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Messages - destroyor

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151
Development Log / Re: Dev Log #65: Codename Infusion
« on: March 11, 2020, 11:34:04 pm »
Glad to hear Underrail 2 is in the prepping stages. As always, if you like something, please support the shit out of it or it'll disappear. Definitely a day 1 purchase for me.


Also, in a few months you can expect the new content update for Underrail. This one is probably going to be released on experimental branch first and will stay there for a while, just due to the nature of the gameplay changes I've made. I'm sure you'll all be very happy with the changes, but just in case you might want to experience psionic characters in their current form before that happens.

Good news, now I have a legit excuse not to update my character build section. Muhahahaha! I'm not lazy; I'm just waiting for the update. Yeah ... that's my story and I'm sticking to it.

Bad news, knowing Styg and based on past nerfs - I'm pretty sure he'll go too far and everything will be nerfed to the ground, again. Hope I'm mistaken on this one. I'm also hoping for some buffs for mechanical pistols and throwing only build ...

Edited: no Steam news dev log update?

152
Short answer: no clue because no one really tested and/or posted their results.


Long answer: according to the wiki the lower bound to resist TC is cap at 5%.

See
https://www.underrail.com/wiki/index.php?title=Resolve
Combat Stats: Defense, Defense section

Quote
The base save chance of Resolve and Fortitude is 1 - attack skill / defense skill * 0.7 and it is capped between 5% and 75%. So relative to defense skill, about 135% attack skill minimizes the save chance and 35% maximizes it.

The general consensus seems to be a WIL 18, maxing at least one other psi skill, crafting (psi headband + psi beetle armor) char can safely leave BASE TC skill at 70. However no one has ever done any rigorous test on this, at least none that I know of.

154
General / Re: Grey army base
« on: January 12, 2020, 12:29:21 am »
There's a way to rescue your previous save. Just use the duplication and item transfers method and "deliver" a bottle of juice and you are good.

See Duplication and item transfers section below:
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

155
Builds / Re: Ultimate hammer guide
« on: January 10, 2020, 05:35:41 am »
Solid guide - maximum effort. :)

Couple comments:
Disagree with Super Slam being a core feat, especially on Dominating. At Con 10, with psi empathy, Juggernaut, not using sturdy vest you have 550 hp. Super slam will get you 110 extra mechanical damage every three turns (two turns with LTI) which is usually reduce by enemies' mechanical resistance. There are usually better feat choices other than Super Slam.

Quote
... Pummel feat, its ability to reduce enemy dodge/evasion to 0 is already useful, despite its half damage penalty, it has a very low Action Point penalty
I think you meant "Action Point cost"

156
Bugs / Vanishing grenade does not work at all against native
« on: January 05, 2020, 04:24:33 am »
Trying not to kill any natives. Clicking on Vanishing grenade and it'll consume the AP and ... does absolutely nothing - no stealth and no MP conversion.

158
General / Re: (Spoilers!) Any unique dialogue for...
« on: January 03, 2020, 12:25:32 am »
I heard there's suppose to be an ending slide where you destroyed the Shadowlith without killing too many Natives they'll rebuild their society without Shadowlith's influence. Never seen it myself as my first try for that slide failed because I killed too many Natives defending Aegis Camp. I'm currently trying a second time by wiping Aegis immediately upon arrival but that game is still in progress.

159
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 02, 2020, 12:03:54 am »
I'm pretty sure you don't just "move up and join the north" when you are a commoner. Just like in real life, a commoner living in one of the ex-Soviet bloc country don't just move up and join USA/Canada/Western European country/wherever.

Protectorate would kill anyone they consider a threat, true. But I'm sure the dead count isn't low due to FD's reckless methods and collateral damage. I can see at least some positive outcome if the player decided to change Protectorate from within. However, if the player (which is really a one-man army tipping the scale of balance heavily) help FD win by topping Protectorate I can foresee massive amount of bloodshed - from the conflict/revolution between Protectorate/FD; endless opportunistic raids by bandits; famine and social disorders due to collapse of Protectorate; internal struggle for power between any remaining ex-Protectorate force; struggle for dominance for any power consider themselves the successor for Protectorate, etc, etc. Basically a repeat of BioCorp's collapse - only this time it's not a slow decline but a sudden, violent one which is much worst.

Of course charming comrades, fighting for a cause and sticking it to the man beat all that, right?

160
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 01, 2020, 10:11:37 pm »
I don't get the love for FD. Just because they might be likable doesn't mean they are right/helpful to the general population. Just because Protectorate might be unlikable doesn't mean they aren't benefiting society as a whole.

I think a lot of people here are judging the two factions with their current relatively peaceful real life values and lost sight of perspective. You know those commoners with no weapon and random scraps in their inventory hanging around Core City? These are your average citizens living within Underrail. They are pretty much defenseless against shit loads of very real threats - bandits, Lurkers, Ironheads, Lunatics, wild roaming animals + bugs and possibilities of famine (talk to IRIS backup and you'll see). With the addition of DLC we can see the world is facing the long term threat of being infected by monolith of alien origin. What would FD for the mass? Way more harm than good. In fact, we've seen they are willing to sacrifice a station's survival to stick it to the man. What would Protectorate do for your average citizen? Oppressive rule with Iron fist but alive, relatively safe and fed.

I'm interested to see evidence of CAU being incompetent. I always get the impressive from talking to npc within Fort Apogee that CAU is effective but outright evil.

161
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: December 29, 2019, 08:48:12 pm »
My personal take on this is you need to pick the lesser of two evils.

I don't see how you can consider Free Drones to be "good" as they do not care for the people. As seen in the train heist quest all Free Drones care about is to overthrown the Protectorate, collateral Damage be damn (Rail Crossing desperately needs help but fuck them right?). They attacked and maimed unarmed civilian like Anastasia just because they are "Protectorate". If you join FD you can talk to Darling and see that Protectorate is an oppressive regime - if you are view as against the Protectorate they'll make you disappear, by any means necessary. The ironic fact is that FD employ a similar view and method of operation too. If you ask people about Free Drone in the game they'll tell you FD is also "if you are not with us you are against us" and fuck you up when given the chance.

Of course Protectorate is no angel, but at least the ground troops take care of the people. They provided food for the poor in Junkyard. They at least provide a measure of security against external threat such as Lurker, bandits, etc for their population (prime example - Rail Crossing ending slide). If you join Protectorate you can talk to Holloway and tell he (and soldiers under him) actually care and wanted to protect the people. However it should be noted soldiers like Holloway are not in charge and does not reflect the view of the higher up. Holloway was forced to turn rogue because the higher up view people of South Underrail as second class citizen at best and dogs at worst. All General Melek seems to care about is hold on to power and condone evil method employed by the Chemical Assault Unit. Lower ranks and ground troops - LG, higher ups - LE.

If your character truly care and want to help the general population of South Underrail I think the most RP fitting role would be joining Protectorate, listen to Holloway's story, persuade Colonel Cathcart to investigate Holloway's claims. Don't do the quest for Chemical Assault Unit. Head-cannon try to rise in rank and affect changes from within Protectorate and maybe try to aim for a certain degree of autonomy for South Underrail force from North Underrail, focusing your effort more on helping people (aids to poor + killing lurkers, bandits, etc) and less about helping the North expanding and holding onto power.

Of course if you think your char should just not get involved at all that's another option too.

162
Suggestions / Returning Arlene's necklace
« on: December 24, 2019, 04:16:46 am »
Returning Arlene's necklace for free should make her grant you a VIP discount just like if you return Old Jonas's watch for free.

163
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

See Skill check thresholds section

Bio 150 is to use Heartbreaker poison, which to be honest isn't that great.

Other crafting skills threshold will depends on your build - see Crafting & component reference sections.

edit: was stupid and put skills check threshold section for crafting instead of "Crafting and component reference" ...

164
General / Re: Impressed With Expedition Writing (Early Spoilers)
« on: December 17, 2019, 03:32:13 am »
Just want to chime in to praise the artwork. I especially like the gorgeous artwork of a certain underwater Station.

165
Bugs / Re: Fire and Giant Weaver spiderweb
« on: December 17, 2019, 03:21:32 am »
Does this fix includes the fire from psi abilities such as Pyrokinesis, Pyrokinetic Stream and Exothermic Aura?

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