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Messages - Hal900x

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46
General / Re: Bleed build: Tabi Boots vs Bladed
« on: June 23, 2017, 10:54:22 am »
Go for tabi boots if you plan to use knives. The melee boots only work with unarmed / fist weapons.

Ah yes, thanks for pointing that out. It's obvious now that I read it. As for why I use knives, I wanted to try out Eviscerate. So far it's not been very useful,  unless you are up against one very tough opponent. By the time you stack enough bleeds for it to be useful, the enemy is going to die in a regular hit anyway.

47
General / Bleed build: Tabi Boots vs Bladed
« on: June 23, 2017, 12:41:29 am »
For you spreadsheet types, I need some calculation help. I am doing a bleed build with Vile Weaponry and Taste for Blood, using as much bleed gear as posslble. Metal armor with serrated attachment, serrated knife and bear traps. Do you think it's more effective to add another source for bleed in the form of blade boots, or go with Tabi for the melee AP reduction? The Tabis also help with my impaired movement points, although I am not using Dodge or Evasion, but I lose out on one bleed source. The bladed boots give a small bonus to my Stealth from the padding, and one additional source of bleed.

I usually go with infused pig leather for the health and carry weight or fortitude. Since this is a melee build I may do Siphoner, not quite sure.

48
General / Re: Is the low activity here representative of sales?
« on: June 21, 2017, 05:03:00 am »
Good to hear. A full year and a half, you say? I'm still playing obsessively. Best turn-based combat engine of the modern era. I'm on my...30th (?) play-through, roughly. Just finished a thought control + knife build, my favorite so far. Now on to a pure bleed build...vile weaponry + taste for blood with shock serrated knife, bear traps and metal armor with serrated attachments, plus bladed boots. And Stealth! It actually works with Nimble and Armor Sloping on TiChrome armor.

49
General / Is the low activity here representative of sales?
« on: June 19, 2017, 04:51:47 pm »
Underrail is one of my favorite games. I want to see a sequel, and for that it needs to have soles well. The existence of an expansion is a good sign, but I worry since this forum is pretty dead. How is it looking for another game?

50
General / Re: Acid Cyclopean Eye
« on: June 19, 2017, 04:44:07 pm »
What is this eye? An oddity? Seen her a couple of times, knows killed on my first play through but that was long ago.

51
Suggestions / No evade while stunned
« on: June 07, 2017, 06:32:30 pm »
Evasion should be zero while stunned, for player, npc and mobs. It really breaks the immersion for me when I stun someone and they magically evade a throwing net. It's a game, but still...it's physically impossible to evade something when you are stunned.

52
General / Directions to Doctor's Pouch pls
« on: May 30, 2017, 08:40:10 pm »
I've played a zillion times but I never remember to make a note where to find this item. IIRC it's not too hard to find, but damned if I'm not running in circles. The #1 search result online is someone making the vaguest possible suggestion, so be precise if possible, thanks. And yes I know Jonas sometimes sells it, but it's very rare there.

53
General / Re: Are energy pistols as gimp as I think they are?
« on: May 30, 2017, 08:38:18 pm »
I don't think we can expect any balancing until the expansion is finished, but who knows?

54
Near the entrance to the abandoned GMS outpost, in the early game, just catty-corner from where you meet up with Jack, is a tiny building with a locked, unpickable door. Nothing is visible inside this little rectangular "outhouse". Is this just an artifact from a testing/alpha stage or some such? Or have I missed some small aspect of this game I've played dozens of times?

55
General / Re: Ambush and night vision
« on: May 25, 2017, 04:53:56 pm »
Yeah, actually I knew that from a previous playthrough. Although it doesn't sound so great on paper, due to the seemingly tight requirements, I was pleasantly surprised how often it activated on my sniper rifle playthough: ("ambush"."ambush"...etc)

56
General / Re: Are energy pistols as gimp as I think they are?
« on: May 24, 2017, 11:51:09 pm »
Yeah store-bought weapons are just absolute garbage compared to crafted items. I've never had a non-crafting playthrough so I thought I'd give it a shot. But now I'm remembering that each and every ranged weapon in stores has been laughable compared to my crafted weapon in every one of my playthroughs (and there have been many). Mercantile really has no use in the game, nor do weapons on vendors. It's a shame that balance isn't ever going to change in this game. All it really needs in this regard is a slight buff to store-bought, or a slight nerf to crafted items. The gap between the two is so huge that the vendor items are little more than window dressing.

So, what was the reason for energy weapons being removed from Gunslinger, if not balance? It seems to be direly needed. And Steadfast Aim sounded great on paper, and was the reason I wanted to try Plasma. But in practice it's just too much of an outlier in any build. Is Trygrende suggesting to abandon Perception in an energy weapon build that includes it? Where else would it come from in a 13 Dex build?

57
General / Are energy pistols as gimp as I think they are?
« on: May 24, 2017, 02:19:50 pm »
Is it just me? I should qualify that being a masochist, and always wanting a challenge, in addition to trying a pure throwing build I also started up an energy pistol character that can't craft, lol. But that said, it does seem to be a hobbled weapon. Laser pistols have low damage, are resisted by shields, and a relatively high AP cost. Plasma have decent damage, but extremely high AP cost (I haven't tried electric weapons as yet). On top of that, several key pistol feats are restricted to firearms only. These guns are exceedingly expensive, especially if you aren't crafting, and many enemies in this game wear armor resistant to heat/cold/electricity, something that is irrelevant to a majority of builds, but not to energy wielders.

The real kicker is the feat limitation. Steadfast Aim seems tailor made for Plasma pistols, but it's quite costly to put 6 strength into a pistol build, and you have to make some hard choices if you want this feat, such as forgoing Practical Physicist or Stealth+Interloper, and losing out on Perception points to get your AP cost low enough to fire more than once per turn.  Steadfast Aim is the only reason to tolerate the very high AP cost of Plasma; other than that, with it's secondary damage types it seems pretty "meh".

58
General / Re: Ambush and night vision
« on: May 24, 2017, 01:51:20 pm »
:(

59
General / Ambush and night vision
« on: May 24, 2017, 12:18:02 pm »
Do activated night vision goggles count as illumination for this feat? And secondly, must you actually be in complete darkness or does stealth mode count as "darkness"? Knowing this game, I'm guessing the answer to both is "no", but it's worth checking.

60
General / Re: "Point Shot" rounding?
« on: May 24, 2017, 08:26:58 am »
Down.

It's possible to attack for less than 4 AP with Point Shot (:

Sweet, thanks. If I'm not mistaken, the Dex bonus to small weapon's AP rounds the other way 'round (up)?

EDIT: that was unclear on my part. Forget I said anything until I can formulate a rational question.

(ok, what I should have asked was: does the Dex bonus get applied before or after Point Shot) thx.

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