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Messages - Tygrende

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151
General / Re: Syphoner man?
« on: July 20, 2017, 05:27:22 pm »
He has a point though, there is a resemblance. It's very likely Eidein is simply the only successful of the rejects so far. Or maybe rejects are unsuccessful copies of Eidein?

152
Bugs / Re: Bipod move penalty
« on: July 20, 2017, 12:19:51 pm »
I though it always had the move and shoot penalty.
I'm fairly sure it didn't have it before. I distinctly remember that in the past my precision would drop by 50% when using a sniper rifle with a bipod and a regular scope, 30% from the default move and shoot penalty, 20% from lost bonuses.

153
Bugs / Bipod move penalty
« on: July 20, 2017, 11:49:34 am »
The way bipod always worked was that its 10% precision bonus was lost when not focused, even though the tooltip didn't show this. I noticed that now the weapons with bipod show 10% more move penalty in their tooltip.

I assumed this is nothing more than a cometic change meant to show the player that the bonus is lost when not focused, but now that I'm playing it seems this penalty is added on top of losing the bonus. I was using an assault rifle with a bipod, chance to hit was 58% when focused, 33% after moving. That's 25% less precision, 5% from the default move penalty ARs have, 10% from the added move penalty of the bipod, 10% must be the lost bipod bonus.

Is this intended to work this way? It seems a bit harsh given that bipod already has an AP penalty.

154
General / Re: Arke Keycards/keys?
« on: July 18, 2017, 09:26:41 pm »
But how do i get in to the room with the janitor locker?

I cant even find the button to open the door.
The door should open automatically as soon as you approach it, like in the webm below:

https://webmshare.com/play/bQDZo

155
General / Re: Syphoner man?
« on: July 18, 2017, 05:15:16 pm »
A serb with a weird hat claimed so...
Sounds credible to me.

Correct me if I'm wrong, but didn't somebody post the picture of a 2 headed mutant a while ago?
Yeah, but we still don't know the exact conditions that need to be met for him to appear. At least most of us don't.

156
General / Re: Syphoner man?
« on: July 18, 2017, 04:09:12 pm »
- Utility Slot #6
But that's solved. Hell, you are the one who explained it.

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- Al Fabet's ultimate fate (he's not dead!)
How would you know that?

157
Suggestions / Re: Some quest clarity suggestions
« on: July 14, 2017, 02:12:30 pm »
I agree that the connection between finding Cornell and joining one of the oligarchs could be made more apparent since it's not very intuitive. Tanner does suggest that but he doesn't make it sound like the absolute prerequisite it actually is. Same goes for the connection between Arena and oligarchs.

I think Leo's knife quest is just fine as it is. You can't expect him to give you the exact location, the whole point is that he lost it after all. You're supposed to search for it and it's not that hard to find. It's true you might get it a little bit late depending on where you start, but even then you should get some use out of Echoing Soliloquy.

It's true that showing the entire list regardless of power level would be an improvement.

As for removing the organic material on the gate, as you said yourself, Six explicitly mentions that tchortlings wouldn't pursue him into the Mushroom Forest and that may contain something that might help you get rid of it. It's kind of a major area too so it's only natural you should visit it if all else fails.

I really don't like the whole "inhale spores" mechanic though. Just like you said, purposefully stacking a debuff in order to progress the main questline is extremaly counter-intuitive.

Mutagen puzzle is, well, a puzzle, so it is supposed to be not all that clear. I like it the way it is and don't think the player should be told exactly what to do. Not to mention it's optional.
 

158
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 13, 2017, 04:01:27 pm »
Also, lovin' the new Twitch drug. Finally, something that buffs Initiative! Take that, Carnifex!
I think his cutscene lasts longer than 10 turns, so it won't help you unfortunately. Still, another source of bonus initiative is a nice thing.

Sounds interesting but where in the video is this stuff?
You just have to pause the video at the right moments.


159
General / Re: Merchanting skill
« on: July 13, 2017, 10:34:43 am »
This is our long term goal with this mechanic, but it will take time to make all those custom items.
That's cool. Imo it still needs some tweaking to be a skill truly worth taking, but the special stock is a big step in a right direction.

160
Development Log / Re: Dev Log #53: Expedition Gameplay Video
« on: July 13, 2017, 10:30:08 am »
Looking good. I really like that twitch drug. The double barrel's ability to fire both shells at once or fire the other one first are really cool mechanics too.

So psi crab is like a psi beetle and coil spider rolled in one? You really hate us.
It also applies Crippled up close, so yet another enemy that can easily screw metal armor/assault rifle/sniper rifle users.

161
General / Re: Merchanting skill
« on: July 11, 2017, 11:24:04 pm »
Have you noticed getting access to unique items you never saw?
Not unique in the sense that they cannot be obtained without mercantile, but the special stock often includes craft-only items such as MK IV mines/grenades, MK II EMPs, chemical pistol ammo, rare drugs such as focus stims, etc.

Having high mercantile can actually be a quite good investment if you want all of those- it's far cheaper than increasing all the crafting skills. It's kind of a jack-of-all-trades deal, you get access to a lot of craft-only stuff with less skill point investment overall, but on the other hand you don't get all the benefits crafting would give you.

I wish there were unique items that would be only accessible with high mercantile, preferably as quest rewards. Or maybe even unique outcomes that are something more than just bonus money. It would give a lot more incentive to spend skill points on it.

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higher quality items that would would have a much much more difficult time finding/only located in late game.
I definitely saw more components of higher quality, but it wasn't anything special. I'm not sure if the special stock components have higher quality or if it's just that they are more likely to appear and as such you are more likely to get something of higher quality. Overall I think alone it's not enough to justify taking mercantile.

I also think one of the problems is that traders that offer special stock are pretty rare- maybe a little more than half a dozen in the entire game. This somewhat diminishes the benefits of having high mercantile, unless you don't mind waiting for them to restock.

162
General / Re: Scenarios for guaranteed critical?
« on: July 01, 2017, 03:46:37 pm »
Other than feats, what are some set ups for assured crits?
None. The only ways to score a guranteed critical are:

Aimed Shot with ranged weapons
Psionic Mania with psi abilities
Deadly Snares with crossbows against enemies caught in a bear trap or acidic entanglement
Fatal Throw with throwing knives against enemies with less than 25% HP
Stacking crit chance to 100% via items and feats such as Ambush (only against sufficiently illuminated enemies while standing in the dark yourself) or Survival Instincts (only when under 30% HP) or Ripper (1% more crit chance for every 1% HP the enemy is missing).

I think I didn't miss anything.

I was just reading someone say that attacking from stealth guarantees one, is this true?
No, that's not true. They probably meant Snipe or Ambush.

Also saw something about traps.
Most likely Deadly Snares.

163
General / Re: sealed area south of Core City faceless standoff
« on: June 23, 2017, 01:09:55 pm »
I'm guessing you are talking about RAF 013.

http://www.underrail.com/wiki/index.php?title=RAF_013

You get there through Institute of Tchort ventilation.

164
General / Re: Is the low activity here representative of sales?
« on: June 19, 2017, 05:00:09 pm »
It's pretty dead because there is not much to talk about at the moment.

The game was released year and a half ago and a lot of stuff was already discussed during early access. The last development log was 2 months ago. There should be more discussion once Styg post a new development log and much, much more once the expansion comes out.

165
Suggestions / Re: No evade while stunned
« on: June 07, 2017, 06:47:20 pm »
Any status effect that makes the victim unable to "move or perform any actions" also drops their evasion and dodge to 0. This includes stun and incapacitation. Very easy to notice when fighting Carnifex.

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

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It really breaks the immersion for me when I stun someone and they magically evade a throwing net.
Your throwing skill must be either very low or the precision of throwing nets is capped at 95%.

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