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Messages - Hal900x

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16
General / Re: "GMS gate w/o power" implemented?
« on: January 19, 2019, 12:30:32 am »
Well, I have been known to sleepwalk... ;)

So weird, I have no memory of writing that. Kind of disturbing actually. I guess my excessive playing of this game has caused some gaps!

17
General / Re: Smart Modules on ARs and SMGs now useless?
« on: January 18, 2019, 05:53:22 am »
Always Rapid Reloader... 16 or 18 AP vs 20 or 22 (I only have 10 base dex) can save your life. I dual wield SMGs, very handy to avoid reloading and I can wear the Doctor's Bag instead of the bullet belt. On my 8.6 I go with compensator for long range situations, muzzle on the 7.62 for close range killing power. Only 20 rounds on a Steel Cat so I don't use Muzzle for that one, it's my burst sharpshooter, so to speak.

18
General / Re: "GMS gate w/o power" implemented?
« on: January 17, 2019, 10:59:53 am »
Sorry, I already knew the place. This is what I was wondering about:
... facility titled "GMS gate w/o power" on the map. Since it was added to the map, ...
I guess I took it too literally, but there's no place titled "GMS gate w/o power" on the map unless you made a custom note saying that.

Epeli, I'm looking at the tag in the tooltip, screenshot added to my most recent reply. I'm guessing that I'm using the wrong "language" in my ignorance of devspeak, but that's what it says. I have not added any notes to the map, although it's a great feature to have available.

19
General / Re: Smart Modules on ARs and SMGs now useless?
« on: January 17, 2019, 10:56:16 am »
Yeah removing the damage boost on SMG's is pretty harsh. I was using Smart Module and Goggles for quite a few levels until I stumbled upon the nerf in the wiki. Maybe it's my playstyle but I didn't find SMGs to be overpowered.

20
General / Re: Disappointing stealing
« on: January 17, 2019, 10:53:06 am »
I have various minor gripes but none of them obscure the fact that this is basically my favorite game of all time. I find that the very best games get the most constructive criticism. Would love to see some loot balancing across the board but I don't think I'll get to see it. Then again, mobs were added to balance out Hard/Dominating so you never know.

Would like to see areas such as the crawler hive south of Rail Crossing give better loot as well. Just narrowly survived a 10 or so Death Stalkers, plus assorted Crawlers and a Black Crawler or two. I got...a gun? plus a couple other items useless at level 21. Ah well, 'twas a very fun fight.

21
General / Disappointing stealing
« on: January 17, 2019, 08:24:41 am »
Stealth stealing is disappointing. Get high stealth using all the tricks: high stealth, cloaking device, agility food, cave hopper gear, etc. Then position yourself in that one tiny spot where you aren't seen, wait for guards to pass, and sneak right under the nose to get into their desk! You hold your breath, hurriedly clicking, aaaaand...a quality 39 part. Seems this is the norm, and I always find it so disappointing. Same goes for containers with very high skill requirements, etc. I usually skip it all, now that I know, and I would love to see some slightly more rewarding stuff for high stat/skill requirements.

22
General / Re: "GMS gate w/o power" implemented?
« on: January 17, 2019, 08:20:13 am »
That's the one. Somewhat satisfying I found something Epeli didn't kinow about ;)

EDIT: attached my own screenshot showing it's unique icon that appears on the map. That's why it caught my attention.

23
General / Re: "GMS gate w/o power" implemented?
« on: January 14, 2019, 10:42:44 am »
"GMS gate w/o power"? I think that's a note you added. It's one of three entrances to Omega Station. You can't get inside yet, but maybe one day in the far future.

Me? Or were you speaking to Styg? I haven't added any map notes myself. Anyway, thank you for the replies. This game has soooo many teasing, open, unsolved mysteries! If there is ever a sequel, I have a whole list of all the possible quest starters in the game that don't currently lead to anything.

24
General / "GMS gate w/o power" implemented?
« on: January 13, 2019, 07:12:33 am »
Near the compound there is a GMS facility titled "GMS gate w/o power" on the map. Since it was added to the map, I'm wondering if there is a way to power it, or if it's just another bit of flavor that has no purpose. With 1800+ hours in, I'm looking for little bits I've never unlocked or explored. Thanks!

25
General / Re: Expedition release date.
« on: January 04, 2019, 08:27:23 pm »
Thread makes me happy. As a real oldschook rpg fan they are my two favorite games of modernity. 1800 hrs in Underrail, 400 in AoD

26
Wow! Time for my ~100th playthrough! I was waiting for the expansion but looks like I will finally have to try chem pistols. I agree about the uniques nerfs though...why nerf power fist/jawbone? These become disposable quite early, for a crafter. Speaking of which, this game really needs some tweaks to allow for a non-crafter game. I suggest a major change to Mercantile skill. Not just more random items selection (mainly components) on merchants, but more powerful completed gear.

27
General / Re: The Future of UnderRail and it's main storyline
« on: October 08, 2017, 02:28:17 am »
Underrail 2: release date 3026

28
General / Re: Chemical/energy pistols
« on: September 08, 2017, 10:31:55 pm »
Well, if you build you character specifically toward energy weapon plasma and laser will be more effective, but there is a problem with Steadfast Aim - it require too much Str in my taste, if 5 it will be better, but 5 is only 1 point above minimal, so doesn't look so steadfast I think.
Steadfast Aim is broken. It is guaranteed to create a gimped build. The Str requirement is indeed too high. If it were possible to combine with Gunslinger in an Energy build than perhaps it might be doable, and the AP reduction would act as a balancing force against it. The best I can glean is that excluding Gunslinger from energy weapons was a thematic choice, but it's unclear.

29
General / Re: Chemical/energy pistols
« on: September 04, 2017, 04:31:13 pm »
http://underrail.com/forums/index.php?topic=3090.msg16256#msg16256

There are plans to fix Energy Pistols per Styg, but whether that happens before the expansion remains to be seen. I would say unlikely. I continue to be mystified by the absence of Gunslinger from Energy Pistols.

30
General / Re: Rescue Rassophores
« on: August 16, 2017, 08:18:32 am »
Hey am I looking in the right place? I've played the game several times, and I always assumed the Tchortists to be rescued are in the main compound in the far Northeast map where the Faceless commander resides.  But the old man says the Faceless camp is to the South of his home. There are no faceless camps south of the entrance to his home, but if you go south several maps and then West, you are in the block with the statue.

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