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Messages - Tygrende

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346
General / Re: Easy way to defeat end boss(mega spolier)
« on: January 06, 2016, 06:24:57 pm »
Feel free to post it, I'm curious.

I think I could actually one shot him with really high quality Reaper, smart module and smart goggles. I was using pretty average Spearhead with good smart module and motion tracking goggles, so it' not even the best I could do.

347
General / Re: Crowd control for non psion/crossbow users?
« on: January 05, 2016, 10:31:59 pm »
Flashbangs and molotovs you already know, 4 turns of cooldown.

If you have mechanics and 65 chemistry, you can craft  incendiary rounds rounds to have a 35% to set target on fire and scare him off, but it's unreliable and 65 in chemistry is quite much. In my experience Blaine form underpassages sells it from time to time.

Dirty kick can be used with any weapon but if you don't have any points in melee you probably won't hit with it.

Kneecap shot to outrun single enemy.

My favourite is taser. 10 AP for short range 1 turn stun, with only 3 turns of cooldown. 

348
I doubt Styg browses through all the topics on General.

Would be nice if this was moved to Bugs instead.

349
To me it sounds like a bug where "saving Buzzer by passing a persuasion check" is by mistake equal to "saving Buzzer by killing the Mind Reader", but I cannot be sure.

350
I disabled the robots at Rail Crossing, persuaded the Mind Reader to let Buzzer live, helped the group near Foundry by telling them all the truth and only the truth, saved the caged Faceless and gave him an advanced health hypo.

Never killed a single one, not even during the elevator fight.

Once I got to the Deep Caverns, their Commander gave me permission to roam as I please but refused to answer any questions or walk into any of their buildings, including the one with Lora, so I'm assuming they were neutral to me.

Sounds like it really is a bug. And it sucks, since I did save the Buzzer again on my 2nd playthrough, unaware that you can actually get a better reaction from them, and I really don't feel like restarting now.

351
General / Re: Easy way to defeat end boss(mega spolier)
« on: January 05, 2016, 08:15:44 pm »
I found an even easier way.

352
General / Re: Frag Grenades overpowered?
« on: January 02, 2016, 05:27:43 pm »
You must have some really weak shields if they get drained by a single frag.

It's a stock shield that absorbs 300 damage. Almost all gone with single frag.
Yup, the crafted ones can get as high as 1500-1800+ capacity, maybe even 2000+ in the endgame area.

You should be happy that you can get an absolute protection from a single frag without any skill investment though.

353
General / Re: Frag Grenades overpowered?
« on: January 01, 2016, 09:18:11 pm »
You must have some really weak shields if they get drained by a single frag. My crafted energy shields could take even 10 direct hits, if not more. I think good crafted metal armor would be even better, and high evasion reduces the damage taken from AoE effects as well, so you definitely have options.

They hit for a considerable amount of damage that's true, but there is a reason why grenades have such a long cooldown and skill requirment. They are supposed to be more advantageous than simply shooting your gun.

Also, frags are supposed to be devastating against soft-armored targets, as opposed to HE grenades which perform better against heavy armor.

354
Bugs / Re: Zone Transition Fail
« on: December 30, 2015, 11:30:45 pm »
Btw, are either of you using any synchronization software that goes through your Documents folder?

Nothing that I know of.

I'd like to add that everything is fine if I start a new game, it gets progressively worse the more I play from what I've seen. By now I can't access any SGS floor except for private quarters and metro train.

355
Bugs / Re: Zone Transition Fail
« on: December 30, 2015, 06:11:52 pm »
Send.

I might have deleted some of the earlier ones, but there is still quite a few of them.

356
Bugs / Re: Zone Transition Fail
« on: December 30, 2015, 05:50:46 pm »
Got the same error just now, I'm after Deep Caverns and can't enter SGS. Reinstalling the game doesn't work anymore.

Could you upload the save as well? Might help me track down the issue.

Sure.

https://www.dropbox.com/s/x4n5t0rxzzpljmz/1.rar?dl=0

Upload me your saves and I'll take a look.

Cheers.

Link to my save below:
https://www.dropbox.com/s/wzhfj959wpb4gju/BorisBadSave.zip?dl=0

Thanks for the great game, I LOVE it.
If my save is screwed, please let me know how to hack that door to the Old Junkyard.

I don't have other saves (I messed them up trying to restore them)

What system are you running the game on?

Windows 7.

Also did you experience any crashes/transition errors except for these ones? Can you zip all the logs in Documents\My Games\Underrail and mail them to me?

As far as I remember, by now I can't access:

Most of the SGS floors, except for the private quarters.

Cave with Modre.

SGS port.

Upper metro station in Core City.

Oculus (itself, I can access the cave with the entrance).

Panacea Lab in Upper Underrail.

One of the locations in Lower Underrail, but I don't remember which one. It was near the Rail Crossing metro station if I remember correctly.

What's your mail?



357
Bugs / Re: Tchort door
« on: December 30, 2015, 02:07:39 pm »
Six tells you that you will probably find the means to clear the gate in the Mushroom Forest.

Thortists shoot on sight only if you enter their camp from the tunnel, which is pretty logical because it looks like you are trying to sneak up on them.

That said, I have similiar feelings. Deep Caverns are devoid of anything that made the whole game great if you ask me, constant backtracking and respawning enemies are just tedious and not fun, not to mention the game has practically only one ending since none of your choices matter in the end, just a few different lines of dialogue.

Great game overall, but Deep Caverns don't hold up to that.

358
Bugs / Re: Zone Transition Fail
« on: December 30, 2015, 01:57:48 pm »
Got the same error just now, I'm after Deep Caverns and can't enter SGS. Reinstalling the game doesn't work anymore.

359
Bugs / Re: Deep Caverns canister bug
« on: December 30, 2015, 12:12:41 am »
Hotfix is out.

360
Bugs / Re: Deep Caverns canister bug
« on: December 29, 2015, 08:32:04 pm »
Well, good to know it will be out soon at least. Thanks for the info.

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