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Messages - Tygrende

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256
General / Re: A simple question regarding Initiative
« on: August 14, 2016, 07:57:03 pm »
I just did a few tests on the tutorial Sentry Bot.

So far it seems that either enemy always acts first or there indeed is some kind of underlying default turn order.

I was thinking that maybe the character with higher base Initiative would act first (sounds pretty logical and fair) but sadly it's not the case. Sentry Bot has base Initiative score of 14, I did test with characters that had 13, 14, and 15 and in every tie bot acted first.

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Could be the order the characters are placed on the map
I tried to approach a Sentry Bot in the tutorial from 4 different directions and in every case he always acted first on a tie.

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or maybe alphabetical order
I don't think so. I tried 3 different characters named "Test", "A" and even "Sentry Bot". In all cases my PC acted last.

I guess I will just count ties as acting last then. Still it would be nice if any of the developers could comment on this.

257
General / A simple question regarding Initiative
« on: August 14, 2016, 06:44:02 pm »
Recently I felt like playing Underrail again and it got me thinking about Initiative.

So now I'm trying to make a simple calculator that will tell me the exact chance of acting first based on the Initiative of my PC and the enemy.

My question is: What happens in case of a tie? Let's say my PC has 16 Initiative and the enemy has 20. I roll 9 while the enemy rolls only 5, so we both end up with 25. What then?

258
Discussions / Re: Drones or Cans?
« on: January 30, 2016, 05:51:25 pm »
Don't forget that they are literally Nazis;
Last I checked they were not trying to push any supremacy agendas (Fraser being the only one that openly hates southerners, while everyone in charge doesn't care as long as you get the job done) or make concentration camps for them.

But they do protect small stations from bandits, give away food to the poor at Junkyard and made North Underrail into a bandit-free land where people don't face a possiblity of death everyday and have enough time to care about hygiene. The only questionable things they did are the orders to kill civilians given by a few assholes, and if you do things right you can make them investigate the matter. Gasing the drones was not questionable at all since you don't negotiate with terrorists that support bandits, kill civilians and do chemical attacks on a regular basis.

They are expansionist that's for sure, but I'd rather take a mix of bad/good than all bad.

259
Discussions / Re: Drones or Cans?
« on: January 30, 2016, 02:38:54 pm »
if you are a can you are probably a statist.
Nope, I just don't find the idea of letting a small community die to bandits very appealing.

There is not single instance of Drones actually helping anyone but themselves. They would rather see people killed/eaten by bandits or kill civilians than any kind of unification, even if said unification saves lives.

There's anarchism, and then there's fanaticism.

260
General / Re: JKK Warehouse
« on: January 27, 2016, 05:31:25 pm »
It looks like a square cardboard container, on one of the shelves.

261
General / Re: JKK Warehouse
« on: January 27, 2016, 01:42:28 pm »
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Hi everyone, new here... I have a question about a quets where I have to enter JKK warehouse and steal something
You must be thinking about Protectorate warehouse.

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problem is that I have already spoken to superintendant and now i can not bribe him (no option in dialog anymore, when i spoke to him first time i didnt have money) and my pickpocket skills is low. I read somewere that you can enter from ventilation shaft, which i dont know where it is and my lockpick is low... My persuasion skill is offcourse low too.
You can enter the ventialation from the room superintendent opens for you if you bribe him, but it's probably not an option of you don't have lockpicking.

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Any other options
Kill everyone.



262
General / Re: Preparing for Deep Caverns
« on: January 27, 2016, 08:36:23 am »
You will also find 8-10 acid components and can loot corrosive acid glands from deep worms, so it's enough to make at least 80-100 vials.

But yeah, if you don't have crafting your option are pretty limited. I don't how could you make a decent chemical pistol build without crafting though, it's almost a requirement.

263
General / Re: Unitary lore and story discussion thread (obvious spoilers)
« on: January 26, 2016, 10:03:27 pm »
Wait, where did you get that from?
Mainframe.

At least that's how I remember it. Either Mainframe or one of the pillars, but I'm pretty sure it was the Mainframe.

264
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 06:59:18 pm »
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So basically it means "if your build is right", or else - you're fucked. OP specifically stated that he has NO crafting, yet you post about how much you were able to craft your way through.
Not really, but it helps. I would only suggest to take more repair kits if you have no crafting at all, everything is manageable even with the hundreds of regular rounds found in the warehouse.

You skipped the part where I stated that mushroom forest can be trivalized and tchortlings/deep worms can be avoided altogether no matter what your build is or what decisions you made. All that's left is Faceless and Arke power station.

265
General / Re: Unitary lore and story discussion thread (obvious spoilers)
« on: January 26, 2016, 06:54:18 pm »
I'd say the cube had already been in BioCorp's possession for a very long time. The Faceless probably nabbed it when they revolted against their creators and ran off to form their own civilisation.

That is possible, but it still doesn't explain how Tchort knows anything about High Ones. There is only 3 of them left and logs from the residental make it clear that they didn't know anything about the mysterious pillars origins.

266
General / Re: Unitary lore and story discussion thread (obvious spoilers)
« on: January 26, 2016, 05:30:50 pm »
Alright, explain this.

If what the Faceless Commander says is true and Tchort indeed is just an amalgamation of Biocorp scientists made with mutagens (which is probably true given the mutagen tanks during the fight and the fact that Exitus is harmful to it) then it means it's just 100+ years old, 200 tops.

From what it tells you, it wanted the Cube solely to lure Tanner/Six, eat them and gain their knowledge in the proccess. How in the hell does Tchort know anything about the High Ones and the Cube in the first place?

267
General / Re: Preparing for Deep Caverns
« on: January 26, 2016, 05:18:04 pm »
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.
The hell were you doing down there? There is no way you wasted that much resources without actually trying to waste them.

As a Sniper with backup pistol, energy shield, taser, cloaking device and night vision googles I went to DC with:
250 7.62 micro-shrapnel rounds for my Spearhead
250 9mm acid rounds for my Neo luger
100 W2C rounds for both
(I don't use regular rounds)

20 regular/advanced hypos and bandages

30 lithium cells
10 fusion cells

And I came back with:
262(!) micro-shrapnel rounds, there was enough plates, scraps and cases lying around to craft them so I ended up with more than I brought. I was using them against everything except for snails and industrial bots
211 acid rounds, crafted a lot of them as well.
64 7.62 W2C rounds (I was able to buy a lot of them from both Leo and Tchortists) and 92 9mm ones (didn't get much use of them).
(Never fired a single standard round)

8 regular hypos, 21(!) advanced hypos, 14 bandages, and 3 super hypos that I never used.

over 100(!) lithium cells, there was like 60 of them in the warehouse alone and a lot of them in the Arke power station and various containers
15(!) fusion cells
6 plasma cells, never used a single one



I feel like many people exaggerate how difficult Deep Caverns are, it's really not that hard and not even combat heavy if you do things right.

Mushroom Forest is trivial with a good low frequency energy shield (crafted one works best, but you can find a few of them in the warehouse as well) or once you get a Biohazard Suit (and you can find 3 of them in the whole Deep Caverns).

Tchortlings can be avoided completly even with 0 stealth, just use the hatches/Faceless territory/caves/that one room in the tchortists base to get rid of the debuff before it reaches 20 stacks. I killed 4 tchortlings total, the named one and 3 more because I wanted their odditites.

You don't need to fight Faceless at all if you managed to stay neutral/friendly to them, and if not- well it's on you.

Arke Power station requires some stealth to avoid combat, but the robots don't respawn very fast so it's fine either way.

Burrowers are easy.

Deep Worms can be avoided even with 0 stealth, just don't get near them.

268
Suggestions / Re: Various Suggestions 2
« on: January 24, 2016, 05:57:40 pm »
Any of that would be a nice addition.

But you need to realize that devs have limited time and most is spend on fixing bugs, as those are a serious issue that can be game breaking at times.

Convenience features like this are probably very low on the priority list as anyone could think of hundreds of those, and they don't affect the game all that much.

269
General / Re: tanner - endgame (spoliers)
« on: January 24, 2016, 05:54:06 pm »
Take a train to North Underrail.

Don't get your hopes up though, you won't be able to kill him, at least not yet.

270
General / Re: Broken wall sections and sledgehammer
« on: January 24, 2016, 05:46:20 pm »
I think it would be actually possible to achieve that much even before Depot A and get access to everything early.

Snipe from 12.7 Harbinger with smart module and smart goggles should be enough.

Going to try while I still can.

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