energy attacks and snipers I use high frequency shield.

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