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Messages - TheAverageGortsby

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691
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 09:53:44 am »
So how exactly are you supposed to get the key card for the inner gate of Depot A which is behind the two now plasma turrets? You cannot out range them. They have huge amounts of HP. They can one shot you. There is no console which can disable them.

Did you screw stealthers over on purpose?
Plasma turrets have 10 initiative.  You can't have lower than 11**, and if you're stealthy, you probably have at least 18-20.  So you can just enter combat, win initiative, and run out of LOS. Then walk in, take a shot, and walk out.  Repeat a bunch of times.

If you do have 11 initiative and don't want to mess around with RNG, then enter combat from out of LOS of the turrets, walk into LOS, shoot them, and walk away.

If all of that is still unacceptable, remember that there's a way into the back of that map which does not require you to engage with those turrets.  And as Bruno pointed out above, there is in fact a terminal (guarded by a measly sentry bot) which you can hack to shut down the plasma turrets.

** Ugh, on second thought, I suppose with the right debuffs you could get down to...-2?  5+6 base, -2 for a Dex or Agi JS debuff, -10 for re-entering zone/crawling through a vent, plus isn't there something else that gives a -1?  Bleh.  I should know better than to make sweeping statements like "you can't"

692
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 13, 2017, 04:11:59 am »
Trying out the 3/7/4/3/3/10/10 no-stealth psi crafter that worked so nicely on Hard.  It doesn't work as nicely on Dominating.  Some things I've noticed:

I can't do without Force User.  Those extra two turns of protection, when I've gotten myself in a corner or against a wall, are just too valuable. I use a whole lot more skills and items in combat (as, presumably, does most everyone else on this difficulty) so two more turns of psi regen and cooldown ticks are immensely powerful.  I don't know if it's absolutely and objectively necessary now, but I'm pretty sure I wouldn't be able to beat this difficulty as a Tranquility psi crafter without Premeditation and Force User.

I really wanted to go into crafting early but I just can't spare the points.  Had to pick up Grenadier at level 10 to be able to handle Silent Isle because traps alone weren't doing it.  Probably won't have any significant investment into crafting skills before level 16 or so (have 20 each in Mechanics and Tailoring to be able to recycle heavy items and reduce the trips back to SGS).  Paranoia + Gunslinger are even more valuable and represent my 1st level choices.

Whole lot of door abuse when fighting dogs, rathounds, etc.  Didn't end up using it on the psi beetles when rescuing Newton, though, thanks to the two-stage LOS break, plus Force barrier and traps+grenades.

Really enjoying this difficulty level.  Currently getting my face punched off trying to rescue Maura.  Almost every fight requires re-thinking action sequences, which is great; no more Premeditation -> Pyrokinesis -> grenade -> Cryo/Electrokinesis -> loot bodies boredom.  Pretty sure I won't make it to Tchort, but I'm happy to keep trying for now.

693
Sorry TheAverageGortsby. It seems we're talking across each other here. I'll try to explain myself again.
Well it takes two to tango.  Your "What" made me think I was speaking Klingon, or perhaps having a stroke.  So apologies to you for my share of that misunderstanding.  I get what you mean, I think.

ben law' batlhmey wo'vaD!

694
Bugs / Re: [1.0.3.13]Gorsky won't give you Level 1 Storage Key card (GMS)
« on: December 10, 2017, 10:27:33 pm »
He does still give the key if you pass the dialog check in the compound, though, if that makes a difference in finding the bug.

695
The game is always intended to be playable as is, no level 30 what-ifs.
OK, but don't miss my point completely and then act like I'm babbling nonsense.  Did you even see the last few lines of destroyor's long data post about the new crafted item results, to which my post immediately followed and replied?  He was talking specifically about the end-game viability of dodge and evasion based builds on DOMINATING in light of the direct nerfs to +skill and damage thresholds from crafted items.  We'll have not only five more levels (and the +HP from them) of skillpoints to put into dodge and evasion, but also probably specialization points (and AFAIK we haven't been told for sure what their exact, final effects will be).  I was cautioning him not to judge endgame scenarios from the perspective of current skill thresholds, and thus not to worry too much about the new top-end item scaling while we still don't know (*we* don't.  I have no idea if you do) how everything's going to be implemented.  Even if it's unbeatable today, that doesn't mean that, ceteris paribus, it'll be unbeatable with five more levels, new gear, specialization points, and who knows what other character option changes will come with the expansion.

696
Dodge + Evasion got nerf pretty hard and if you consider the NPC skill increase of 30% (translation: hit harder and MUCH MORE ACCURATE) in dominating difficulty I'm honestly not sure if dodge+evasion centric builds are viable in mid ~ late game now (in that difficulty).

TL:DR = Infused leathers got nerf pretty hard, the effects are especially apparent in dodge and/or evasion centric builds. I think the devs need to look closely at the mid ~ late game situation at higher difficulty.
I don't have any special insight into the dev cycle obviously, but remember how Styg was saying that he wanted to push a patch right with or shortly before the expansion?  I suppose this is the balancing patch - tested internally for overall balance - released into the wild to do bugfix checking.  Remember that veteran levels are changed - we're going to get more dodge and evasion, for example,  and the endgame content isn't going to be changed so much because the expansion is a horizontal growth content addition.  So maybe - just maybe - this is correctly balanced toward endgame with the extra five levels.  And I'll wager we don't have terribly long to wait now for it, either, based on stuff that Styg said in his previous DevLogs.

I think it might just be fair to balance the late game on DOMINATING for the new content.  Don't sweat what you can do at level 25.  Think about what you can do at level 30.

697
Bugs / [1.0.3.13] Newton does not survive being saved
« on: December 09, 2017, 12:13:04 am »
After killing all the psi beetles in the building (and checking all corners twice to make sure), the dialog option "All the beetles are dead.  Let's get you out of here" results in Newton's corpse spawning near the exit door.  No obvious reason (enemies, traps, etc) exists for his demise.
Note: either of the dialog options to get him out have the same result; dead Newton.

698
This DOMINATING difficulty level is no joke, Styg.  I already died once and I'm only up to M'Lan Ratula. I'm going to enjoy these ulcers this new difficulty level will give me.

...oh my god, the psi beetles.  What the tapdancing Bob Ross is this nonsense?

699
Just another data point confirming Altos' report.  Of course, the shotgun option also does not work. (but you have that dialog option set - looking forward to Jedi mind tricking him into a free shotgun in the expansion!)

700
Awesome!  Thanks so much Styg and crew for this impressive list of changes.  Looks like almost everything we've been talking about on these forums in the last year or so has been addressed.  Very much looking forward to the expansion, but for anyone just getting into UnderRail this has got to be a big improvement.

Dominating difficulty, huh?  Were our tears of anguish not sufficient?  (Seriously, though, that'll really help keep the endgame challenging with the extra character levels from the expansion)

701
General / Re: Version 1.0.2.4 Class ranking
« on: November 30, 2017, 07:35:31 pm »
So, a list of no-reload Ironman builds (probably a short list) would be useful.
I got to Deep Caverns on Hard without dying on a no-stealth, 3/8/3/3/3/16/10 psi character (skipping the Gauntlet because screw that place) thanks to Paranoia + Gunslinger.  Took Pack Rathound for QoL but you could do without it in favor of Quick Tinkering, which I did not take and missed sorely.  Recommend aluminized cloth tac vests and generous use of dropping incendiaries at your own feet to scare away melee types in early to mid game.

702
General / Re: feedback about my last build
« on: November 22, 2017, 09:54:01 am »
You mean way better than TiChrome hammer, right?
No, I don't.  The raw damage output is noticeably higher with Balor's Hammer, but there are several significant drawbacks as well.  If all you care about is theorycrafted output, then it's a very simple comparison. But for many encounters, the drawbacks exceed the raw damage value of Balor's.  So I mean it's about as good.  Ideally, you'd carry one of each because sometimes one is better than the other; and it's not always Balor's Hammer that shines.

703
General / Re: feedback about my last build
« on: November 21, 2017, 07:52:21 am »
If you scum Junkyard Surprise or just cook a bunch of Super Soldier drug you don't even need to wear the fairly crappy Rathound Regalia to get 19 STR.  The penalty for using Balor's Hammer with 19 STR is very small.  There are some posts with detailed analysis of the damage breakdown, but the general wisdom seems to be that Balor's Hammer is about as good as a high quality TiChrome shock hammer, but the advantage to the shock hammer is that it doesn't require so much micromanagement to use properly.  I can attest from playing a hammer build that a good TiChrome shock hammer with lifting belt deals a very impressive amount of damage, even with a relatively measly 12 STR.

704
General / Re: Shattering without Cryogenic Induction possible???
« on: November 20, 2017, 02:54:17 am »
Proving a negative is always a futile effort, but I'm fairly sure you cannot shatter frozen targets except with the psi ability. I know that my sledgehammer build used all manner of traps, and could get huge crits on targets frozen by the cryo mines.  Never shattered a one.

Freeze is nevertheless probably my favorite debuff to inflict on enemies, since it's easy to have available (pistols, mines, psi) and doesn't provide an immunity period like fear and stun do.

705
General / Re: feedback about my last build
« on: November 16, 2017, 03:12:40 am »
No Premeditation tho...
I would actually go so far as to say any psi build without Premeditation is wrong.  Not saying it's unwinnable, mind you, but if you have psi and use it pretty much every battle, then there is no single perk that is better than Premeditation.

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