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Messages - destroyor

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76
General / Re: Returning Player Question
« on: September 26, 2020, 02:57:26 am »
List of psi abilities that can crit:
Thought: Neural Overload, Psi-Cognitive Interruption
Psychokinesis: Telekinetic Punch, Electrokinesis
Thermal: Cryokinesis, Pyrokinesis, Cryokinetic Orb
Time: NONE

Manic Cryo orb is just way more deadly for majority of the game. You want grenadier against robots anyway: EMP + plasma/HE nades should be your go to against robots up to industrial bot. Psychokinesis Against Naga is superior but that's it. I did take quick tinkering so I can EMP mine + EMP & HE nade against Naga. A psychosis build can go either Meta or Psychokinesis but not both. Imho thought Control for mid ~ late game is still the top third choice (*cough final boss *cough).

The main impact for psi hybrid is ThermoD is no longer worth the effort since it's now cap at 100% enemy HP. On dominating if you factor in the reduced thermoD damage, mech & heat resist/threshold, evasion (remember the global 30% npc skill boost) it's not worth the trouble. Meta only got cryostasis as silent control but it's too costly to go tri-psi school hybrid. Hybrid should go temporal + Psychokinesis for CC options and just skip Meta and Thought.

77
General / Re: Returning Player Question
« on: September 25, 2020, 06:29:56 pm »
Played a psychosis build from start to finish, here's my take from a psychosis perspective:

1) Old time quad school is just a bad option now due to vastly increased psi cost. The optimal way to play is to take Temporal (stop at 70 base skill) + one other school early ~ mid game. I went Meta because it's a better fit than Psychokinesis for psychosis - spam-able cryokinesis sniping and Cryokinetic Orb crowd control. Once you have Psycho-neural flexibility tri school is now an option. I went with Thought control so my build have two modes: Meta for frontal assault and Thought for silent assassination.

2) Short answer, yes. Long answer, yes but not just for PTC because Stasis is a huge deal. It's a defensive + offensive tool in one. If you are not confident you could save it as a reliable panic button, LTI + Stasis = reset cool down and second chance at victory. I used it more as an offensive tool -> adrenaline + PTC, Stasis to extend the buffed AP for one more turn for maximum firepower. This is especially important since Force Field is now unreliable. I personally high recommend all pure psi build take 70 base Temporal. You can invest more to reduce the chance of PTC debuff to a minimum of 30% chance but I don't think it's worth it. On dominating difficulty you are doing something wrong if you can't end a fight within 1 ~ 3 turns. This is another reason for my assassination mode - thin out the crowd to guarantee all fights end within 1 ~ 3 turns.

3) Pure psi with no crafting is just objectively bad. School specific psi headbands are vital and made a night and day difference in damage output. If you don't craft as a psi, the whole game sucks and DC sucks even more.

78
Development Log / Re: Dev Log #68: The Psi Question
« on: September 01, 2020, 12:03:17 am »
Thanks for the prompt and honest response Styg, appreciate it.

79
Development Log / Re: Dev Log #68: The Psi Question
« on: August 31, 2020, 11:13:01 pm »
... I think it's in good place now, where both the (now somewhat nerfed) pure psi wizards and hybrids are viable, though they will require more management in terms of resources and psi selection.

... So you may not like this part of our design approach, but it is not at all inconsistent with what we did in the past.

... But for those that are firmly against this change, or maybe just want to finish their current cave wizard rampage, I've made a separate Legacy branch (on both platforms) that will permanently host 1.1.1.6 version of the game.

First it's always nice to see continue development and additional effort to Underrail.

I'm one of the more vocal opponent to the psi changes and dislike the tedium design approach. So the tedium part is pretty much settled (tradition: just because we have always done it this way doesn't mean it's right) and that's a lost battle here I guess. I just hope Styg will keep the tedium/fun part in mind in the future. However the question about psi slots effectively making tons of psi abilities useless will not be address at all? If the answer is yes than I must say I'm disappointed.  :(

Lastly I really hope the legacy branch will include the bug fixes and improvements (Alt + click ground to move) ... but I guess that's also too much to ask for ...

80
Suggestions / Drag 'n' Drop
« on: August 31, 2020, 06:25:31 pm »
Drag 'n' Drop food vendor should sell all new food/drink items instead of a randomly rotating (?) limited selection and in larger quantity.

Since it's also randomly located I think it should appear on your map once you discovered it.

As a side note: is All-in a pickpocket exclusive? It never seems to be for sale at Drag 'n' Drop. Sleight of the Night also seems to be available only by *secret* and pickpocketing?

81
General / Re: New Stygian Software Developer
« on: August 24, 2020, 10:29:39 pm »
Er ... I mention this in the other thread but I like to repeat it here just in case:

The persuasion check for Kaya seems to be random? I'm wondering if this is a bug where you used the Base persuasion value instead of effective?

82
General / Re: New Waterway persuasion check *spoilers*
« on: August 24, 2020, 10:26:41 pm »
Unless of course this is a bug and the dev used Base persuasion instead of effective. *look at you Yogimanz  :P

84
General / Re: The Rig. Questions 'n' Spoilers.
« on: August 24, 2020, 10:23:55 pm »
Allying w/ the Black Eels in Junkyard will not change anything. They are functionally two different factions. In game lore reason is that they are different branch of the same faction with their own internal leaders.

No it's not possible to destroy the sonar without pissing of the crew. If there is I'm not aware of it. You can silently destroy the sonar but waterway Black Eel will turn hostile, which include their patrol around the rig.

Kaya persuasion check discussion can be find here:
https://underrail.com/forums/index.php?topic=5905.0

Rig floatie doesn't do anything.


85
General / New Waterway persuasion check *spoilers*
« on: August 23, 2020, 10:51:47 pm »
Did anyone manage to pass the persuasion check for Kaya in the new waterway map to mend relation with her brother? I have 142 effective persuasion and still failed. I also tried talking to Ion first but I don't see any extra option to help convince Kaya. Is this check just for flavor or is it possible to pass it?

86
Suggestions / Re: HE mine needs a buff
« on: August 22, 2020, 12:49:29 am »
The problem with HE is that even against high mech resist target it's usually better to use frag than HE due to the heat damage. You can see this when you use frag vs HE against metal armored targets - npc don't have high grade metal armor = low to moderate heat resist = frag is better. Plasma > HE against robots such as Industrial bot. Naga Protector is a special case in that it's immune to Plasma grenades + mines. However if you consider quick tinkering you can only choose one mine - HE is suppose to be anti armor but EMP mine outperform HE in this special case.
While it's true plasma need high electronic and only available mid ~ late game most char will spec for high electronic anyway due to the need to craft high grade energy shield.
HE is suppose to be like W2C for grenade/mine but right now it's simply under performing in almost all situations - hence a buff is needed.

87
Suggestions / HE mine needs a buff
« on: August 21, 2020, 09:49:11 pm »
Been testing various traps against Naga Protectors and EMP MKIII traps consistently out damage HE mine MKIV, so I think HE mine needs a buff.

I think HE grenades should be buff too as the Ignores 40% of damage resistance and threshold part is just not enough compare to their Frag and plasma equivalent. The HE grenades and mines just seems to under-perform in almost all situations compare to their alternatives.

88
General / Re: underrail.info
« on: August 18, 2020, 01:54:46 am »
@Stavrophore - you could just follow the instructions here:
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165
Duplication and item transfers section and "deliver" chemhaze grenade to your char.

89
General / Re: Core City location near your house and Puzzle
« on: August 13, 2020, 04:43:46 am »
Spoilers, obviously.






The maintenance bots at storage level will repeat three short sequences - long beep = L, short beep = S. I don't know if this puzzle is the same for everyone or randomized. This is mine:

SSSLS
LSLSL
LLSLL (repeat)

so after trial and error the correct code for me is LLSLLSSSLSLSLSL
or you could just hack the door (135 hacking check). Psst, look around and think before you do so.

Once you input a wrong code the top office level options for the elevator will appear but I think they are just there for flavor and not real options.

Strangely Coretech PNT1 and 2 does not show up in the quest item tab.

90
General / Re: underrail.info
« on: August 13, 2020, 03:31:42 am »
Based on observation, Hypno Goggles appears to have a persuasion range from 30 ~ 10. I think it would be safe to add it in as an option with a popup/something explaining it's a dynamic item with an expected range of 30 ~ 10.

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