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Messages - Tygrende

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196
General / Re: Critical Power + Sharpshooter?
« on: April 07, 2017, 12:12:56 pm »
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Does the Sharpshooter feat take Critical Power into account?
Yes, it takes all of your critical damage above 100% into account regardless of the source.

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For example, I use a Spearhead rifle, which only has a 90% crit damage bonus.
Spearhead has 100% critical damage, just like any other frame except for reaper which has 125%.

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Just making sure that the feat is "smart" enough to be based on the current critical bonus when focused using Sharpshooter.
It is.

To spare you some planning, the highest critical damage bonus you can achieve with spearhead is 300%.

100(base) + 30(sharpshooter) +50(anatomically-aware scope ) = 180
180 + 80*1.5 (critical power)= 180 + 120 = 300

197
Suggestions / Re: This game needs a one-time single feat respec
« on: April 01, 2017, 09:47:20 am »
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Cannot think of any reason it shouldn't be in there, other than perhaps elitism
One of the reasons respec is a bad idea is that it can be abused to get benefit out of abilities/skills that don't need to be used more than a handful of times (crafting being the best example) to benefit the player for the entire game.

It would be less of an issue with a single feat, but it could still be potentialy used to respec a crafting feat after crafting endgame gear. For example respeccing Power Managment after crafting a top end shield, it would effectively be a free feat at this point.

198
Development Log / Re: Dev Log #48: Veteran Levels
« on: March 30, 2017, 03:09:10 pm »
I guess skill bonus feats would be nice if done properly.

Only time will tell.

199
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But with the success and scope of the game, there really isn't any excuse for the state of the wiki
The bots are still at large and the wiki articles are being written by the community, not devs. Devs are already busy making the expansion. I'm fairly sure the vast majority of wiki articles are Epeli's work so it's actually in a pretty good state if you account for that. Seems most folks just don't have enough motivation/time to write articles, hard to blame them/us.

You can always ask Epeli/Styg for an account if you want to help.

200
General / Re: Weird behavior using Sniper Rifle...??
« on: March 29, 2017, 09:57:05 pm »
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if I'm understanding correctly, you are penalized for close range even if that isn't the mob you are aiming at, correct?
Correct. The penalty applies as long as there is an enemy standing right next to you, regardless of the target you are aiming at.

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I had the real world issues with scoped firearms in my mind, ie with telescopic vision it's very hard to aim at something close to you.
To me the lack of bipod/scope bonus could be attributed to that, since it's pretty hard to utilize either of those when running around or at point blank range. You are not going to get a proper sight picture in those situations and you can forget about getting into a positon that would make it possible to use a bipod.

The close range penalty would have more to do with the fact that it's simply hard to aim when there is something hostile breathing down your neck and trying to hug you, especially with sniper rifles since they are rather bulky, long, heavy and overall unwieldy compared to other firearms.

Makes sense to me, realistic enough to suspend my disbelief. It's not 100% realistic, but then again it's an RPG, not a simulator like ARMA or something.

201
Development Log / Re: Dev Log #48: Veteran Levels
« on: March 29, 2017, 07:32:19 pm »
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But they won't open up access to other feats, if they're %-based improvements on the base; they won't scale with stat specialization
I'm guessing flat skill increases might not scale very well either, as in they might be too good if the skill is low or too weak if the skill is already high.

I could imagine "Improved Crafting" that reduce the skill requirement by 15%-20% for example.

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And since I didn't address your point (sorry, again): the description for Improved Dodging is clearly not a base boost, so it didn't meet my starry-eyed criteria for broadening character development from the bottom
Dodge/Evasion is kind of a special case since they are capped- a base skill increase would be pointless for a build that already has both maxed. I'm guessing the % increase from Improved Dodge will stack with the chance derived from the stat.


202
Development Log / Re: Dev Log #48: Veteran Levels
« on: March 29, 2017, 04:10:13 pm »
Look at the bottom of the picture again. Improved Dodge/Evasion/Throwing sound exactly like what you described.

203
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First off: with such a great game, how is the Wiki not full of detail? It's surprising and frustrating given how awesome this game is. I can't believe there aren't a bunch of pros willing to flesh it out.
You need to register on the wiki to edit articles, and for that you need to ask Epeli/Styg for permission which makes it a hassle for most people (not me, I have other reasons, mostly that I simply don't have enough time to write good articles and don't want to make half-assed ones instead).

It's unfortunate but needed to prevent bots from spamming the articles with garbage. For some reason bots really like spamming in the Underrail forums and wiki. Maybe I will register and write something eventually. Maybe.


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I'm high Stealth, so got the keys no problem. Also have all the vents open. Talked to her, and there are no triggers for her to come along with me.
That's strange. There should be an option to tell her to use the vents when you open her cell. Sounds like a bug but then I never had a bug during this quest. Try to reload an eariler save, maybe? Talk to her again?


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I guess Maura, in spite of being a highly trained elite freedom fighter, is also morbidly obese.
Free Drones are anything but highly trained, the vast majority at least. If she was highly trained she wouldn't get caught in the first place, would she?

204
General / Re: Weird behavior using Sniper Rifle...??
« on: March 29, 2017, 02:39:46 pm »
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Explain this to me: I open with Snipe from stealth and kill a burrower. Chance to hit: 95%. I end my turn without moving, so I'm still Focused
It was the first turn, meaning there was no enemies next to you and you didn't suffer the close range penalty.

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I take a couple hits from Spawn, and one of poison ranged attacks hits me. Next turn: my chance to hit another burrower at the same range is now ... 32% ??
If you took a few hits from the spawn, that means the spawn is next to you.

That in turn makes you suffer the close range penalty, which is 40% for all sniper rifles except Spearhead, Dragunov and those with a barrel refractor mod.

Also, while this is never said anywhere in the game, I found out that you lose any precision bonuses from mods if you suffer the close range or move penalites, so you don't get 10% from standard scope and/or 10% from bipod.

Were you using a Corsair/Harbinger/Reaper sniper rifle with scope and bipod? Because if that is the case, it makes sense more or less: 95- 40(close range penalty) - 10(no bonus from the bipod)- 10(no bonus from the scope) = 35. The remaining 3% were most likely due to lighting or some evasion shenanigans since no one really knows how it works exactly and sometimes it does some really weird rounding that can shift the result by a few %.

205
General / Re: Assault Rifle builds and Crippled
« on: March 15, 2017, 10:52:14 am »
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They attack from invisibility and always win initiative. So i cannot kill them first.
Have you tried raising your detection?

AR builds usually have quite high PER, so your detection shouldn't be so bad you are completly unable to spot enemies who use stealth. You might want to wear motion detecting goggles or pick Paranoia if they give you that much trouble.

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I can win, but i lose many hp. So i need tons of adrenaline and healing.
All builds have weaknesses, you can't be the best in every situation.

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Many people say, what str-con-pers assalt rifle build is very easy. Wat i do wrong?
They are one of the easiest and most straight forward builds to play, yes, but don't necessarily make the game devoid of any challenge whatsoever. Especially not if it's your first time playing.

206
General / Re: Assault Rifle builds and Crippled
« on: March 14, 2017, 10:57:29 am »
Best way would be to avoid getting hit by crippling strike altogether, either by killling or stunning/slowing/etc. the enemy before he hets close enough.

Most ARs only require 6 STR, so with 8 getting hit once will only reduce your action points while the hit chance will remain the same.

Adrenaline gives +2 STR for 3 turns so it can be used to effectively get rid of one crippling strike stack.

You could also carry a backup weapon that doesn't have a STR requirement- it's one of the main reasons I use pistols instead of ARs as a secondary on my sniper builds.

207
General / Re: Acid Cyclopean Eye
« on: March 13, 2017, 12:30:52 pm »
It's a secret.

Many have tried to uncover it, many have failed.

208
Suggestions / Re: Shadowrun Returns-style healing?
« on: March 02, 2017, 03:26:36 pm »
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But with the 50% base health reduction psi characters will be looking at in veteran levels
The sheer power full psi builds have more than makes up for the base 25% health penalty.

Advanced Psi Empathy decreases the cost of all psi abilities by 20%, which is a huge boost to both your offensive and defensive capabilites. I ca't say if it's worth another 25% health penalty yet, but considering psi gets so much crowd control options you get barely hit right now, I would say it's going to be worth it.

Health penalty and all the problems that come with it are one of the very few actual drawbacks full psi builds have. I really don't think it's a good idea to compensate for something they are supposed to struggle with. That would just make them close to perfect all across the board.

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But with the 50% base health reduction psi characters will be looking at in veteran levels, even small hits will pull them out of the regen range.  Moderate ones will take them out of bandaging range as well.
That's why Doctor feat exists.

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A stitch in time:  heals x% of the damage taken in the last hit (up to 75% perhaps?).  long cooldown.
Considering psi have much smaller health pool, you can easily achieve this with a single hypo, especially if you take biology to make super hypos and stack healing received bonuses.

209
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 22, 2017, 03:04:43 pm »
Seems this expansion will be a lot more than I expected. Not that I'm complaining, quite the opposite.

I'm kinda worried about how the special abilites granted by weapons will affect the game balance though. It seems like something that can easily conflict with the design of the base game. For example, the shotgun burst ability is basically the Rapid Fire feat. Doesn't that render the feat a little redundant?

I'm also a little worried shotguns will end up too similar to assault rifles. In both cases the defining feature is the ability to shoot a lot of projectiles at once, hitting multiple targets or dealing a lot of damage up close. I like the various shotgun shell types, it's definetly something that can set them apart and make them more unique. I hope there will be slugs as well.

The addition of special attacks to certain weapons I think is an excellent idea. I imagine that the unique weapons will carry some pretty interesting attacks, no?
I hope so as well. Sadly as it is now, to me almost all unique weapons are not really that unique and simply inferior to crafted weapons in every way, and even if they do have unique effects they are usually underwhelming. There are exceptions to this, especially the unique unarmed weapons, but they are exceptions.

210
General / Re: Max required crafting skills for end-game loot?
« on: February 18, 2017, 04:52:33 pm »
15-20 points in electronics will allow you to craft Taser, and since quality of components will only affect damage it does, even if you craft it from trash, you will be able to stun your opponents for 1 round.
Actually, it's possible that the quality of the electroshock generator determines the difficulty of resisting the stun with fortitude. I'm not sure about that though, never tested it extensively, but it's possible. Taser stun is not guranteed, If you use taser a lot you will notice that it does get resisted from time to time.

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