Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - destroyor

Pages: 1 ... 13 14 [15] 16 17 ... 30
211
General / Re: Convincing Todd (Expedition)
« on: September 07, 2019, 04:44:38 am »
I was stuck w/ Stig's dialogue and I finally got it. Posting here so people won't have to retry again and again like me.

So you need to read Todd's medical record + Hormone test results on the computer first, than the correct dialogue options are:

4. Keeping him in one dome is going to be more stressful in the long run
1. He needs more space.
2. I know how implants work. I'll make sure he does fine.
5. He shouldn't live in constant fear of everything.
4. I'll take care of it if it happens. He'll see everything can be overcome.


Angus - find tool bracer and have it in inventory - correct dialogue options:
2. I found this bracer in the machine shop.
1. Could you show me how it works?
1. So how do you use it?
1. Can I try the tool bracer on?
1. I just want to see how it feels.
2. Put it on and wait.
2. Uh ... What?
2. How do I press on it?
5. What do you mean, "move up"?
2. Move you whole arm up.
1. Move your hand up.
3. Now what?
2. Move your hand up again.
1. It's a miracle Todd learned how to use the tool bracer with you around.


Shelley - there are two motion paintings, you need to look at each painting five times for a total of 10 looks. Shelley have shit loads of dialogue options, just keep picking any option you didn't choose before. It's long but you'll eventually convince her.

212
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.

213
Suggestions / Re: Additional teleportation rift please
« on: September 02, 2019, 01:13:12 am »
See https://www.underrail.com/wiki/index.php?title=Dude

Free Drones Base / Underpassages - one screen south of the entrance to the Free Drones base)

214
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?

215
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 23, 2019, 12:25:33 am »
Quote
QT is only OP when you have a room/choke point with a 1 tile exit.

That i  disagree with. AI has very predicatable movements and they usually don't notice a trap in one combat round, meaning that QT was almost perfect defense against some melee guy or even ranged if you move far enough to make him move too. So yeah, being able to place a trap with cooldown of 2 was ridiculously OP in my opinion. And since a lot of natives are melee, they would be very succeptible to that.

I wouldn't nerf it that much, though. Now it both has a very big cooldown and cost AP. I would go with either one of those but not both.

Sure in 1 on 1 fight absolutely OP. However in an open field with no cover whatsoever QT is not OP at all. One trap every 2 turn can only stop one enemy from touching you using melee and only that. You can still be overrun when facing multiple enemies and would be punish by psi, range, grenade, etc.

I think we can both agree the current nerf on QT went way too far.

216
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 22, 2019, 03:14:08 am »
Strongly disagree.

You and I have very different definition for perfect sense. There are dozens of different and better ways to change Quick Tinkering:

But no, let's nerf QT to the ground, makes perfect sense.
I've been giving you slack because I know English isn't your native language, but you're arguing against strawmen, destroyor.  Everything you said in your post is exactly what I said in mine, only you took a wall of text because you have no nuance.  You need to learn to read more carefully.  And your "sarcasm" isn't clever; especially when you fail to understand straightforward meaning, it's just childish.

Right ... I'm arguing against strawmen and being childish. I'm pointing out there's no reason NOT to take psi empathy while you are going on and on about how all class only need to take a 25% decrease in health and a bit of skill point investment in TM to bridge the power gap between pure psi and psi hybrid. No nuance indeed.

217
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 22, 2019, 02:53:44 am »
Underrail is not an MMO. It's perfectly fine to have for some build to be more powerful than others. Having an easier, relatively more powerful class is a smart design choice to give new player a good game experience and make great financial sense for Stygian Software. Psi is fine as it's right now and I wouldn't change a thing.

To me it seems like temporal psi was designed with the dominating difficulty in mind, with the result that it's overpowered on lower difficulties.
It always seemed to me like it was an effort to bridge the power gap between psi builds and everything else.  The result of course was that full psi got nonlinearly even more powerful compared to other builds, but adding in Temporal Manipulation on a 3 Will build with only 60-70 points to spare does get you somewhere near the power of a pre-expansion tri-school psi build.

Probably it would have been better in the sense of general build balance to make Temporal Manipulation somehow something other than psi - sort of like in Tales of Maj'Eyal how there are mutually exclusive special ability sources, if TM had been somehow designed to not work well with the main three psi schools, then there might be be less whining from the "psi is too OP" crowd.  But what it really does, really well, is allow non-psi builds to exchange a little bit of health for a whole lot of power and utility.  You get a lot of increased build potential for very little cost in skill points, no cost in stat points, and a small cost in health points and vulnerability to psionic inhibition.

Strongly disagree. What should have happen is something that would bridge the power gap between psi and non-psi build in order to encourage diversified game-play, increasing replay-ability. The cost benefit analysis is so tilt toward psi it's not even funny. On the psi side we have a massive array of crowd control and utility abilities, and on the other side we have ... 25% health. So naturally especially on dominating difficulty we have psi hybrid everything, leading to the same boring gameplay. Show me any non-psi build and I can make it better by making it a psi hybrid build. You got to offer something for players to choose a non-psi build. Pre-nerfed Quick Tinkering fits this role perfectly.


But why then the recent change to yet again weaken quick tinkering (and therefore builds that use traps)? Doesn't make sense.
Well, "traps" isn't a build. I'm sure someone probably made a joke build that only used traps, but really, really edge cases round to zero.  Traps don't make a build, they augment an existing build.  Low-Will TM also isn't a build, it augments an existing build.  And low-Will TM plus Quick Tinkering and Future Orientation meant instant traps every turn.  That's why QT got nerfed - because there's no reason not to go into TM to LTI, and that was too much.  It's why LTI was nerfed, too, before release; it was too much.  Makes perfect sense.

You and I have very different definition for perfect sense. There are dozens of different and better ways to change Quick Tinkering:
- Use of QT immediately trigger the cooldown for LTI and vice versa.
- QT now impose a max WIL limit of 7 so you can still take feats like Stoicism. Disable the option to pick Increase WIL feat. You cannot assign ability points to WIL once you reach a base WIL of 7. If your base WIL is 8 or higher you can't pick QT. This change will make pure psi build avoid QT like the plague.
- Use of QT immediately disable all psi abilities for the turn and vice versa.
- Use of QT trigger a psi skill penalty of 100
... and so on.

But no, let's nerf QT to the ground, makes perfect sense.


That's where we disagree. Should every feat or ability or item that is overpowered when combined with temporal psi get nerfed? Like grenadier with lti for example. Or adrenaline with ptc.

The result of such "balancing" is that psi-utilizing builds get more powerful at the cost of non-psi builds. So no, it doesn't make sense to me.

It was pretty OP without temporal powers anyway.

Quote
It always seemed to me like it was an effort to bridge the power gap between psi builds and everything else.

Wee need to make a gap between psi and non psi less. Gotcha, let's make another psi discipline. I guess i can see the logic. If everyone is a psi, there is no gap.

Couldn't have said it better myself. We need more feats/weapons/armors/whatever that are exclusive to non-psi build. What we don't need is more powerful psi and/or nerf psi to the ground.

QT is only OP when you have a room/choke point with a 1 tile exit. I already see some expedition map being anti-QT (let's see you QT while riding a jetski. Some native maps have no single tile chokepoint and have 2 tile wide walkway). The mechanics are already in place to punish one trick pony QT build: Coil Spiders are immune to immobilization. The only way to stop them in their track is Cryoliquid Blob Trap.

A better way would be:
More maps without 1 tile wide chokepoint
A mix of enemy type (immune to immobilization, immune to frozen, regular) with subtle graphic hint around mid ~ late game on the same map so it's more of a rock paper scissor sort of deal which would be much more fun. Remember traps are already heavy and now you need to carry even more different types of traps. 

Imho QT nerf was way too far. Its specialization is just more insult to injury. Here, let's spend 7 precious specialization points so you can have a weaken version of QT attempting to play catch up, while all other build get to use those 7 points to further power up.

218
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 21, 2019, 02:31:17 am »
I sort of experimented with taking Psi Empathy and JUST Temporal Manipulation with the Temporal Distortion, Limited Temporal Increment and Psycho-temporal Dilation skills from Ethan and frankly I couldn't figure out whether I should debuff a few times or just go slashing with machete. I used some Psi beetles to try it out. I was confused by a new set of abilities how to mesh them in with a Melee Sword. Also the lower health pool wasn't great.
Any advice for how and if I should integrate this skillset? I have been putting points into TM (only TM in that tree)

Psi is a package deal. It's sub-optimal to JUST invest in TM at the cost of 25% health.
Psychokinesis:
25 Force field - always useful when you need to block or separate enemies or wait out cooldown
30 Electrokinesis - guarantee stun unless target is immune to stun at a high AP cost and makes a lot of noise
45 Electrokinetic Imprint - psi trap that stun for 1 turn
Metathermics:
35 Cryostasis - freeze target from 2 to 5 turns at high psi cost. *important* it's silent
Temporal Manipulation - just want to comment Stasis is very useful to turn yourself as bait in order to waste enemies' special attack such as flashbang (8 turn cooldown), Mental Breakdown (8 turn cooldown), throwing net (4 turn cooldown, make sure you eat rathound BBQ + take adrenaline before entering stasis). It's also useful to wait out cooldown

All of the above are invaluable crowd control skills. You should get them all or avoid psi altogether. I don't know about your build but psi hybrid usually will have 6 INT in order to get Premediation.

219
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 20, 2019, 12:51:23 am »
With the release of expansion, I would say the balance of power is now tip so far toward psi all build should integrated at minimum 45 base skill point investment on Psychokinesis, 35 base skill point investment on Metathermics, 70 base skill point investment on Temporal Manipulation.

Quick Tinkering (QT) used to be one of the main power equalizer between psi and non-psi build: easy to use (2 turn cooldown, no AP cost), versatile w/ many different traps, so it's a great defensive and great offense feat. Psi build usually don't spec toward DEX so QT was usually used in non-psi build.
Of course that's why QT deserved to be nerfed to the ground. /s

Seriously psi hybrid *any* build is now the meta of the game. I would note many build should not aim for Locus of Control due to the high WIL requirement. On the other hand you should try your hardest to get Premeditation (INT 6 requirement).

220
General / Re: Is mutagen a compound or an element?
« on: July 07, 2019, 07:49:47 pm »
This goes against conventional usage of the word "atom", from Wikipedia:

An atom is the smallest constituent unit of ordinary matter that has the properties of a chemical element.

I agree w/ Maliel that it should be change to molecule or compound, or even something generic like molecular/chemical structure will do.

221
Builds / Re: A Dominating (Ironman) Viable throwing ninja build
« on: May 08, 2019, 11:54:16 pm »
Well I'm giving you guys what I remembered + personal experience, so take it how you will. I'm not saying a 3 CON char can't beat Tchort. I'm saying a 3 CON throwing only char can't defeat Tchort. Tchort have a very high mech resist - a good build usually have one or more ways to get around this (Xbow - special bolt, Guns - green ammo, Melee - expose weakness, etc) and a throwing ninja doesn't have any out like that. We tried maxing poison damage + MKV HE grenade + quick tinker (note: this was back when QT has a 2 turn cool down, since nerfed to 5) MKV HE mine for his char and used fire + caltrop to keep the Tchortlings away but it just wasn't enough.

Edited: I'm going to take back what I said. There *MIGHT* be a way but it's not a guarantee. You'll need foresight (meta knowledge), advance (cheesy) tactic and a bit of luck.

That Steam user had multiple problems:
1) Tchortlings Scanner - I didn't know the following trick at the time so we failed.
SubterminalOptimization came up w/ this very clever tactic:
http://underrail.com/forums/index.php?topic=3388.msg18886#msg18886
You can block the passage using Sower Tentacle wall. I'm not 100% sure but I think there might be times when a Tchortling Sower won't show up during the early part of the fight. Can you survive long enough and kill enough Tchortlings so a Sower spawn? Or will a Tchortling Sower come into play as soon as the fight starts? You are going to need a bit of luck here.

2) Low HP, lacking +HP gear, and not enough bio to craft regenerative mixture
Here's the part about meta - you'll need to craft either infused pig leather armor or regen/sturdy metal armor AND have enough bio to craft regenerative mixture

3) Tentacles - sometimes that Steam user would get lucky and didn't get killed by a Tchortling Scanner. However he just wasn't dealing damage fast enough and eventually the tentacles would spawn back (He took out all remaining tentacles before rushing Tchort) - game over. You will need a lot of luck here as the mutagen puzzle will destroy 4 of 7 Tchort's tentacles. Which four (cross your fingers the mutagen take out the mind control tentacle) will probably determine if the fight is even possible. You are going to need a lot of luck here.

So yeah it *MIGHT* be possible. I'm just not sure. If OP do decided to give this a go please post update(s) as I'm very interested in the final result.

222
Builds / Re: A Dominating (Ironman) Viable throwing ninja build
« on: May 08, 2019, 02:15:37 am »
Your build won't be able to beat Tchort.

I can't find the STEAM thread but someone else tried a similar build (low CON throwing ninja) on Hard and failed to beat Tchort. With 3 CON you'll be one shot by Tchortling Scanner's Neural Overload. We tried everything and I mean everything we could think of for his char. You can only keep the Tchortling away for so long and you just can't do enough damage to beat Tchort before getting one shot.

It's my opinion dodge and evasion build simply doesn't work on Dominating due to the 30% NPC skill buff + infused leather nerf. I would love to be proven wrong however no one had been able to produce convince result so far.

223
General / Re: I wish I had more skill points
« on: December 11, 2018, 01:35:36 am »
Er ... while it's flattering to see my excel table being reference ... you are reading it wrong.

The numbers are component quality - not the actually crafting skill(s) required to use the component. You need to scroll down to "Crafting & component reference part V" of my guide and I listed all the individual max skill(s) requirements.

224
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

225
Suggestions / Re: Unique weapons 'Refurbishing' idea
« on: October 20, 2018, 04:14:39 am »
I think Unique weapons should be, well, unique. They should do comparable damage w/ crafted weapons (after upgrade) and offer something special/extra ability or abilities that are not available to crafted weapons.

Pages: 1 ... 13 14 [15] 16 17 ... 30