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Messages - Tygrende

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61
General / Re: 1.0.4.15 foodstuff price puzzle
« on: December 22, 2018, 07:41:58 pm »
cause ingame economy lore is losing sense here.
The majority of Junkyard is starving hobos, makes sense to me.

62
At no point can you talk to her father, the engineer, and bring up that you met his daughter.
You can. He will simply say that you're mistaken and he never had a daughter, almost certainly because he disowned her for working for oligarchs, the very people he hates more that anything in the world for pretty much ruining his life. I can't think of a better reaction, it's perfect.

Once she is gone, she is just gone. It almost seems like there wasn't enough time and so the story just got cut short, which is understandable with so much other stuff going on in the game.
I don't think of it as unfinished. I think it's much better this way, like less is more in this case. You're right, she's just gone. There's no justice, no closure, nothing. Which makes it hit you that much harder and makes you use your imagination. It wouldn't have nearly the same effect if we just found her body somewhere. This might be a spoiler for you, but did you know that (highlight this if you want to know) Gunnar Edstrom, the CEO of JKK, is rumored to be involved in slave trade? Knowing that, what do you think might have happened to her? It's just a theory of course, but one you couldn't think about if we just found her body.




63
General / Re: Use for low quality items
« on: November 07, 2018, 02:22:47 pm »
High quality circular wave amplifiers absolutely destroy the capacity of shields, often to the point where the capacity is actually lower than some of the thresholds. For example you can end up with a shield that has 250 threshold against very high speed attacks but only 200 capacity, so it won't be able to soak more than 200 damage from a single attack.

As such it's a better idea to use one with lower quality, so you end up with a shield that has enough capacity to make use of those higher thresholds. Efficent shields are better 99% of the time, but amplified double high frequency shield can be a life saver against snipers, especially for squishy builds.

64
General / Re: Assault rifles precision: am i missing something?
« on: October 26, 2018, 12:16:06 pm »
Assault rifles have a bigger precision drop-off over range than pistols and SMGs, especially outside of optimal range. It's something that I tested myself a long time ago.

65
General / Re: Post your experiences with the new Dominating difficulty!
« on: October 03, 2018, 03:48:34 pm »
Does 10 con (for thick skull) even make sense if I'm eventually getting LoC?
It can actually do more harm than good. With LoC, you can simply break free from the effect and continue as if nothing happened. With Thick Skull, you will always get dazed and lose 15 AP.

66
Bugs / Re: Report spelling/grammar errors
« on: September 29, 2018, 09:37:44 pm »
Missing comma after "You see".

67
General / Re: I've played through the beginning so often
« on: September 29, 2018, 02:13:37 pm »
http://underrail.com/forums/index.php?topic=3046.msg15959#msg15959

There are many reasons it won't be implemented. Respeccing undermines the very foundation of the RPG. Mistakes and imperfections are part of the experience.

68
Builds / Re: How to make sniper rifles work?
« on: September 25, 2018, 05:02:49 pm »
That said when making a stealthy sniper build you're supposed ( from what I understand ) to go for Special Attack damage buffs, not Critical hits, because Snipe isn't considered a crit. Therefore the crit perks are useless
You're supposed to go for both, it's no wonder you're having trouble if you completly ignored crits. The only time those bonuses are mutually exclusive is when choosing between smart (special damage) and seeker (crit chance) goggles, otherwise you can have them all. Aimed Shot should be your bread and butter ability, with high crit and special damage bonuses it will kill almost every enemy if it hits and you can use it every 3rd turn. Snipe is something you use only at the beginning of combat and when you manage to restealth.

especially recklessness which is best on a character with DPS
With high crit damage, higher crit chance means higher chance your regular shots wil kill (most) enemies in one hit. I actually tend to go for seeker goggles later in the game as the damage is already so high another smart bonus would be overkill.

69
Builds / Re: How to make sniper rifles work?
« on: September 25, 2018, 08:26:06 am »
The problem I'm having is multiple enemies: I kill one from stealth, or maybe he even survives the shot, then I'm attacked by everybody else and I cannot take care of that with a sniper rifle.
You just have to play to the sniper rifle's strengths. The most important thing is to keep the enemies as far away from you as possible. Traps, grenades, psi, a lot of movement points, re-stealthing, abilities like Kneecap Shot, doors, chain link fences, clever use of the terrain, killing isolated enemies first, etc. Get night vision goggles as fast as possible, otherwise use flares/molotovs/lure enemies into light. Stack crit and smart damage when you can (Sharpshooter, Critical Power, anatomically-aware scope, smart module, smart goggles, etc.) then crit chance (Recklessness, Ambush, seeker goggles, infused rathound leather, focus stims, etc.).

Things will get easier once you can craft a Spearhead rifle with rapid reloader since those can shoot twice per turn. Or if you find the Dragunov first.

So my question is: is it possible to make a sniper stealth build work without savescumming/changing areas or being aided by another weapon like an assault rifle?
You could technically play with only sniper rifles and be successful, but they really benefit from having another weapon in case you just can't get away or if you get hit with a STR debuff. I would consider using the barrel retractor mod in this case.

70
General / Re: The surface
« on: September 25, 2018, 07:25:51 am »
Aww, c'mon Tygrende. Aren't you going to make up your own backstory? :P
I never really gave it much thought, but I'm guessing it had something to do with leviathans and/or godmen.

What I wonder is how people even know about the surface in the Underrail world, seeing as it's been such a long time since anyone's seen it. Old world pictures and literature?
I don't think most do. Only tchortists ever mention it, Eidein is an ex-BioCorp scientist so he obviously learned that from them. On the other hand your typical Core City commoner doesn't even know what rain is.

71
General / Re: The surface
« on: September 25, 2018, 12:30:49 am »
I'm just gonna leave this here


72
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: September 21, 2018, 08:07:55 pm »
Heya, made an account just to post here. Is there any possibility of volunteering for the closed alpha? Completed a playthrough a while ago and got the urge to replay it recently, and then noticed this expansion news and just thought I'd try asking. I know I probably don't qualify for being a "veteran" but I've done a bit of play-testing and bug reporting in past games if that counts for anything.
Post here.

http://underrail.com/forums/index.php?topic=3526.0

73
Suggestions / Re: drum magazine
« on: September 15, 2018, 04:14:18 pm »
Hmm, what does Styg think is wrong with shields?

I don't want to get into this right now, but personally I am not content with how the shields work at the moment, both in the terms of crafting (where there's effectively one way to go about things) and with the amount of defense they provide with practically no active tactical or strategic engagement from the player and virtually no downsides.

Expect this to change at some point (prior to the end of the world).

I'm not primarily bothered by the lack of counters to energy shields, but by their simplistic non-engaging one-size-fits-all mechanics. Giving enemies more EMPs might make the combat more difficult, but not necessarily all that more interesting.


74
General / Re: Post your experiences with the new Dominating difficulty!
« on: September 12, 2018, 07:50:05 pm »
I know it's been a while, but can you post this build? I'm interested in playing a sniper/pistol in Dominating.




Gear:
Seeker night vision goggles (smart A-A spearhead with all the crit damage feats is enough to reliably 1-shot almost everything, at that point crit chance becomes more valueable than another smart bonus)
Efficient double low freq shield
Infused pig leather armor with high density foam and black cloth
Utility belt
Infused pig leather tabis

Rapid smart Anatomically-Aware spearhead
Rapid neo luger with a laser sight

Taser and all kinds of grenades

It's kind of an iroman-y build (only reloading on death, goal is to die as few times as possible)  I came up with after the infused siphoner tabis nerf, wasn't really meant for dominating in particular but worked really well regardless. I think I died once or twice, can't remember exactly. The overall idea is to have high initiative in case the stealth approach fails or is impossible, high mech DT/DR against melee, shield against guns that also helps against low speed projectiles, high HP for anything else. Also high mobility with a way to break free from immobilization.

Always walk around with the pistol in the hand for bonus initiative, switch to the rifle when needed. Pistol is mostly used to apply Kneecap Shot, reliably hit enemies with high evasion (that's why it's a Neo-Luger and laser sight, also makes it more likely for the Kneecap Shot to hit), delete squishy enemies with low DT/DR up close with Rapid Fire and HP rounds, killing or finishing off other enemies with W2C, etc. Biology is to make focus stims for that sweet 15% crit chance, chemistry is for making W2C rounds.


75
Suggestions / Re: Feat for single shot AR builds
« on: September 08, 2018, 03:41:54 pm »
Was that your anatomic Chimera build?
Yeah.

But I think you're right, it would probably take at least one more feat and this one would need some adjustments, maybe lowering the accuracy required.
Or making the accuracy drop over distance less severe for single shots while keeping it the same for bursts.

The main thing that made me start this thread is the fact you can craft a bipod accuracy-scoped AR in the first place, which is a curiosity if anything.
I tried using a standard scope/bipod on that build, but the loss of damage from the A-A scope and Smart Module was just too much. Smart module being so much better than pretty much all of competing mods is imo a big issue in itself, but I heard there are plans to do something about it.

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