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Messages - Yonaiker

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76
Suggestions / Re: Spec Ops for assault rifles?
« on: January 04, 2017, 09:01:55 pm »
Burst (5) + Full-Auto (2) + Muzzle Brake (2) = 9 shots, two bursts with adrenaline but I haven't tried assault rifles.

I haven't included Concentrated Fire... adding Spec Ops to them is a complete overkill, as you can literally obliterate anyone in one turn even worse with the right bullets, the mentioned feat is the Spec Ops of assault rifles so they are fine as they are.

77
Development Log / Re: Dev Log #50: Experimental Branch with Version 1.0.2.2
« on: December 28, 2016, 11:18:06 pm »
Very nice, I really want to see the super steel armor new model.

78
General / Re: Is my build hopeless? (minor spoilers)
« on: December 12, 2016, 11:49:34 pm »
My only issue with crossbows is which they lack their own kind of "Expose Weakness" feat or some kind of armor-piercing bolt, and many DC creatures have high resistances (shroomlings, tchortling devourers, industrial bots) the only way to get the unique AP bolt that penetrates armor is having high Biology and Chemistry and endure those pesky Deep Worms, I would like to try a pure normal bolt run with Concussive Shots but high armor is the main issue.

79
Suggestions / Re: A rework for a boss (endgame spoilers)
« on: December 04, 2016, 07:32:54 pm »
builds with low but steady damage (crossbows, pistols, knife) will have to get the mutagen tanks in order to counter the high regeneration and also deal with hordes of tchortlings
That's slightly too generalized, it depends on the exact build. All of those can go directly for the eye in my experience. Sure things get much easier if you can just oneshot it, but tanking 3 tentacles while blasting at the eye for a while isn't too bad. I think the difficulty is fine in the sense that any build can be made strong enough to just go for the eye, but weaker characters can still defeat the boss.

One mutagen tank gives Tchort a stacking buff, let's call it "Mutagen Resilience", which reduces all damage taken by 20% and providing regeneration, meaning all the four tanks active giving a total of 80% damage reduction from all sources, making the player to get the tanks in order to break its defense.
I agree that one-shotting the end boss is terribly anticlimactic. I suggested something similar to Styg shortly before the release, but he doesn't want to protect poor lil Tchort from overpowered builds. :P

My main issue with tchortlings is they spawn a lot and can deal a lot of damage, specially if the player is recovering in the panic rooms, to be honest I don't have a good idea on this one, maybe reducing their spawn rate when a mutagen tank is destroyed or making them weak depending of the quantity of tanks destroyed.
That is exactly how it already works. Tchortlings only spawn from active mutagen tanks. Plus the tchortlings are easier than usual since you don't have the eye debuff during the boss fight.

Fair enough, will try again once Expedition comes out, I remembered the issue was I only had 1 Advanced Health Hypo and a Super because endless faceless gaunt respawn at warehouses, Tchortists and Leo didn't have any hypos for sale or maybe just very bad (RNG) luck.

80
General / Re: Need some info about armor crafting
« on: December 04, 2016, 01:56:06 pm »
Metal armor requires some tailoring due the vests (common ones are insulated and sturdy), they don't have high requirements so if you have high mechanics you can spend the excess to tailoring and make then even while you level up.

81
Suggestions / A rework for a boss (endgame spoilers)
« on: December 04, 2016, 03:09:06 am »
You will know what an agony a god can inflict...



Tchort fight is an interesting one, in order to effectively overcome its high regen and the tentacles you must destroy four mutagen tanks scattered through the level, the main issue are builds which cause high quantities of damage in a few turns (Plasma pistols crits, sniper rifles, assault/smg burst attacks) can easily shred the eye even without touching the tanks, while builds with low but steady damage (crossbows, pistols, knife) will have to get the mutagen tanks in order to counter the high regeneration and also deal with hordes of tchortlings, in my opinion biocides grenades are not enough to fight the tchortlings unless you possess burst damage weapons previously mentioned before they manage you hurt you, and they spawn... very fast. I just want to share my ideas in order to make this fight viable for every build.

One mutagen tank gives Tchort a stacking buff, let's call it "Mutagen Resilience", which reduces all damage taken by 20% and providing regeneration, meaning all the four tanks active giving a total of 80% damage reduction from all sources, making the player to get the tanks in order to break its defense.

When a mutagen tank is destroyed all tentacles get stunned by 2 turns to give the player a moment of breath, of course this one sounds like a deal-breaker so this one could be discarded.

My main issue with tchortlings is they spawn a lot and can deal a lot of damage, specially if the player is recovering in the panic rooms, to be honest I don't have a good idea on this one, maybe reducing their spawn rate when a mutagen tank is destroyed or making them weak depending of the quantity of tanks destroyed.

Any feedback to make this encounter more viable is welcome.

82
Pure Psi and smg/sniper, Tchort fight demands burst damage builds to quickly dispatch the tentacles and tchortlings before you get overwhelmed.

83
Other Games / Re: NEOScavenger
« on: November 26, 2016, 12:23:31 pm »
The early game is very brutal due to RNG - I would suggest you use a save manager so perm-death is not an issue. Once you understand the mechanic it's a very enjoyable game.
Edited: played a bit today - disable autosave as it will mess up your game (disappearing camp items).

Starting hypothermia is just the beginning, things gets serious when you get on close range against a frog cultist with Strong/Melee traits.

84
Other Games / Re: NEOScavenger
« on: November 21, 2016, 05:57:59 pm »
Yeah, I've been playing it since its pre-release days... back then it had a serious save corruption problem, but the dev fixed it amazingly quickly.

I love the inventory/crafting systems, not many games have that level of item management without being unnecessary convoluted. The 1D combat model is interesting as well, sometimes less really is more.

Also, did you know the same guy did music for NEO Scavenger and Underrail?

Indeed? I always liked that atmospheric soundtrack, fitting in a desolated and unpredictable land, that guy really has talent making music for games with post-apocalyptic themes, a shame the game didn't release more expansions, still the mods maintain it alive.

85
General / Re: Can I ask someone for a build?
« on: November 21, 2016, 12:00:41 pm »
http://underrail.info.tm/?build=AwGloJgVhG5AbCAjKAHCA7CgzDcYu+hoyeJRlp5Zx1dhyIGqIOoALExziBx3yRQmmUJl6YAnM3S9UyIA

This was similar build I used in my latest playthrought which I completed the game without problems, if your are using SMG as a main weapon I recommend getting a sniper rifle as a secondary so you will have more options to many situations, for psi this one I focused on fire psi (Pyromaniac) but if you want you can switch to Hypothermia if you like, Cryogenic Induction will make you one-shot almost everybody thanks to a well placed aimed shot with a sniper even with full health, as for SMG if you build one with a Muzzle Break (Burst two additional shots) with expertise you can make a lot of damage even with 5mm, (it was my caliber of choice) besides you have at your disposal the special bullets but some of them need a bit of chemistry invested depending of the caliber you will use. As for armor I used Riot Gear but is up to you which looks more reliable.


86
Other Games / NEOScavenger
« on: November 19, 2016, 06:31:55 pm »
Anyone has played this game? I bought it two years ago and it is a pretty interesting game made in Flash, the way you have to take care from many hazards from infections to injury treating made it very fun to play.

87
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 19, 2016, 03:38:51 pm »
A bit off-topic, makes me ponder now we have a time-based psionic we will have a gravity-based psi school in the future?

I doubt that. Psychokinesis already has matter manipulation abilities (implosion) that would befit such psi school and you can't have much fun with gravity on a 2D game without physics engine.

Temporal manipulation on the other hand is thematically perfect fit for Underrail. Those with keen eye and sharp wit may already have seen something similar in the game...

Maybe I run too many "1st turn" characters but I've never seen one go behind cover at the end of their turn
Neat!

Are you playing on easy or running an old version? The latest version has neat AI updates. All of them apply on hard, some on normal, easy is the same old dumb NPCs.


A siphoner man can dream...

On a serious note, then matter domination is my new bet, I have seen Implosion as applying a crushing pressure to the enemy instead of any kind of disintegration effect. as psychokinesis says its description "exerting mechanical force".

88
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 19, 2016, 12:35:54 am »
A bit off-topic, makes me ponder now we have a time-based psionic we will have a gravity-based psi school in the future?

89
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 18, 2016, 05:59:58 pm »
Pretty interesting new psi school, Precognition makes me think if will work with characters with massive armor penalty (95%), meaning I will have dodge/evasion like a Nimble character?
If I'm reading the description correctly, it says that Precognition increases your Dodge & Evasion by a percentage of your skill level in those categories, so if we assume the maximum gain is 25% (because I've noticed that Styg likes to make 25% the maximum for all these percentage-based skills/feats :P) then your Evasion and Dodge would still be getting reduced by 70% due to your armor penalty (or 55% with Nimble).

It doesn't say it increases Dodge&Evasion, but rather your chance to dodge and evade attacks.
Dodge and Evasion are one source of dodging and evading, Precognition would be another one (hence stacking 'additively').
That would also mean armor penalty has no effect on those chances as it reduces skills.

Lol my bad, I thought it was linked to the <Skills> not the value itself.

90
Development Log / Re: Dev Log #49: Temporal Manipulation
« on: November 18, 2016, 02:47:48 pm »
Pretty interesting new psi school, Precognition makes me think if will work with characters with massive armor penalty (95%), meaning I will have dodge/evasion like a Nimble character?

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