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Topics - destroyor

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46
Bugs / Shotgun bugs?
« on: September 15, 2019, 02:15:13 am »
I'm not sure if this is a bug or intentional design, but forward grip doesn't seem to work on Rebel, Vagabond and Vindicator frames? When you use forward grip as an optional part you don't get "Burst precision: +10%". It does work on Despot, Sovereign and Tyranny frames tho.

47
Suggestions / Tool tips improvement for Spear and related feats
« on: September 11, 2019, 03:35:37 pm »
The tool tips should be improve to mention Spear Guard only applies to melee mechanical damage as it doesn't really specify if it could also block ranged damage.

So pretty much for:
Spear Guard description
Spear Guardian
Fend

48
Bugs / Some expedition bugs
« on: September 08, 2019, 12:32:52 am »
If you bring Todd to live with the pirates, he will permanently stay in the captain's room while simultaneously standing besides Donnie outside.

If you ask Donnie about Katya you just auto exit out of dialogue.


Now I sincerely hope the following are bugs and not a deliberate design choices:

As a non-spear melee user you can't hit some of the hives at all while standing on land:

H8 - northeast corner Hive

I6 - northeast corner Hive, also cannot be reach by water due to terrain blockage! Can't use TNT because it already spawn shit loads of Locust. WTF!

I7 - southeast corner Hive, especially annoying w/ multiple Heartbreakers patrolling the water.

L6 - Middle of the map/Eastern Hive, not reachable by jet because it's sitting in a self contained pool of water!

49
Suggestions / Marker/Tracker/Tracking device for your jets
« on: September 07, 2019, 06:45:44 am »
I think there should be an auto marker on your map showing the location of your jets (at least the expensive ones). Or some sort of tool that tell you the location of your jets (i.e.: torpedo - L4) because I lost my torpedo sneaking around pirate base and now need to search every single grid of Black Sea for it ...

50
General / [Spoiler] Expedition Intimidation checks
« on: September 02, 2019, 01:23:30 am »
According to the wiki, the highest intimidation check pre-expansion seems to be 75:

https://www.underrail.com/wiki/index.php?title=Retrieve_ICPD
https://www.underrail.com/wiki/index.php?title=Renegade_soldiers

So according to this thread, the highest intimidation check for expedition seems to be 100:
https://underrail.com/forums/index.php?topic=4225.msg24208#msg24208

Does anyone know what the other intimidation check values are? Things like intimidating Todd/Wesley? Just curious if they are higher or lower than 100.

51
Suggestions / Additional teleportation rift please
« on: September 01, 2019, 10:06:50 pm »
Right now there's rift location for Free Drone Base but none for Protectorate (Fort Apogee). I think it's only fair to add a rift location for Protectorate. Unless there's one already and I somehow missed it?

52
Bugs / Gas the drones
« on: November 05, 2018, 12:40:47 am »
Quote
Once the mutagen canisters are rigged, head to the Free Drones under-passage base in Lower Underrail and rendezvous with the CAU. You can find it in the under-passages just south of Rail Crossing's entrance.

The area where you meet up w/ CAU is an uncontrolled zone. I managed to kill Dess and Void by luring them into a mine field using noise w/o triggering hostility w/ Protectorate. When I returned to talk to Captain Mareth I get this:

https://i.imgur.com/h1Mcqt3.png
https://i.imgur.com/dmLxTWL.png

53
As title, playing on dominating and the rathounds killed the GMS sentry early on. I can't get into GMS once I receive the GMS expedition quest due to the gate blocking the entrance.

54
As title.

55
Site Feedback & Suggestions / Can't see reply to message
« on: March 09, 2018, 05:14:35 am »
So I replied to a message and the message in question now read "

56
General / Energy pistol build
« on: December 30, 2017, 11:25:00 pm »
I'm posting this thread because I've seen a couple threads about how energy pistol suck (since deleted) and how ambush is useless here and there.

In ver 1.0.3 energy pistols received a buff. The single most important change is the base AP cost reduction of laser pistol from 22 to 15. Energy pistols are very strong when they crit and pathetically weak when they can't crit. So our goal here is to a) increase critical chance and b) increase critical damage bonus as high as possible. A properly build and geared energy pistol char can clear ver 1.0.3 dominating difficulty. http://underrail.com/forums/index.php?topic=3281.msg17979#msg17979

First, my build: http://underrail.info.tm/build/?GQMNBwMKAwfCh8KHAAAAwodxADIcKFt2SzBwAAAAAAAAARkxMB5RWRZLAj4zwppa
Evasion and Pickpocketing are optional. In theory it's possible to drop fatal throw and take psi empathy + premeditation and turn this into a psi energy pistol build. Or take more biology for SS drug. Or take mercantile to unlock special merchandise tier (in ver 1.0.3 special merchandise tier seems to spawn higher quality crafting component. However I don't see this being mention in the patch note - Confirmation/comment would be greatly appreciated).
At 14 DEX (using eel sandwich) a typical fight would be -> incendiary grenade to setup ambush, laser pistol crit shots @10 AP, electroshock pistol @21 AP (10AP point shot), plasma pistol @29AP (14AP point shot). Or stealth exit vent, aimed shot w/ plasma pistol obliterated your target, enter vent, rinse and repeat.

Gear (not even top tier, components used are around quality 12x ~ 13x):
Seeker goggles (crit chance +16%)
Infused rathound leather armor (crit chance +11%)
Recklessness (crit chance +7%)
Focus stim = crit chance +15%
= 49%

Laser pistol (crit chance = 6% from gun) = 55%
Plasma/Electro pistol (crit chance = 5%) = 54%

Feat
Ambush = crit chance + (20% + 0.3% * stealth skill points)
If we assume stealth skill point = 113 than crit chance = 53.9%

When you add everything up crit chance = 107.9 ~ 108.9%.


Next we have to understand and properly setup ambush. You can check your character's light level by studying your portrait. There are actually 5 different light levels:
Level 0 = completely darkness, portrait is completely dark
Level 1 = a little bit of light, portrait will flickering between darkness and light
Level 2 = some light, portrait will flickering between darkness (short time) and light (long time)
Level 3 = almost full light, portrait will occasionally dim but will stay bright most of the time
Level 4 = full light, portrait stay bright all the time

Ambush will only work if your char is at light level 0 ~ 1. It's actually very easy to confuse light level 1 with level 2 so to be safe always try to shoot from light level 0.

Similarly you can check your enemies' light level by right mouse click on them and looking at their portrait.

Next - the best way to light up your enemies is incendiary grenades. You will need a high effective throwing skill because you want the fire and light to land exactly the way you want it. I max out my throwing skill in my build for this reason. Once thrown you'll get this:

G = grenade landing spot
H = burning tile
E = empty space, nothing is happening

Code: [Select]
EEHHHEE
EHHHHHE
HHHHHHH
HHHGHHH
HHHHHHH
EHHHHHE
EEHHHEE

Burning tile will give off level 4 light up to 2 tiles away. You'll get another two tiles surrounding the area w/ various level of light (level 3 ~ 1), and than finally complete darkness. You should throw an incendiary grenade in turn base mode and learn its light locations.

If for some reason your incendiary grenade failed to light up your target you can try again on the same turn using a flare. Again you should throw a flare in turn based mode and study its light locations.

Energy pistols builds have the following weakness:
slow start and difficult early game
low accuracy
short range
fighting in small tight area where ambush is not possible
fighting in brightly lit area where ambush is not possible
enemies that are immune to critical (bladlings, and everything in mushroom forest)

Grenadier + three pointers + high grade frag/HE grenades will cover up some of these weaknesses (fighting when ambush is impossible). For early game quick tinkering + bear trap + abuse line of sight is the way to go, at least, that's how I did it. Ambush will help a bit w/ accuracy since it ignores half of ambushed enemies' evasion. For the end game I highly recommend you bring along advanced catalyzing belt, a fire/acid chem gun and a rapid smart 7.62mm Jaguar SMG in addition to your energy pistols.

I would rank energy pistol as the second weakest average tier class (the weakest being chem pistol) in reference to http://underrail.com/forums/index.php?topic=3264.0. It climbed 2 tiers from poor tier in this patch. It's on the same tier as a crossbow build but rank much lower due to the short weapon range and low accuracy. You can also kill yourself if you are not careful w/ your electroshock pistol. :P


Nerd Commando posted an alternative energy pistol build focusing on AGI, PER and INT.
https://www.youtube.com/watch?v=yRf-gTw0jnc

57
Bugs / Epione Lab investigation - Doberman bug
« on: December 17, 2017, 02:54:52 am »
I'm not sure if this is intentional or not but Doberman is invisible. I can't target it with weapons since I can't see it. I was able to trap it w/ a bear trap and killed it w/ grenade.

Edited: Doberman won't be visible no matter what you do - trapped it, incap it w/ flashbang, damage it w/ frag grenade.

58
Bugs / Praetorian Security second quest bug
« on: December 12, 2017, 03:42:29 am »
The second quest - Sewers generator area contains a secret room that's only one way. You can enter but you can't get out.
https://i.imgur.com/9r4hlzU.png

59
Bugs / [1.0.3.13]Gorsky won't give you Level 1 Storage Key card (GMS)
« on: December 10, 2017, 02:09:33 am »
I finished the GMS quest and talked to Quinton about GMS Level 1. When I talk to Gorsky he'll mention Quinton making a fuss but won't give you the key.

60
General / PSA: Before testing version 1.0.3.13
« on: December 08, 2017, 06:21:15 pm »
Just a friendly reminder before you download the new experimental branch with version 1.03.13

Backup your game + saves by copying the following to a separate backup folder (preferably on another drive so you don't confuse the two)

Game folder:
D:(or the drive you installed the game on)\Steamlibrary\steamapps\common\Underrail

Save folder:
C:\Users\(Your user name)\My Documents\My Games\Underrail\Saves

The removal of INT+2 from Junkyard Surprise will fundermentally change the game. Please keep this in mind when planning your build and this won't change until we get the INT+2 food (hypercerebrix) from expansion.

If you are playing the Steam version of the game, I can confirm the game won't update until you login Steam. So You can keep your older version by running the game directly and avoid logging in Steam. If you opt in the previous expermential branch, you can stop the download by opting out of the BETA before the download is finished (Library -> right click on Underrail -> Property -> BETAS (tab) -> Select the beta you would like to opt into: "None - Opt out of all beta program"

If you didn't backup your old version of Underrail and already updated to version 1.0.3.13 but want to roll back; You can try using the following (Please note I did not personally test this.):

https://web.archive.org/web/20170513184405/https://codepen.io/fireundubh/post/steam-rolling-back-to-previous-versions

Link to Depot Downloader:
https://github.com/SteamRE/DepotDownloader/releases

Steamdb info on Underrail:
https://steamdb.info/app/250520/

Steamdb manifests info on all Underrail public branch:
https://steamdb.info/depot/250521/manifests/

_____
Copy from Waybackmachine site copy in case the server is down:
Here's how to roll back any game on Steam. Example: The Witcher 3.

    Download the binary release of Depot Downloader.
        More experienced users can compile the source code.

    Extract the files from depotdownloader-2.1.1.zip to C:\DepotDownloader.

    Open a command prompt and navigate to that directory:
        Type: cd C:\DepotDownloader

    Find the App ID, Depot ID, and Manifest ID at SteamDB, or use the information below.
        Type: depotdownloader -username STEAM_USERNAME -password STEAM_PASSWORD -app APP_ID -depot DEPOT_ID -manifest MANIFEST_ID

    When the download completes, you'll find what you need in the depots directory.

    Copy those folders and files to the appropriate locations in:
        C:\Program Files (x86)\Steam\SteamApps\common\The Witcher 3

    Congratulations! You've succesfully rolled back to that previous version.

The Witcher 3 x64 Executable (App ID: 292030, Depot ID: 292042)
Manifest ID    Release    File Ver.    Product Ver.
3717607325272315955    1.02    3.0.0.0    3.0.0.311278
7280951713052607122    1.03    3.0.4.50268    3.0.0.312412
7240451048073564713    1.04    3.0.4.51444    3.0.0.313588

Example:

depotdownloader -app 292030 -depot 292042 -manifest 3717607325272315955

The Witcher 3 x64 Binaries (App ID: 292030, Depot ID: 292032)
Manifest ID    Release
8931080003419721881    1.02
8035711840865081507    1.03
1342699152946823786    1.04

Example:

depotdownloader -app 292030 -depot 292032 -manifest 8931080003419721881
_____

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