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Messages - Tygrende

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76
Suggestions / Re: Feat for single shot AR builds
« on: September 08, 2018, 03:15:52 pm »
Perfect Shots - if your uncapped accuracy to the target is 125% or higher, you do maximum damage in your damage spread with single shots from your AR/SMG
I don't think this would help much. The main problem with single shots from ARs/SMGs is that they both suffer from significant hit chance drops over distance. You would rarely (if ever) be in a situation where single shots have 125% chance to hit and burst isn't a much better choice.

I actually tried to make a crit-based, mostly-single-shot AR build once and beat the game with it. The idea was to be more of an "designated marksman" than a "sniper" - multiple shots with high crit chance/damage per turn at longer distances (so basically what a sniper does, but more shots per turn with slightly less range and not capable of 1-shoting everything) but without suffering from huge move/close range penalties and also with the ability to burst targets that get too close. Sadly my hit chance was so low at long ranges, it was almost always a better idea to just let the enemy get close and burst him down. It was only sometimes a good idea to 1-shot weaker, very easy to hit targets with Aimed Shot.

77
General / Re: Expedition alpha testing
« on: September 07, 2018, 06:46:12 pm »
Sign me up.

78
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 16, 2018, 04:12:45 pm »
Looking good. I can see a subtle difference between new environments/sprites and those in the base game, I'm guessing a lot of it is Windwalker's work. Love that giant club in the 3rd screen, I hope we will be able to take it for ourselves.

79
A small side note to the devs--there wasn't any option for my char to say that he doesn't mind dirty work so long as he gets paid.
When Colonel Cathcart asks why you decided to join the Protecorate, you can say it's because of the money, safety and other benefits such a powerful organization can give to you.

I go to the offices to speak with the boss, and suddenly, everybody there are aggressive towards me. So, I haven't been a saint by any stretch, but the way that this is happening is quite puzzling... What am I missing here?
Did you remember to unequip all your weapons and utilities?

80
How. The. Fuck. Are. You. Supposed. To. Get. The. Fucking. Stupid. Service. Manuel. WITHOUT BEING DETECTED ?
Same way you would on any other difficulty. Get Echoing Soliloquy, wait in the closest safe location until Eye of Tchort is gone, make sure all tchortlings reach their holes, get back to the safe location, unstealth and run as fast as possible, enter stealth if Eye of Tchort kicks in. You just have less time, but it's entirely doable.

WHY LOOSING THE EYE OF TCHORT DOESN'T FUCKING DISPOSE OF THOSE CRIITERS ANYMORE ?
It does, but there's so many on them on DOMINATING that you need to wait  longer for all of them to reach the holes. I was getting significant lags when they all moved at the same time, so much that sometimes my PC was unable to move himself. Same was happening on the 2nd floor of Emporion when all lunatics were moving to investigate some noise.



81
Nope, you can't kill it in direct combat.
Isn't it still possible with importing?

82
General / Re: Rail crossing Missing Train (Spoilers)
« on: June 16, 2018, 08:38:15 pm »
Persuading those Free Drones to leave the train gives you an opportunity to join Protectorate, not Free Drones.

Keep in mind that you just persuaded some random mooks to go against their orders. Regardless of your methods, you allowed the supplies to reach Rail Crossing, made them integrate into the United Stations and prevented Free Drones from getting those supplies for themselves.

As far as I know you can't join Free Drones if you do that, but there was some talk about improving this quest after the expansion is released:

http://underrail.com/forums/index.php?topic=3219.msg17349#msg17349

83
Builds / Re: New playthough, build junkies and vets assist me please.
« on: June 10, 2018, 01:43:32 pm »
I have a really low hit chance with my sniper vs these drill quest guys.
Does your rifle have a bipod and the standard scope? The combined 20% hit chance bonus is invaluable early on. Alternatively, you can use a 7.62 rifle without the bipod, this way you will be able to shoot twice per turn with adrenaline or blitz.

Sniper rifles also have a considerable hit chance penalty in close range and after moving, so avoid both.

There's also light level, your hit chance suffers a lot if the enemy is standing in a spot with little or no light. You can use flares or molotovs to help with that. Keep an eye out for image intensifier tubes when visting weapon/electronics merchants, you can craft a pair of night vision goggles before Depot A if you are lucky. Night vision does wonders to your hit chance.


84
Suggestions / Re: Shotgun enhancement idea
« on: April 22, 2018, 06:54:37 pm »
Question for you familiar with real-life guns -- are shotguns shot from the hip or ever aimed? Why do they even have iron sights?
Contrary to how they work in almost every single video game out there, shotgun's spread is not that wide in real life. The exact spread will depend on a number of factors like the barrel length, type of ammunition and the choke used, but the general rule of a thumb is that the shot spreads about 1 inch (2.54 cm) for every yard (0.9144 m) of travel. If you do some math you should be able to see this is not nearly wide enough to eliminate the need to aim, for reference the effective range of 00 buckshot is 50-60 yards at most.

The point of spread in real life is mostly to increase the likehood of hitting vital organs, or hitting at all in case of small and fast moving targets (bird hunting, skeet shooting, etc.) and to cause multiple wound channels per shot. There is a ton of other benefits that shotguns have over other firearms, but most of them simply don't translate well into most video games.


85
Development Log / Re: Dev Log #57: The Rig
« on: April 13, 2018, 05:12:19 pm »
Let us know how you like the aesthetics of the new areas.
That eel sign is awesome.

The most powerful naval faction in the South Underrail is, of course, the Black Eels. Their naval platform The Rig is perfectly positioned to facilitate the trade between different stations as well as their own scrap exporting business. The Rig is also used to control the central body of water of the Lower Caves in order to fend off pirates. This place will be vital for pirate missions that the player will be able to take part in if he chooses to ally with the them in the expansion.
Don't get me wrong, I love the idea of fighting pirates and it certainly makes sense to work for Black Eels in order to do so, but this gives us even less reason to support Scrappers instead and there's not much reason to begin with.

Supporting Scrappers is not a very attractive choice as it is now since it involves killing one of the best traders in the game and doesn't give us an opportunity to ally Junkyard with SGS/Protectorate. I think they really need some serious love, especially if Black Eels are going to get even more cool content in the expansion.

Also, I just noticed: One of the Protectorate soldiers is wearing what looks like a diving suit. Will we get to fight divers?

86
General / Re: Iron Man / Permadeath runs on Dominating difficulty
« on: March 23, 2018, 12:16:48 pm »
Doppelgangers in Tithonus Lab are not that dangerous, they reset when you leave the area. If one of them spots you, just run to the exit and try again.

87
There are 4 main issues I see with this:

2. I did this with MK V mines, on a lvl 4 char you would be limited to bought MK III mines. That and the fact that Tchort has 1000 more HP means you would have to bring a lot more mines to DC, so carry weight might be an issue. High STR and/or Pack Rathound might be necessary.
I just realized this isn't as much of an issue as I thought since the Tchortist trader at Cytosine sells MK III HE mines. If it turns out you don't have enough, you can always reload and get more. He doesn't seel EMP mines as far as I know though.

88
I honestly don't think that'll work fighting Tchort. With the increase Tchortling spawn rate you'll eventually be boxed in somewhere before you blow up all 4 mutagen tanks.
I did blow up all 4 tanks in stealth during my DOMINATING run. It's fairly easy to do it in one go, all tchortlings go to investigate the previous explosion giving you free access to the next tank while the tentacles stay next to the eye if you enter stealth immediately after you enter the area.

What I worry about is keeping them away once you start the HE mine shenanigans. A bear trap wall could work, but that would take even more time.

At level 4 on dominating I just don't see how you can get effective stealth high enough.
I really don't feel like doing the needed research and math right now, but you can get quite a lot of stealth from 3 pieces of black cloth gear and a cloaking device, possibly around 100. At level 4 with 11 AGI you could have 47 effectve stealth. I don't think tchortling's detection threshold is that high.

Emporiom could probably be cheese using toxic gas grenades.
Good idea, they will be craftable at level 4.

89
Tygrende: Incredible if true, I had no idea.  Are you really saying it should be possible to kill Tchort on Dominating with traps at Level 4?  I have been using Bear Traps quite liberally but I had no idea such a thing was possible.  I am not even sure where to begin?  I didn't even know traps worked on Tchort? (I've only ever actually set Bear Traps and even then out of combat.)
Bear traps don't work on Tchort, but mines do. The way to kill him with traps only is to blow up the 4 tanks with TNT while in stealth first. Then you use Quick Tinkering to put an HE mine near the eye, run back to the saferoom, repeat until there's no more place left for mines to damage him, detonate the mines with a grenade, repeat until dead. You might need to put some bear traps to keep the tchortlings from interfering. If you do the mutagen puzzle (and the mind control tentacle is one of the killed) and find a decent energy shield you should be able to survive enough hits to heal up in the saferoom.

There are 4 main issues I see with this:

1. Stealth is essential. If high AGI+maxed stealth at level 4 and bonus stealth from gear/cloaking device are not enough to get past the detection threshold of tchortlings and the tentacles, I doubt this is possible. You would have to do the math before attempting this.

2. I did this with MK V mines, on a lvl 4 char you would be limited to bought MK III mines. That and the fact that Tchort has 1000 more HP means you would have to bring a lot more mines to DC, so carry weight might be an issue. High STR and/or Pack Rathound might be necessary.

3. That tremor damage Tchort deals to you through the entire fight, it gets bigger with time. Doing this with MK III mines will take a lot of time and a lvl 4 character won't have a lot of HP. It's going to be race.

4. Getting through Emporion might be even harder, considering the ungodly amounts of lunatics on DOMINATING there.

I'm not entirely sure if this is possible, but it might be. I could see it working.

At level 4, how do you not get one-shot/stunlocked/rooted by anything and everything?  Surely you can't stealth to even approach Tchort so you fight your way there with traps?  How are you not overwhelmed by all of the enemies?
Stealth, high initiative were mostly how I survived during my pacifist run. You could reach really high initiative with maxed AGI, 7 DEX and Gunslinger/Paranoia even at lvl 4. It all boils down to how much stealth you can squeeze out of black cloth gear and a cloaking device.

And you have no problem anywhere else, such as Arke?  You simply place as many traps all over the floor as possible with max stealth gear otherwise?
As I said Emporion is the one place I worry about the most. Arke should be doable with tons of EMP traps/grenades, but it would also make bringing enough traps to DC a bigger issue.

I don't directly doubt you, it's just that off the top of my head it makes me feel like I must really misunderstand some fundamental mechanics of the game if this is possible.  I'm interested to learn more if you're willing to elaborate.
Quick Tinkering is ridiculous and in my opinion the single most broken feat in the entire game, that's basically all there is to it and why I think it might be doable.

90
I think it might be possible to beat DOMINATING at level 4 with Quick Tinkering and lots of traps. Tedious, but most likely possible. I already did a "pacifist" run on Hard in the past where I had no offensive skills (only traps) and only killed the few enemies required to progress the story.

Lack of sufficently high stealth could be a big issue, especially in the Tchort fight, but bought/looted black cloth gear, cloaking device and maxed AGI might be enough.

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