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Messages - Yonaiker

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16
Development Log / Re: Dev Log #57: The Rig
« on: April 21, 2018, 07:02:05 pm »
Funny, I never used any kind of special characters or symbols in my posts and never had this problem before. I'm beginning to think it could be question marks.

17
Development Log / Re: Dev Log #57: The Rig
« on: April 21, 2018, 01:10:37 am »
I don't get why my posts keep getting chopped half the way, in any case... Will be have a chance to fight that Protectorate battleship toe-to-toe or board up the watercraft and seize it for the Free Drones? It looks like it will fit for a good boss fight.

18
Development Log / Re: Dev Log #57: The Rig
« on: April 21, 2018, 01:07:31 am »
If the Black Eels are the most powerful naval force in South Underrail it means they shouldn't have trouble taking Junkyard on their own and crushing the Scrappers without much trouble...

That's a non sequitur. One faction's naval supremacy does not necessary lead to its overall supremacy.

Well, I hope the Scrappers have something to compensate their lack of naval capacity, perhaps gaining more control in Depot B thus increasing their junk export trading, I see them like the inferior gang of Junkyard after watching The Rig.

Also,

19
Development Log / Re: Dev Log #57: The Rig
« on: April 19, 2018, 12:23:47 am »
If the Black Eels are the most powerful naval force in South Underrail it means they shouldn't have trouble taking Junkyard on their own and crushing the Scrappers without much trouble... or perhaps the scrappies have an ace under their sleeve?

That Protectorate mini-battleship looks sick,

20
Bugs / Re: Electrokinetic Imprint
« on: March 21, 2018, 05:20:35 pm »
I can see the mechanics you are describing, if that the case then it should say "stuns for 1 turn" to avoid any confusion.

I'd prefer to E.I cause critical hit with P.M due its crazy damage output against a single target, also Underrail has a complete savescum nature on its own (Unless styg plans to add an Ironman mode...)

21
Bugs / Re: Electrokinetic Imprint
« on: March 21, 2018, 12:19:12 am »
For some reason half of my post doesn't want to get posted even while trying to modify it.

2. Psionic Mania doesn't seem to affect it, I cast the imprint with the buff on it and gets consumed in the process but it doesn't crit at all.

22
Bugs / Electrokinetic Imprint
« on: March 21, 2018, 12:18:01 am »
Found two bugs about this one:

1. The description says it should stun a target who steps on it by 2 turns but every human, critter, robot and anything who wants to kill me always gets stunned by 1 turn,

23
General / Re: Protectorate and Psionics
« on: March 04, 2018, 08:22:38 pm »
In fact it's a bit strange how there isn't more anti-psi tech in Underrail (anti-psi field generator, psychic nullifier collar/straight jacket, mind reading resistant/immune helmet, etc).

I'm actually more surprise how there isn't any cyborg and/or biological augmentation since BioCorp already seems to done tons of research on them.

Edit: in most media mind readers are usually treated w/ contempt and/or suspicion. With the Lunatics wreaking havoc I can see the general Underrail population being very wary of psi users, a la X-men.

IIRC the crafting text of psionic headbands it says they can amplify the user's psionic schools as well they can be used as inhibitors, so it means there is at least one basic method to restrain unstable psionic users.

I'd really want to see cybernetic implants probably in future underrail releases, not like the ones Buzzer and Balor uses (They look mostly rudimentary and just for sake to look robotic), but the type that improves your combat performance, Protectorate would seriously go crazy to make cyborg supersoldiers.

24
General / Protectorate and Psionics
« on: March 02, 2018, 11:31:24 pm »
Lore-wise the Protectorate prefers to rely on technology and brute force instead of the power of the mind, since they have the CAU for chemical and biological warfare why they don't have a special division for psionic soldiers? as a military organization it would be unwise to turn away a potential branch of specialized troopers which can fit different roles depending of their traits.

Perhaps in Expedition they will make a show or are they still afraid of the pill?

25
General / Re: [SPOILER] list of all random encounters
« on: February 24, 2018, 02:10:09 am »
Playing on a female character somewhere upper underrail (I don't remember which one) there was a scavenger hitting on my char and asking me to get laid with him, due roleplaying reasons I just eviscerated the hell out of him.

26
I saw Fixer selling it once, but it was after completing the armadillo circuit quest and I was like level 11 in that time.

27
General / Re: A few SMG questions
« on: February 07, 2018, 05:04:31 pm »
1. Laser sight only applies to individual shots and skills (aimed shot, kneecap shot) but excluding Burst, if you are planning to use a SMG either as medium to short range weapon then Laser Sight + Barrel Compensator should be the combo.

2. It should round it to 12, decimals are not taken in account. I remember something similar crafting a spearhead sniper rifle which without a rapid reloader only does one shot, with the addon even with a .9 I could perform two shots.

28
General / Re: [MILD SPOILER] who wrote the dialogues and the game text?
« on: February 07, 2018, 04:56:22 pm »
In the credits two developers are in the writing department, but I'd say they could have used not only Internet but also third-party help from people who are experts in their respective fields of science to avoid the inclusion of erroneous information, in certain quest in foundry there is a lot of interesting biology talking with Quinton, and also I loved the Hercules drug composition and its effects over the human body


29
General / Energy cut effect
« on: February 03, 2018, 07:44:01 pm »
It seems Styg Six has switched his electroshock melee weapon to some kind of lightsaber effect against annoying players which I find pretty cool, can we have a similar type of weapon like a unique high-tech machete?

30
General / Re: Combat gloves quick question
« on: January 10, 2018, 06:23:23 pm »
Spiked gloves goes smoothly with Dex builds and expertise since it increases both damage instances, I think it also works with spiked boots but I can't confirm it, the small damage instance is also subjected to the enemy's resistances/threshold but still it kicks in.

Reinforced only increases its base damage, in my experience they fit better in metal gloves for strength characters for the 10% stackable bonus damage.

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