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Messages - Bruno

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151
General / Re: Chance to miss cap / Evasion / Dodge
« on: September 01, 2018, 07:12:50 pm »
That's right. However the minimum hit chance is mostly irrelevant in normal gameplay, unlike the maximum. Having very high evasion and forcing enemy snipers to move is probably the only way for real hit chances to drop down to 10%. Maybe also if you're in a really good position against assault rifle wielders.

I also recently updated http://www.underrail.com/wiki/index.php?title=Precision with an overview of the calculation order without going into details of every modifier.
Got to applaud your work with the Wiki. It is coherent and easy to navigate, and completely vital if you want to know a bit about how the game works.

Edit; One thing I always wonder about, how on earth do you know your hit/miss chances with a throwing net??

152
General / Re: Chance to miss cap / Evasion / Dodge
« on: September 01, 2018, 03:27:13 pm »
Just for clarification:
If someone fires a weapon at max range, in pitch black darkness, with 0 skill, unfocused/move-and-fire penalties, at an enemy with great evasion, they still have 10% chance to hit??

153
General / Re: Special Bullet Types?
« on: August 29, 2018, 09:56:48 am »
Perhaps electro-bullets can work with a silenced SMG, as they have very poor base damage?

154
Development Log / Re: Dev Log #59: In the Halls of the Savage King
« on: August 17, 2018, 12:01:56 pm »
Styg: There is a lot of water in the Black Sea, so many fishing opportunities I guess. Are you changing the fishing mechanics in any way, or will it be the same as it is now? The waiting and reeling in (and slipping away) can get pretty bothersome in the long run.

Good luck with the Alpha. The Expedition looks really interesting. Really appreciate all the work you guys do.

155
General / Re: Escape Artist feat
« on: August 12, 2018, 07:20:57 am »
There is one other option, the Bullhead drug gives 3 turns of temporary immunity to both stun and incapacitation effects (not immobilization). Unfortunately, you need to act before your enemies to take the drug *before* they apply such effects on you.

The wiki list wich effects fall under wich category. It is very helpful.

156
General / Re: ******Warning Spoiler***** Rare Spawn
« on: July 28, 2018, 06:35:20 pm »
In exactly the same map, at level 8 or so, I suddenly ran into a group of Ironhead Commandos making soup. Challenging fight to say the least.

157
General / Re: Beginner, looking for a Psi/Sniper Build
« on: July 23, 2018, 09:20:19 am »
I guess it depends on how much save/loading you are comfortable with.
3 CON, no evasion, lowish initiative, poor armor defense, 25% HP loss due to psi powers.

If you initiate combat from stealth, great. In any other case, like dialogue/area transfer initiated combat, or random screw-ups, like enemies noticing you in stealth, or bumping out of stealth, or Lurkers/crawlers who out-stealth you... You are toast. One grenade, one mine stepped one, one stun effect - BLAM, reload.

I would up CON to 7, take conditioning+stoicism, also max out the evasion skill. Also drop thought control and metathermics and focus on psychokinesis instead, it is IMO the best "hybrid" skill (for now).

158
Development Log / Re: Dev Log #58: Environments Preview
« on: June 29, 2018, 06:41:47 am »
The landscapes look very well. Thumbs up.

The music started on a great vibe, but my personal opinion is that from the start and until about 2:50, the disharmony and many different notes at the same time was very rough on the ears. I get that it is supposed to be a bit unsettling/creepy, but I think that track is too much man. Could benefit from some cleanup. No offense, just trying to help.

159
General / Re: Does the doctor feat work with a regenerative vest?
« on: May 28, 2018, 10:04:40 am »
So basically, only reason to take Doctor over Fast Metabolism is if you for some reason really want to dump constitution and have more healing at the same time?

If you plan on taking damage and use healing in combat, you want high con, and can take Fast Metabolism. Only benefit of Doctor is if you want to use bandages at <40% health. That is generally a situation to avoid, and a moot point with regenerative vest?

160
General / Re: Crawlers / Death Stalkers
« on: April 27, 2018, 04:46:04 pm »
Quote
  I did git gud. It's actually become way too easy. I can kill most enemies in 1-2 fist weapon hits but I still die just because there's absolutely nothing you can do when you enter a new area or room and they get the initiative.

You seriously can't see the contradiction in this sentence?
I mean in general it's too easy, with the exception of the moments mentioned. I support the idea that enemies should be able to do as much damage as me, that's where most games fail, but it would be nice if I could actually survive 1 enemy turn with the heaviest armor. That would probably fix the initiative problem.

Epeli did a great summary above, explaing about stealth and initiative.

As I see it, stealth is extremely useful. However, you are squishy in a stealth outfit, so you need to be able to prepare and ambush well.

If you have no stealth, you got basically two options if you want to live: very good initiative, or very hard skin.
If you have excellent initiative, you will go first, and do major damage and/or battlefield control.
If neither stealth or good initiative, you got to have great constitution, good HPs, good armor.  Else, you will die. A telekinetic punch or electro-zap, X-bow critical, stealth knife carving of intestines, you have got to be able to take it.

In any case you got to make good use of terrain, especially without stealth. Use ventilation ducts, doorways, corners. Throw a grenade even without any skill, to lure enemies by the noise. Listen to sounds, set traps as a precaution for fallback if you can, and not be afraid to burn through expensive items. You need them to survive.

161
General / Re: Crawlers / Death Stalkers
« on: April 22, 2018, 08:32:35 am »
For those early turrets, even a melee character can pick up a ranged weapon and shoot at them, they are not very good at dodging.
So in a pinch, use any sniper rifle that you can find, they outrange the turrets. Better, use an energy weapon, and duck in and out of cover to fire it.

162
Development Log / Re: Dev Log #57: The Rig
« on: April 13, 2018, 05:13:38 pm »
Do I like the aesthetic? Let's see... you gave us the game of underground society run by lunatics where you can sneak around and throw grenades at exposed brains of mutated psionic beetles. Then you decided it is not punk enough, so now we can run jet ski through contaminated sewers while plundering pirates using smgs.

Even boring transition from second screencap looks like adventure now.

I can only assume there will be wenches at the rig, right? There better be wenches.
There must be wenches! :o We need them

163
General / Re: [SPOILER] list of all random encounters
« on: February 23, 2018, 04:26:59 pm »
-Dead body, found one time on the (new) way from SGS to Mushroom Cove. A few minor loot items on it.

-Backpack with some stuff in. Found once in locked storage house outside the GMS compound.

-A crate in 2nd lvl of GMS compound, middle area, that I have not seen before. It was probably a random crate for looting, but its placement was bugged, because it was behind another crate or something, so it was impossible to walk to it and open it.

164
Bugs / Re: Problem with "throwing" attacks
« on: February 19, 2018, 07:35:05 pm »
Latest experimental patch, hard, oddity, new vanilla game (no cheat engines or such).

Just had the same thing happen. Only it was not me, it was Gorsky!

I was at the GMS compound, at the first mission to find the keycard for the buttower storage room.
I lured the rathounds over to the SGS squad, to get help in taking them out.

Gorsky walked up and threw a frag grenade at the last rathound, only... poof! The grenade never exploded, it simply vanished into thin air.
I am pretty sure the animation was there, I heard a "click" as for arming the grenade, and saw it fly through the air.
It seemed like it was thrown at a tile near a wall.

(I have combat animation speed and combat walking speed set to 200%/250% in the option settings, if that matters.)

165
General / Re: Stealth Build w/o crafting viable?
« on: February 18, 2018, 10:28:54 am »
Remember Expertise as well. Extra damage per non-critical bullet is a major part of the SMG appeal, especially the silenced (low base damage) variant.

You already have Sprint, wich is good as you need to be rather close, sometimes point blank, to hit well. Lastly, consider Opportunist+Suppressive Fire, as the latter provide a slow-effect, the combonation making your bursts do permanent 15% more damage.

SMGs are really strong, though if you are doing only light crafting, perhaps get mechanics to 50 or so, and chemistry to 20, to make repair kits (weapons degrade rather fast with) and more importantly armor-piercing bullets, to overcome your main problem with mechanical threshold/resistance.

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