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Messages - TheAverageGortsby

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586
General / Re: Two-headed mutant/Acid Cyclopean Eye
« on: July 09, 2018, 10:28:45 am »
I think all the info we know is in the other thread about it.  http://underrail.com/forums/index.php?topic=3031.0

587
Development Log / Re: Dev Log #58: Environments Preview
« on: June 29, 2018, 11:14:05 pm »
Still, I can see the whole Core City, the Protectorate/Free Drones questlines, and the Institute of Tchort becoming much easier if I can level up further before I tackle them. Unless their difficulty is changed just for the people who own the expansion.
If you really want, you can easily hit level 20 before you start any of the plot quests or important&difficult content in the mid-game (Core City, Foundry, Rail Crossing). You can already outlevel the content trivially, there's no point worrying if you'll *still* be able to outlevel it trivially.  If you're worried about outlevelling content, play Oddity.  It's still possible, but much harder, to outlevel all the game content with Oddity, and that's what it was made for.

588
Development Log / Re: Dev Log #58: Environments Preview
« on: June 29, 2018, 03:23:54 am »
Ah, now I see why you changed the behavior of insulated padding on leather armors  8)

589
General / Re: Does Gun Nut Effect Chem Pistols?
« on: June 23, 2018, 09:19:53 am »
Nope.  See the description, where it says it increases the damage of firearms?  Chem pistols aren't firearms.  Not even the incendiary one  :P

590
Builds / Re: Help with a Chem pistol/Grenadier build on DOMINATING
« on: June 14, 2018, 03:56:30 pm »
-This is not a stealth build, should I relocate my points from agility into constitution? Won't some good shields and vest be enough to take the the damage in dominating?  I invested those agility points because this build would be very imobile without Sprint, since pistols are low range..
If you're trying to play through Ironman style with no reloads, then you should add some CON, but if you're willing to reload occasionally, then no, don't put points into CON.  3 CON is plenty for Dominating. With those crafting skills you've got, you'll be fine.

591
Bugs / Re: Black screen on launching, Steam version
« on: June 13, 2018, 05:30:31 pm »
Any chance that old desktop is running an older O/S, like Windows 7?  If it's running an old enough O/S it could be possible that you need to update your .NET

592
Builds / Re: New playthough, build junkies and vets assist me please.
« on: June 10, 2018, 11:07:51 pm »
should i go to 6 in STR for Assault Rifles, or should i start stacking perception for better accuracy with snipers and just keep to SMG's? is it worth it to use a a silenced SMG? Are energy pistols ever going to be good enough for me with my stat distribution?
That's up to you, either is fine; Mostly no (only silenceable SMG is 5mm and that won't get you far, though it can situationally be nice); Not ideally since you'll need some specific feats and you generally want higher Dex for pistols, SMGs, and EW.  EWs are generally better than pistols, but still not a top-tier weapon choice.

593
Builds / Re: New playthough, build junkies and vets assist me please.
« on: June 10, 2018, 09:47:06 pm »
Gortsby, you mention GMS alot of different times, It has 3 floors right? I just cleared everything is one go. Is there more to it? I even got the rathounds on floor 1. I didn't kill the robots i just avoided them and got all the loot and quest stuff done, went down and rescued the people and killed the raiders.

You mention Underpassages and Lurkers, are the underpassages the places in the lead-up areas to the GMS that lead you downwards? I never bothered doing much down there as i explored a little bit and never found anything useful.
Yeah, it's just 3 floors, although on the first floor, there's that place behind the locked door where you can find the map with a bunch of burrowers, and on the third floor, you can go through a small connecting area and find two screens full of raiders; one very easy, one not so easy (but, again - loot).  If you were able to clear it in one go, that's excellent.  Like I said, that sequence was just what I believe is generally the way that difficulty increases.

Yeah, the Underpassages are the areas below the level that you walk to get to the GMS compound.  It's worth exploring early on, because there's one lurker that usually has a very nice tac vest (sometimes a very, very nice one - which then makes the robots on GMS 2 trivial), and then coming back to later since it gives you access to a group of Lunatics and then, beyond that, a few screens that you would otherwise need to demo to get to.

Cave hoppers only have one oddity, and it's a 1/1 oddity, so you probably only need to kill a dozen or so and then you can stop killing the poor helpless things.

594
Builds / Re: New playthough, build junkies and vets assist me please.
« on: June 10, 2018, 03:39:26 pm »
Not sure where else to go to level up since everything else seems to kill me just as fast.
I started a bunch of characters when I first played this game, so, like you, I've seen the beginning of the game a lot more than the middle or end.  Here's my suggestion of order for places to level:
(optional first): Go get your first level killing hoppers until you get the tail oddity, then turn in their meat to Mordre. If you're *super* focused and have a good way to kill them without using consumables, can get to level 3 using Classic XP before the pace becomes painful.
First: Tanner's quest. Use some of the money to buy a few grenades and molotovs, maybe two each.
Second: Jack's quest. Grenade to kill the three goons.  When in the GMS warehouse block, run to the gate and hide there, letting the guard kill the little rathounds. Pick off the Alphas for the XP. Use the money to buy a few more molotovs.
Third: Bret's quest. Use grenades to handle the beetles unless you have a better way. After coming back to SGS, clear the rathounds north and northwest of the GMS lower area, and also go into the Underpassages and kill the Lurkers.
Fourth: First level of GMS. If you have a good way to handle the robots, also the second.
Fifth: Walk from SGS to Junkyard. Pick on the three raiders west of the JY entrance, and kill a Siphoner in the next screen.  If you like your odds, kill all six. Keep the best leather to craft a suit for Depot A.
Sixth: GMS 2 if you didn't do it earlier. Third level of GMS. Also take the three raiders by the bridge just east of GMS3.
Seventh: Junkyard. Kill the thugs in the screen north of the main square (the city won't aggro). Do the first two quests for the Scrappers, and the first quest for the Eels. Do Kohlmeier's quest.  Do both of Abram's quests. Go back to GMS and finish off the raiders east of GMS 3.
Eighth: Go into the first Depot screen via the Scrappers route and kill the Junkyard Muties and dogs. Gather the mines if you have enough Traps skill. Go one screen west and cheese the doors to kill the dogs, and cheese LOS to kill turrets. Go back and do the second Eels quest.
Ninth: Finish Depot A.
Final stuff before or right after handing in drill quest: Two groups of Lunatics. Three groups of burrowers: GMS, SW of Junkyard land entrance, and west of the Lurkers by the Underpassages. Abram's third quest. Side with either Scrappers or Eels and do the showdown**.

Anyway, there's a fair bit of running back and forth if you follow that exact schedule, and I don't mean it as The One True Path To Success, but I've found that usually, that's about the way to run through that keeps the difficulty curve under control. So if there's any of that you haven't done yet and you're looking for places to level, consider those ideas.

**should add that there's a benefit to waiting to do the showdown until after you've turned in the drill part, so you may want to do that and then come back to JY to finish everything off, before going out and exploring the next part of the game.

595
Builds / Re: New playthough, build junkies and vets assist me please.
« on: June 08, 2018, 10:19:31 pm »
Dump CON and WIS, balance DEX and AGI, go with about 6-7 STR (depending on what armor you want to be able to wear, maybe 8 ) and put as much into INT as you can afford - hopefully at least 7.

Make sure you use epeli's build calculator, at underrail.info.tm so you don't overinvest. You're going to be sinking several hundred points into crafting if you want to be able to make everything, so your skill point budget will be moderately tight.  You won't need more than the minimum in Throwing to pick up Grenadier, and won't need more than about 50 in Traps to be good.  Your non-sniper sidearm should probably be SMG or AR (depending on how many crafting feats you want to have - SMG needs no feats to be a decent secondary weapon, but needs more DEX than AR; AR needs a couple feats to be a real solid backup choice).  And if you've got decent Agility and don't wear super heavy armor, you actually only need about 50-60 base points in Stealth (plus sneaky shoes and armor and maybe a Cloaking Device) to be able to stealth everywhere undetected.

With good DEX and INT, you'll be able to pick & hack locks quite well with only a moderate investment, in case you want to be able to do those things as well.  Remember to plan on using food buffs and/or drug buffs to hit those really top-tier thresholds, and expect to do most of your crafting in player housing (you can get a nice buff to your crafting skills there, and you won't need to have the ability to craft stuff just anywhere).  Basically, you're going to want to plan out your character in advance because things will be fairly tight.

I might start with something like this: http://underrail.info.tm/build/?AQYHBgMJAwYPDwAAAAAPDw8ADw8AAAAPAAAAAAAAKDk and then put the first ability point into INT (especially if you intend to take crafting feats).  You're going to want some Mechanics early on because repairing gear is a huge economic factor. Once you get enough Throwing and Traps for Grenadier and Quick Tinkering, respectively, you can stop putting points in those and start to pick up things you care more about.  With Stealth at your disposal, you may not ever need a substantial investment in Dodge/Evasion.  The ability to set up a fight to your benefit will very strongly affect how many opportunities the enemy has to hit you; if they get nearly no chances to hit you, it doesn't matter as much if you're good at evading.

596
Suggestions / Re: Raising maximum hit chance to 98%
« on: June 06, 2018, 06:28:39 pm »
Go get a punching bag and punch it 12 times in 5 seconds as hard as you can.  Chances are, one of those punches will slip, and it's a literal punching bag in your house, not a live enemy in some dark dangerous dungeon in the middle of a battle.
Realism is always the weakest possible argument in any video game other than an actual training simulator.

597
Suggestions / Re: A bunch of stuff
« on: May 30, 2018, 09:32:25 pm »
Speaking of quick tinkering; it's probably too good.  I think it should have some AP cost, perhaps modified by dex. 

Selling combat utilities (nets, t knives) and "junk" items (rags, bottles, bolt triggers); I get why nobody wants to buy junk, but maybe one person in junkyard who buys them from you in bulk via dialogue options?  Not a big deal, there's infinite money in the game.
Seems like making QT have an AP cost takes away the whole purpose of it. Maybe just increasing the cooldown from 2 turns to 5, so that you can't keep two melee targets bear trapped indefinitely, though? Dex is already almost too powerful a stat.

I wish we could buy a pressure cooker or something for the house and turn those rags into bandages. Wouldn't be 1-to-1 obviously but if you end up scrapping a lot of leather armor you sure do have more rags than you can realistically use. But bottles and bolt triggers aren't junk - they're vital for crafting.

598
Suggestions / Re: feat tweak and rebalance list
« on: May 06, 2018, 02:27:42 am »
Last Stand > Last Chance
- stops fatal damage and leaves player with 10% hp and stops any incoming weak damage (gives dt bonus), can be used only once per fight, dont pervents fatal damage that a twice more than maximum player health.
requirements - consitution 10, 16 lvl
This is actually what made me start looking into the files, a while back.  I wanted to make a berserker type and give them an improved Last Stand ^_^  Haven't figured it out yet but haven't given up hope either.

Psionic Mania > Psionic Rush
- when active, increases psi cost but increases damage and reduces AP cost by 35%
requirements - will 10, any psi 80, psychosis feat, 16 lvl
This is a tough sell, though.  It gives you all the advantages of both Psychosis and Tranquility, and for most uses is better than either. I doubt Styg would homogenize builds so significantly.

599
Suggestions / Re: Ideas (or hopes) for future expansions
« on: May 04, 2018, 12:11:03 pm »
Thread has left me wondering what kind of creature an alot of emersion is. Is it about emersion of celestial bodies or submerged objects? We may never know.
Well, an alot is about 4/7ths of an aliquot (which is obviously inherently recursive) so it's a wee bit of an emersion. Can't help you with the emersion bit, though, but it's not a lot of it.

600
Suggestions / Re: Ideas (or hopes) for future expansions
« on: May 01, 2018, 12:37:10 am »
You, uh, you do know that the "Under" part of UnderRail refers to the underground nature of the game world, yeah? Not a lot of day in a cave.  And survival mechanics have been discussed before, but this isn't a survival game.  That would be rather a lot of work to add an element that doesn't belong in the game.

Procedurally generated quests might be interesting. With the expansion, we see that there's a lot more to the game world than just the immediate map areas and North UnderRail. But where do they spawn, and when? Do they spawn in uncleared zones? If so, does the existing population kill them? Do they spawn only in cleared zones? UnderRail isn't designed to have a lot of backtracking - for the most part, you explore and area and then you're done with it.  The existing random encounters seem like they're what you suggest, maybe you just want their spawn rate increased a bit?

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