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Messages - Tygrende

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106
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 01:53:28 pm »
I said I was fine with the new monsters but I urge you, Styg, to remove PSI-cognitive Interruption from the new psi beetle. It basically one shots any PSI user unless the build goes max Con, or maybe you can survive it at very high levels.
You think other builds have it any better? Goliathuses also cast Pseudo-spatial Projection and Disruptive Field. In other words you need to hit them up to 7 times before you start doing any damage while also suffering from a huge ranged precision penalty, up to 85%. If they didn't cast PSI-cognitive Interruption, psi builds would be able to deal with them easily compared to other builds since psi doesn't care about precision. Not to mention you can eventually cure psi inhibition with psi reinvigorators.

Psi builds get so much special treatment already, I'm glad we have a new enemy that is especially dangerous for them.

107
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 12, 2017, 06:11:53 pm »
Molotovs are nearly a necessity now. Especially for rathounds, but in a lot of other scenarios too.
I haven't used a single molotov so far, I'm inside Depot A right now. Basic frag grenades are still enough to insta-kill normal rathounds regardless of how numerous they are and take a good chunk of alpha's HP.

Playing a sniper/pistol build, no quick tinkering, no trap abuse (I do use them occasionally, but no more than I would on Hard), no cheat engine, etc. The only thing I kind of "abuse" are doors. For example, I saved Newton by letting a single psi beetle wander inside a room, close the door, kill him, repeat until all are dead. In most cases it's easy enough to sneak past groups I'm not able to tackle yet, at least so far.

Oddity drops seem perfectly fine. I would say they are even better considering how many enemies there are, I never maxed beetle brains so early.

108
Bugs / DOMINATING GMS neutral sentry bots
« on: December 12, 2017, 01:27:15 pm »
New sentry bots at GMS are neutral rather than hostile. They don't react to the player at all, except for investigating a destroyed camera.

109
Bugs / Re: DOMINATING HP modifier and hypos
« on: December 12, 2017, 11:01:15 am »
Fixed for the next hotfix.
Will it work retroactively though?

110
Bugs / DOMINATING HP modifier and hypos
« on: December 11, 2017, 08:31:10 pm »
DOMINATING has the same HP modifier and hypos as Normal- 90 HP at level 1 with 5 CON, basic hypo restores 80 HP with 6 turns of cooldown. Don't think that's intended, the in-game description seems to suggest the modifiers are supposed to be even harsher than on Hard.

111
Suggestions / Re: New weapons and items
« on: December 10, 2017, 08:41:20 pm »
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
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.


112
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.
I won't be surprised if it will be craft/mercantile only or an extremaly rare drop like focus stim, jumping bean, irongut, etc.

113
I have another question (besides the 3rd one I added to my last post).

What's up with the "Default/Original Main Menu Theme" interface option? It doesn't seem to do anything after restarting the game so I'm guessing it's meant for the expansion? In that case it would be kind of cool if there was a "Legacy" option with the drone from early access.

114
Looking good. I have 3 questions:

Reduced the alpha on energy shields
What's "alpha on energy shields"?

Coil Spiders now have darkvision
Increased crawler attack damage a bit; they also regenerate health now (even in combat) and have dark vision
Given that crawlers don't have any ranged attacks and that electrokinesis can't miss, night vision will only affect how easy it is for them to spot the stealthed player right? Will they get dazed from flashbangs?

High-Technicalities increases damage with energy pistols by 7% for each point of intelligence above 5
Have you considered making this bonus a bit higher? Every point of perception increases gun damage by roughly 8% at level 25 with 135 base Guns skill, in addition to increasing precision. This makes investing in INT much less useful than PER, at least beyond 7 points needed for the majority of crafting feats. It could be interesting if INT offered a bit more damage at the cost of less precision.

Also the feat description says 8% in-game.

115
General / Re: Version 1.0.2.4 Class ranking
« on: November 26, 2017, 06:03:45 pm »
Sniper/pistol hybrid - never played one, I would guess pistol is a poor fit due to the need to pump DEX. On the other hand this is still a sniper build so it shouldn't suck.
Better than you might think.

You only need 7 DEX for Gunslinger, that's completly enough. 4 attribute points sounds like a pretty big investment, but it's not like you don't get other benefits out of it- 4 bonus initiative and bonus skill points if you decide to invest in lockpicking/pickpocketing/throwing/traps. I usually take lockpicking, throwing and traps so it saves me a ton of skill points, especially considering those skills are of "needs to be high enough" kind rather than "needs to be maxed every level".

Speaking of initiative, that's the biggest selling point for me. Having really high initiative in addition to stealth is just great. That +7 bonus from Gunslinger is something that can't be replaced. I tend to go 6 AGI and 7 DEX, with Paranoia I end up with 30 initiative. I genuinely can't go back to SMGs or ARs for that reason- they do deal more damage, but I don't feel like I need it considering how much damage sniper rifles deal in the first place.  I'd rather improve my odds of starting the fight on my own terms regardless of the situation. Keep in mind this is coming from someone who never savescums and tries to keep the death count as low as possible, I guess it's not going to nearly as useful if you do savescum.

Another thing to consider is that Sharpshooter bonus critical damage applies to pistols. All proper sniper builds will have Sharpshooter and Critical Power, so pistols will effectively have 75% more critical damage than SMGs and ARs (only 60% if using Neo-Luger). This becomes even more meaningful considering sniper rifles get a huge benefit out of stacking critical chance (critical damage still being a priority). Smart module and A-A scope give enough damage as is so imo seeker goggles are a much better choice than smart goggles, add Recklessness and Focus Stim, you should end up with around 47% critical chance with the sniper rifle and 44% with the pistol. Or up to 100% in certain situations with Ambush.

116
General / Re: feedback about my last build
« on: November 16, 2017, 09:50:48 pm »
Also, i think he wins on tie since he got higher base bonus, but i'm not sure about that.
I did a lot of tests and it feels totally random, but enemies tend to go first if a tie happens. Safer to assume it's 1.(3)%.

I agree he will have a really hard time with a build like this. 3 CON + Psi empathy means HP will be as low as it can possibly be, no stealth or high initative means he won't be able to reliably act first. Crafted infused siphoner leather tabis (immunity to immoblization so no bonus damage from Opportunist) and infused pig leather armor with high-density padding (relatively high mechanical DR and bonus DR vs. melee, +1 CON and up to 100+ flat HP bonus on top of that) *might* be enough to make him survive the first turn against Carnifex, not sure though.

117
Suggestions / Re: Crazy Veteran Feat ideas
« on: November 08, 2017, 04:20:22 pm »
I'm really hoping Wildan's idea from http://underrail.com/forums/index.php?topic=2379.0 makes is into the game as a veteran feat.

Grants an ability which when activated automatically carries over up to 10 unused AP to the next turn.

118
General / Re: Arena nicknames
« on: October 19, 2017, 07:40:53 pm »
I feel like Crosshair should have higher priority than Apparition. It's not very intuitive to enter stealth to use Snipe without breaking the line of sight first.

119
Development Log / Re: Dev Log #55: Global Map
« on: October 19, 2017, 07:37:47 pm »
Is this real life

120
General / Re: Arena nicknames
« on: October 18, 2017, 06:38:10 pm »
with an aimed shot.
There's your problem.

"Snipe down a full health enemy" means you have to use the Snipe ability. You also have to enter stealth without breaking the line of sight because that's the requirement for the Apparition nickname and it has a higher priority.

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