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Messages - TheAverageGortsby

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541
Suggestions / Re: drum magazine
« on: September 15, 2018, 08:49:51 am »
I expect to see a smart module redesign along with the shield emitter redesign.
Hmm, what does Styg think is wrong with shields?

(In my personal experience, shield emitters are very all-or nothing, and a potential liability for low-hp builds that don't stack electric resistance on Hard/DOMINATING)
I'll try to find the post, but he has said that the doesn't like that there's no trade-off with shields. You turn them on, they protect you, done. He's bandied about ideas like stationary fields (almost certainly not going to go with that), directional shields, and other concepts where the shield is something you have to deliberately use, rather than just a pool of HP that you can turn on whenever you want.

542
Suggestions / Re: Dominating difficulty is impossible for melee.
« on: September 13, 2018, 04:49:09 pm »
The problem is these parts "used grenades", "used lot of traps".
When you use grenades - it's grenade build, not your hammer/psi/etc doing the work.
Same for traps.
Really don't see that.  When you kill an enemy with 2500HP, and during the fight you use two traps and a few grenades, they didn't do the work. They enabled the work of whatever your primary output was. You still punched/smashed/shot/brainmelted that enemy to death, you just benefitted from traps and grenades while you did it.  May as well say any build that uses a Taser is a Taser build since stuns are so strong - and that wouldn't be a great claim.

The only realistic situation where the grenades or traps do the work would be either when you set a field of traps (like, as you mentioned, the Beast fight, which is basically just a tutorial on bear traps and gas grenades), or the rare case where you have Grenadier and the luck to keep an enemy on fire and panicking while you chuck incendiaries like The Worst Santa Claus Ever.

I really don't think the problem is grenades or traps are too strong - it's that the player is too strong. Special abilities are too strong. Psi and stealth are WAY too strong.  I'm in the middle of a dominating run right now for the lols - all the crafting skills except Neurology (because no psi and it didn't feel right to take that feat), plus Salesman. No direct weapon feats, just Grenadier and QT.  It's a much weaker build than a proper AR build without Grenadier or QT.  There's nothing to synergize, all I have is "pew" or "pewpewpewpewpew" and the difference is substantial.

543
Suggestions / Re: Dual Wielding
« on: September 12, 2018, 02:41:33 pm »
I guess the main way to implement dual wielding would be reducing action point cost as you suggested in the knife one, since that would allow you to more reliably use both weapons in a turn.
There was a meaty post some months ago about that sort of idea, using two weapons together. The suggestion post was called Combined Weapons Feats or some such, let me grab the link.
http://underrail.com/forums/index.php?topic=3430.0

544
General / Re: Finally got around to trying Salesman and it's pretty good!
« on: September 12, 2018, 02:39:04 pm »
Hey, this time it's one of my older posts that got copy&pasted.

Bad spambot.

545
Doing the Protectorate quest from Epione Lab to find out what the mysterious forms are, I find that when I go into the hideout, one of the Free Drones seems not to know who signs his paychecks.  However, once dead, his true colors shine through.

546
Suggestions / Re: Dual Wielding
« on: September 10, 2018, 09:15:10 pm »
My bad
Nah, no harm in making suggestions. It's always nice to see someone show up, excited about the game.  I'm sure the devs are always happy to see someone enjoy this game they've put so much work into.  Just wanted to make sure you knew that that particular suggestion isn't really likely to be implemented - at least not soon - due to how much work it would require.

547
Suggestions / Re: Dominating difficulty is impossible for melee.
« on: September 10, 2018, 08:29:12 pm »
TheAverageGortsby did you play on dominating?
Yes, I linked the build elsewhere, let me go fetch it.

 http://underrail.info.tm/build/?GQMMCgMDCQYAHgDChwAAUGUnADzChcKFLV1gAMKHAAAAACtPJCcUIBYwKgcSBjwNRw

If I could go back and do it again, I'd take one more point out of Will and put it into Dex so that with +2Dex Junkyard Surprise and Super Soldier I could get 5AP attacks with pneumatic gloves, and I wouldn't need to carry the Eel Sandwich buff at all times to keep my attacks at 6AP instead of 7.

Oh, and hammer build works fine on Dominating in Depot A, but I'd encourage you to pick up QT before you go. The ability to dance in and out and land shots on the mutants while they're stuck in bear traps is a real life-saver.  If not that, then buy or craft a shaded helmet and drop flashbangs at your feet to keep from getting dogpiled. I farmed siphoners until I got leather over 60 quality, then used aluminized cloth with it and just threw molotovs like it was Mardi Gras but for fire. You can't tank those hits, especially if you stumble upon the two-headed mutant, so don't worry about wearing the heaviest possible armor there. Go with Siphoner/Mutant Dog leather, Grenadier, and QT.  Pocket full of explosives will see you through.

548
Suggestions / Re: Dual Wielding
« on: September 10, 2018, 08:26:18 pm »
Don't hold your breath. It took a full expansion just to add a couple new weapon sprites and animations - dual wielding would require an enormous rework of the game graphics. You'd have to do a right/left for each possible weapon and weapon combination, since right now, as I understand it, the game doesn't just go "add_SMG_to_right_arm" to the existing sprite, it calls the modified sprite, let's pretend its called "leather_armor_plus_SMG".

It would be a tremendous amount of work just to do the graphics, to say nothing of the time cost to rebalance everything for a doubling of damage output. That suggestion is a terrible lot of work to implement, and I have to imagine that if Styg had thought it was a good idea, he would have made sure it got baked in early on.

549
Suggestions / Re: Dominating difficulty is impossible for melee.
« on: September 09, 2018, 06:09:34 pm »
Because frankly nobody uses it due to being essentially worthless and psi consuming.
Force Emission isn't worthless. It's not something to expect should be your primary source of damage, but with a fairly high-Dex build where you can strike at least 8 times a turn it adds up nicely if you have a decent Psychokinesis score.  Throw out a TK Proxy (because it doubles it) and you're adding like 40-60+ damage a hit, which certainly does add up with a high number of hits.  No, FE isn't useless, though it's not a game-changer either. But it's a nice supplement to your damage.  *Would* be nice if it had a more favorable damage type though, or ignored resistances, as you say. But lead with Expose Weakness on targets with high mech resist - which is always what you should be doing anyway - and it still adds a nice little zing to your hits.

550
Suggestions / Re: Option for nightvision effect
« on: September 09, 2018, 06:07:20 am »
There's a middle ground if you like, while you wait to see if your suggestion gets implemented - you don't need night vision very much if you use incendiaries and flares all the time. Indeed, if you've picked up Ambush, it might even be helpful to light things that way.

551
Suggestions / Re: Feat for single shot AR builds
« on: September 08, 2018, 05:06:21 pm »
I don't think this would help much. The main problem with single shots from ARs/SMGs is that they both suffer from significant hit chance drops over distance. You would rarely (if ever) be in a situation where single shots have 125% chance to hit and burst isn't a much better choice.
Would it be better if it were a stacking buff? "Every single-shot with an SMG/AR that hits gives a +X% to your next single-shot accuracy. This buff is removed on use of Burst or any multi-shot special attack. Lasts 2 turns, and stacks up to Y times." You'd have good use for Snipe and Ambush for getting those initial stacks, then with your high +hit you could afford to move and shoot willy-nilly.

I find ARs to be incredibly powerful as it is and don't know why they need buffed, but if you want to encourage a single-fire playstyle you could also consider adding a frame that's semi-auto only.

552
General / Re: Expedition alpha testing
« on: September 07, 2018, 11:24:21 pm »
I'd love to get the chance to test out the Alpha, but I've got a bit of a vacation in early October so if you need someone to play nearly every day, I'm not a good choice for it.  Still, the sooner I can try a proper 4-school Psi, the sooner these Underrail Shakes will end.  It's the DTs, man.  The Deadnpc Tremens.  Lemme kill some NPCs!

553
General / Re: Salesman: what exactly does it do?
« on: September 07, 2018, 03:08:58 pm »
If you had to choose between Salesman, Pack Rathound and Trap Expert, all QoL feats, who would you take?
Salesman (for any build with some crafting and enough Mercantile, obviously) unless I was playing a heavy sledge, then Pack Rathound. I've never found Trap Expert to be helpful but then I also think less about QT than what appears to be the general consensus about it so I may just not be good at using traps.

554
General / Re: Issue about crafting end game.
« on: September 07, 2018, 03:06:01 pm »
Bad spambot

555
General / Re: Salesman: what exactly does it do?
« on: September 06, 2018, 06:33:08 pm »
Salesman isn't all that bad if you expect that you're going to need to do some merchant rounds while you grind up Super Steel.  It's also fairly helpful in the early game, before you open up the world.

You end up with a lot of damaged or low-quality loot in the early and mid game, and with Salesman you can usually offload it just about as fast as you get it.  I didn't think I would find it useful, but I tried it and if you're going to get that 105 effective Mercantile to unlock all the stuff anyway, it ends up being fairly handy.  It also makes those PITA merchants who only want to buy random nonsense a bit more approachable - they're more likely to take a few high-quality repair kits off your hands, or a bunch of leather armors, and give you a way to pull their charons off of them.

Ultimately it's just QoL. There's never a need for Salesman.  But it's very noticeable, especially if you spend a lot of time interacting with merchants.

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