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Messages - phobos2077

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16
Suggestions / Re: Under Rail 2 Kickstarter ?
« on: January 22, 2016, 02:57:42 pm »
I would definitely throw my money at Stygian if they were to start a sequel. I think I'm getting closer to the end of story and there's still a world I would like to explore (north underrail, east underrail). If they decide to make it, it would be my most anticipated game for the next years to come :)

17
General / Re: Smart Module
« on: January 22, 2016, 11:17:56 am »
Has anybody actually tested what types of attacks are affected by Smart Module and/or Smart Lens?

I was trying to burst attack one guy with my SMG with and without Smart Goggles and didn't see any difference in average damage. Also if Bursts are counted as special attacks then single shots should deal less damage - but I haven't noticed this.

Edit: tested more. Crafted 7.62mm Impala SMG with Smart Modules (+40% special attack bonus) and also using +29% Smart Goggles. Shooting W2C single shots and bursts against heavily armored enforcer.
Single shots: 40-65 damage
Burst shots (each bullet): 50-95 (!!) damage

This is while the weapon says 16-32 and combat stat sheet says 28-56.


18
Bugs / Faceless Centaur dialog (possible bug)
« on: January 20, 2016, 06:53:01 pm »
I'm currently at the stage when I need to infiltrate the institute. I'm talking with a Faceless Centaur near Foundry and have options to tell him where the cube is (3 different options for each stage of the investigation, shouldn't there be only the latest known location?) and also an option "I'll see what I can do". If I choose the latter and talk to him again, I now can't tell him what I actually know about the cube (those 3 options I mentioned above). Seems like a dialog bug.

19
Suggestions / Re: crafting of rifles and shields are useless
« on: January 20, 2016, 04:45:20 pm »
Also, you complain about weight problems while also using a 12.7 sniper rifle, which is the heaviest wepaon type with the heaviest ammo in the game. All I can say is choices and consequences, everything has its price. No such problems with my 7.62 Spearhead that still one shots everything.
Dude, you messed something. I wasn't complaining about weight :)

As to your post - I understand about mods bonuses etc. But still I think that some of those component quality stuff could be adjusted for better balance, so all quality-based schematics are really useful but not overpowered. I know that there is supposed to be strong random element etc, but still those can be adjusted to avoid such "bad/good luck" as in my case :)

20
Suggestions / Re: crafting of rifles and shields are useless
« on: January 20, 2016, 12:41:52 pm »
Generally speaking, there are two camps on this issue - those who say crafting is too weak (usually new players) and those who consider it even too powerful or mandatory (usually veteran players).
I would ignore both of these "camps" as they both not constructive. More focus should be made on actual specific issues and ways to solve them instead of pointless flaming wars.

One should not generalize (as being "all too week/powerful") such broad aspects as crafting and doing so is a simple trolling IMO.

21
Suggestions / Faster zone transitions
« on: January 20, 2016, 12:37:21 pm »
Is it correct that there is no loading or processing of any kind taking place during screen fade in/out sequences? If so, I suggest to add a game setting to disable screen fade for faster transitions. It's only two seconds or so, but considering very small sizes of some maps, this would definitely make gameplay more smooth and immersive.

The loading times could also be better I guess, because even when I disabled autosave between location I didn't notice any difference in transition times (maybe because my savegames are stored on SSD). There's always room for some refactoring and optimizations, right? :)

22
General / Re: Underrail 3d map
« on: January 20, 2016, 11:53:48 am »
I think for such 3D map you should really focus on usability - eg, make a good zoom/rotation by default, add keyboard support, easy rotation (maybe 90 degrees rotation), etc. Basically try using it yourself - it should take little time and effort to see the overview of some areas, so it will be appealing for other players :)

Don't use right mouse button pressing, as it conflicts with some popular browser extensions like FireGestures.

One of the features I would've really liked in such 3D map is a level-filter (lower underrail, underpassages, caves, etc.) so you can easily switch between various levels in 2D-ish fashion :)

23
That's very good to know! Usability issues might be irrelevant for old timers who played this game from early access stage, but for new players (like myself) such little things can be really annoying.

"Old-school" gameplay not necessarily means "painful". I think some people can't see the difference between the two :)

24
Suggestions / Re: crafting of rifles and shields are useless
« on: January 20, 2016, 11:37:06 am »
There is always the possibility of finding an extremely good item that is better than what you can currently craft, but that's both to be expected and hard to avoid. RNG has it's good and it's bad sides.
It's kinda sad that shields are so one-way, though.
If it was my decision, I would've probably limited the quality of weapon enemies drop. At least it will fix the disappointment from weapon crafting. Difficulty-wise it shouldn't be noticeably easier because how fast you die when enemies manage to land their bullet/bolt/blade on you :)

25
Suggestions / Re: crafting of rifles and shields are useless
« on: January 20, 2016, 11:23:34 am »
I often see people here on forums say that crafting is overpowered, but all of them ignore the important details:
  • Only certain schematics are very powerful and only certain components.
  • Some crafting schematics are very underwhelming in most parts of the game.
Instead of blindly defending the current balance as some sort of holy relic, I suggest being constructive and help make a coherent suggestion for developers so they may improve balance without breaking anything.

In my playthrough I used to craft (or at least tried) the following quality based items:
  • Crossbows. Completely pointless in early game, because I've found whole crossbows with much greater damage. Any combination of addons could not justify much lesser damage range, as they only provide slight bonuses. Was able to craft somewhat better crossbows only somewhere in the second half of the game.
  • SMGs. Was pretty good. +25% burst fire accuracy that you can get is noticeable. Also you can put Rapid Reloader on a 8.6mm SMG to make it cost the same as 7.62mm SMG to shoot.
  • Sniper rifles. While I ignored them for the early game (wanted to focus on crossbows for ranged), somewhere in the underpassages I have found an extremely powerful Harbinger 12.7mm rifle, which deals about 84-130 dmg. Much later I was able to find Sniper Rifle frame of the same type with about 90 mechanics requirements (don't remember the actual quality), and it still was about 15% weaker than the early weapon I've found. So basically it means in early game we have weapons with base quality somewhere above 110-120...
  • Shield emitters. Now these are much powerful than what you find/buy, BUT only because there are no whole emitters with a Converter installed which greatly increases capacity at no cost whatsoever. Personally I've found no reason to use any other addon, and if not for the Converter (which is very rare in good quality, but I managed to find one by some luck), shields I could craft would have been much weaker in terms of capacity than those you get as quest rewards in mid game, for example. I suppose you are expected to take Power Management which basically gives +35% to capacity of your shields, night-vision goggles and cloaking devices, otherwise you will never find good enough Plasma Core.
My Suggestions:
  • Add better quality crossbow, SMG and Sniper Rifle frames to vendors (especially early game).
  • Double check quality of crossbows and sniper rifles that enemies use in early game/mid game.
  • (maybe) slightly decrease mechanics skill multiplier for some weapons.
  • Increase the minimum quality of variable quality crafting components as you progress through the game. I know that vendor stock is somehow related to a progress you make in the game (player level?), so the same reference point could be used. In late game shops you just find a lot of crafting components of poor quality (everything below ~110 quality is crap, when you want to craft some half-decent weapon in late game), thus you end up traveling back and forth between merchants in a continuous hunt for components.

26
Suggestions / Re: Altering the level cap (Warning: Text wall)
« on: January 17, 2016, 05:41:56 pm »
Would be helpful if the devs would share their vision on matters such as this. What considerations motivated them towards various decisions, etc. Hm.. maybe I should ask Matt Barton to ask Styg about level cap :D

For me it would be interesting because I'm a modder myself (oriented towards rebalancing stuff) and dream to work on a game such as this someday :)
(gamedev industry is very hard to get into...)

27
General / Gun Nut
« on: January 17, 2016, 01:34:15 pm »
Does anyone know why the Gun Nut feat was nerfed? How/when it was considered OP?

I'm playing a somewhat diverse build (sniper, SMG and crossbow for offensive; shields, stealth and traps for defense) and whenever I looked at the list of feats to take, Gun Nut never seemed even closely useful, compared to other offensive feats such as:
  • Special Tactics: +1 additional attack, basically +50% power for the first round
  • Elemental Bolts: 100% damage increase!
  • Spec Ops: two bursts per round instead of one!
From my perspective, even 20% increase in max damage is barely noticeable (especially for low-damage weapons like 5mm pistols/SMGs), let alone 15%!

I'm not posting this into Suggestions, since if this was nerfed pretty late in game development, the devs had their reasons and unlikely to change their mind. It's just I don't see those reasons...

PS: If I were to suggest from my experience, I would say +25% max damage might be enough, or +15% max AND min damage.

28
Those I have looted:

- 5mm SMGs with silencer (on several occasions)
- Frag grenade mk5
- cloaking device (+40 stealth)

29
General / Re: Selling 10k crossbows
« on: January 17, 2016, 10:26:37 am »
Just sell for whatever they have to offer or recycle them into scrap and be done with it. There is plenty of money in the game from quest rewards alone (one of the few games where quest rewards actually matter compared to simple loot).

30
I think you can place goggles from head slot to an action bar during combat, but only before your first move, I think (if you just hit Enter and try to drag stuff). But it won't work afterwards. That should be fixed, IMO.

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