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Messages - Tygrende

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121
This thread might be a good place to note that there are some very minor inconsistencies in the Dodge/Evasion numbers shown at Combat Stats as well. As you probably know, all immobilization/freeze/incapacitation/stun effects drop D/E to zero, but this isn't always correctly reflected in Combat Stats.
When immobilized, evasion is 0 and dodge remains unchanged according to the combat stats window.

Are you saying it's false and dodge is reduced to 0 as well? It's been a while since I last played a dodge/evasion or melee build.

122
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 09:31:37 pm »
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.
In that case, shouldn't you be screaming already? Or have you never stood next to a sentry bot?

123
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 02:54:44 pm »
Entire topic dedicated to cheesing Carnifex and not a single mention of Quick Tinkering?

124
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 10:05:38 am »
Siphoner leather is as good as mutated dog leather when resisting acid, I've found, and is better in general.
Not really. At 50 quality, siphoner leather armor has 20%/7 acid resist while mutated dog has 33%/8. 13% more DR is quite a bit of difference.

125
General / Re: Acid Cyclopean Eye
« on: October 13, 2017, 02:46:32 pm »
Which is total bullcrap. The obtention of a 4 oddity xp item should not be so random and rare . . .
I don't think you are actually supposed to find the 2-headed mutant right now. He's more of a teaser.

126
General / Re: Chemical/energy pistols
« on: October 04, 2017, 10:47:37 am »
I made no such statements that chemical pistol is a overall better weapon than the pistol, only that the w2c is inferior to the by pass nature of the chemical pistol, which you did not address.
Let me adress that.

Mechanical damage with W2C ammo is the all-around most effective damage type in the entire game, no contest. This is because unlike all other damage types in the game, the DR against W2C bullets will never be higher than 35%. That's in theory, in practice it will never be higher than 33% since the highest mechanical DR in the game is 95% (Cuttlesnail). That's without counting damage modifiers from things like Conditioning, but those can apply to other damage types as well, including heat.

All other damage types are ineffective against enemies with high respective resistances or even an immunity. Acid will be harmless against mutants and deep worms, fire will be very ineffective against bladelings or industrial bots and somewhat ineffective against any NPC wearing an antithermic coat, even otherwise irresistible mental damage is useless against robots, etc.

On the other hand there is not a single enemy in the entire game W2C bullets would be ineffective against, except Godmen of course.

This is the main problem with energy/chemical pistols if you ask me, they get very little support from other sources such as mods, feats or ammo types. If you compare a .44 hammerer and an incendiary pistol without any mods, feats or ammo types, they will be pretty evenly matched. Energy/chemical pistols are solid at their core, they just need more bonus goodies other weapon types get.

Also, if any of the chemical pistols really needs to be buffed, it's the cryoliquid pistol. That thing is just irredeemable crap, I don't think I ever saw a build made around it.

127
General / Re: The Future of UnderRail and it's main storyline
« on: October 01, 2017, 04:27:08 pm »
Is it so difficult to do Baldur's Gate 2 : ToB or Divinity II : Flames of Vengeance ?
ToB was an expansion, not a standalone game. That's pretty much what Expedition will be to Underrail.

Importing characters to Baldur's Gate 2 was only feasible because the first Baldur's Gate was low level D&D with a low level cap. Even then, you started without gear.

128
General / Re: The Future of UnderRail and it's main storyline
« on: October 01, 2017, 01:53:23 pm »
I think it's too early to talk about Underrail 2 since it's not going to be made anytime soon, but there are basically 3 options:

1. We play with our PC from the first game starting at level 25-30
2. We play with our PC from the first game starting at level 1 again, probably with an in-game explanation
3. We play with a completly new protagonist starting at level 1

The first option is not very feasible for multiple reasons- the first issue would be that starting at such a high level would require new players to come up with an entire build before even starting the game. A standalone game is not an expansion, it should be approachable even for players that didn't play the first one.

The second issue is scaling and progression. Level 25 builds and endgame gear are already very well-defined and powerful, even more so when the cap is raised to 30. I just can't see how to make meaningful and long progression possible past that point. I also can't see how to scale the game's content to such high levels without nonsensical/immersion-breaking decisions like making enemies such as Ancient Rathounds or Inustrial Bots the lowest level trash enemies.

Personally I think the second option would be the best if the explanation for why this happened is plausible. This will both allow continuity between the two games and keep things immersive.

I wouldn't mind the third option either, it's certainly the easiest one to pull off without breaking the immersion. Meeting NPCs from the previous game or even our old protagonist from a different perspective would have a certain charm.

129
General / Re: Super Slam feat question
« on: September 28, 2017, 12:30:31 pm »
Why do you assume it cannot crit? Any special ability that cannot crit has that explicitly stated in its description, like Snipe or Implosion for example.

Really can't see what the source of confusion here is, the description is not vague or ambiguous at all.

130
General / Leather overcoat with green goggles
« on: September 26, 2017, 09:00:20 am »
I made a small mod/sprite replacement that changes the color of goggles in the leather overcoat sprite from red to green. I figured I might as well share it.



https://www.dropbox.com/s/51jspmjg65666dw/Leather%20Overcoat%20Green%20Goggles.rar?dl=0

Instalation:
Copy all files inside the XNB folder to your pl_rg folder. If you have the game on Steam, it should be located in Steam\steamapps\common\Underrail\Data\Locale\Creatures. No idea about GOG, but it shouldn't be too hard to find. I recommend you make a copy of the original files in the pl_rg folder, in case you want to use the original sprites again.

I also included a custom portrait that goes well with those sprites. I did not create said portrait, credit goes to Zepposlav (http://underrail.com/forums/index.php?topic=1304.0). All I did was change the color of the goggles from red to green.

Let me know if you like it or if you find some issues with it. I will most likely post an updated version once the unique energy/chemical pistol sprites are in the game.

131
General / Re: Playing around with the graphics
« on: August 29, 2017, 02:59:14 pm »
As a matter of fact I'm working on a small, simple re-sprite.

I was always bothered how the leather overcoat sprite has red goggles. I always end up wearing night vision goggles, so I decided to make them green, like in the example below.



I wil probably post the entire thing here when I'm done. Don't expect it anytime soon though.






132
Suggestions / Re: On Tchort and An Alternative
« on: August 23, 2017, 04:20:16 pm »
You can kill Tanner in game. this is not something that is completely impossible.
The only way to kill him in the current version of the game (that I know of at least) is by abusing corrosive acid with an imported character. Definitely not canon.

133
Suggestions / Re: New weapons and items
« on: August 22, 2017, 07:48:51 pm »
Wait a second. For example, I don't want to play using psi abilities and to spend my points on "throwing", this means that I can't use all advantages of throwing weapons and Pyrokinetic Streams. Shouldn't the alternative be there?
I'm not sure I understand.

Pretty much every offensive skill offers multiple different weapons/abilites that you can focus on and ignore the rest if you so wish. Just because you put points into guns doesn't mean you have to use all of them, it's exactly the same for throwing and psi. There are tons of viable builds that can pick one of the psi schools for a few specific abilites that have a complementary role and ignore the rest.

Light machine gun can have high strength, but not the accuracy.
But that's what assault rifle bursts are right now. Extremaly high damage potential but the precision drops very rapidly as range increases.

134
General / Re: Current state of crossbows
« on: August 20, 2017, 01:47:30 pm »
Bladelings are not immune to critical.
I'm fairly sure both blade and shroomlings are immune to criticals, meaning they are converted to regular hits.

135
Suggestions / Re: New weapons and items
« on: August 18, 2017, 02:55:12 pm »
The thing is, while cool, those weapons wouldn't bring anything entirely new to the game. All the niches they would fill are more or less filled by already existing weapons.

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flame thrower

Pyrokinetic Stream is just that.

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grenade launcher
Grenades already exist and fill their role pretty well.

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machine gun
Assault rifles and SMGs are all about burst fire. Shotguns will have bursts as well.

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portable force field
Not sure what you mean here, but isn't energy shield exactly that?

The amount of cool things that could be implemented is unlimited, but development time and resources are. There are simply tons of things that need to be done and have higher priority, such as bug fixes, content that fills entirely new niches, etc.

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