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Messages - Quidam Craft

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61
General / What is the materiel of the "Mysterious disk" ?
« on: May 02, 2019, 12:57:51 pm »
http://www.underrail.com/wiki/index.php?title=Mysterious_Disk

I was wandering what what the materiel the mysterious disk was made of ... And from the description it appears to me it's ... Just Wood.

Light - Wood is really a light material.
Not cold - Wood is not cold on touch
coarse - Not worked wood is coarse
Green - Not the most obvious color of wood, but still possible.

And actually, wood seems to be not known in the Underrail as the description of the Tommy Gun suggest.
http://www.underrail.com/wiki/index.php?title=Tommy_Gun

"Some of the materials from which this gun is made feel like nothing you've encountered before."

Do you feel the same about that item ?

And subsidiary question ... If I'm right and Wood is rare / Forgotten in the Underrail.
How the hell do people make paper ? Since there is severals books or other oddities that are made out of paper ?

62
General / Re: Few Questions
« on: April 15, 2019, 02:45:09 pm »
The +200% (actually it means multiplied by 3only apply on the DT of that specific item.

So you get :
2 dt againt mechanical with the bataclava... It means 6 DT against bullets.
+
10 or so mechanical DT with the vest (or even more depending on what you have). Specificaly against bullet you get 30 DT

Does it answer your question ?

63
Bugs / Re: [1.0.4.17] Game crash when going down the hole in West Wing
« on: April 10, 2019, 12:08:05 pm »
As I understood the thing, going down the hole is just like killing yourself and... Game over.

So there is not much to do than "not jumping".

I wander if one can survive with high agility or so ?

64
Discussions / Re: Drones or Cans?
« on: April 01, 2019, 02:24:15 pm »
Since I can't see myself in either side, both have flaws (one being too much expantionist, the other too much anarchist) that made them hard to really join. I took an oportunist decision.

I joined the free drones, so that I can reduce the influence of the protectorate, and kill the chemical assault unit (which will even be good on long term for the protectorate). And then, wipe the free drones from the underrail.

I think that's the best possible outcome for the Underrail.

65
Suggestions / Re: Simple Gun Nut Change
« on: March 30, 2019, 07:31:10 pm »
If it is technicaly possible, it would be a great thing, and gun nut would be very peculiar and special.

66
General / Re: Tchort - Investigation or Preservation?
« on: March 21, 2019, 10:01:12 am »
It doesn't change much, if not anything. So feel free to follow your character role play.

67
General / Re: Help me appreciate chemical pistols
« on: March 19, 2019, 02:01:53 am »
One other reason I could add in favor of chemical pistol is that it bypass most of the enemies defense.

It's a low speed projectile, it tend to work well against energy shield even the one that are specialized against low speed projectile.
If you forget about mutants, almost no kind of enemies have proper acid protection. Laying acid on the ground also do extra damages (very usefull against burrower spawn for instan)

Acid gun works wonder against burrowers, bladeling, bots of any kind, guys in metal armor or any melee character thanks to entanglement.

Flame gun works wonder against spiders, crawler, mutants.

So basicaly, damages are high and most enemies do not have the means to protect themself from these damage type.


The damage bonus you get from the chemical belt is also intresting, mostly with the flame gun if you also use incendary grenades.

68
General / Re: Help me appreciate chemical pistols
« on: March 17, 2019, 07:46:47 pm »
Quidam, that is quite an interesting hybrid build. I had kind of written off Versatility, but this is a clever use of it. I like it a lot.

You must be better at inventory management than I am; I don't think I could play a build that relied heavily on both traps and caltrops with 3 STR and no Pack Rathound.
Thanks for the feedback :)

I have to admit that I finaly took packrathound at level 20, before going deep cavern. You could swap Quick pockets and packrat at level 12 also.

The thing is, you'll need less caltrops and bear traps since cooked shot will do most of the work, I only use traps and quick tinkering as a Last resort. Or if I kinda know that a fight will be hard, and prepare for the battle.

About inventory management, caltrops are really unexpensive, I kinda put stack of caltrops in container around the map (and use the notes in the global map to remember the position of my stashes) and I do not hesitate to get rid of my caltrops if I go over the weight limit.

69
General / Re: Help me appreciate chemical pistols
« on: March 17, 2019, 12:56:14 pm »
If you are ready to use a bit peculiar build with a chemical pistol, you can try my Crossbow-acid pistol build.

https://steamcommunity.com/sharedfiles/filedetails/?id=1662842028

It use the new versatility feat, and it's an hybrid build. But definitely, it work well. At least on hard I can guarantee you'll rock !

70
General / Re: Suppose I killed off an entire Oligarch family.....
« on: March 16, 2019, 12:46:27 am »
Damn ! Where is your will for aventure ?
You know, there is an oddity worth 3 points on these big dreadnoughts. If it could convice you ! Plus, good odities on the chemical assault unit if theu haven't left yet.

71
General / Re: Suppose I killed off an entire Oligarch family.....
« on: March 16, 2019, 12:37:41 am »
You should definitely try an home invasion at fort apogee as well... Maybe it will prove intresting as well.

72
Suggestions / Re: Feats and items improvements
« on: March 11, 2019, 03:11:31 pm »
Yes, you are most certainly right, most energy pistol build will rely on having very high critical damage bonus. I'm trying to think of a build that would do otherwise, but it's not obvious. I'll look forward into it.

So, Yes it's this specific case you'll take critical power first (but you'll definitely take practical physicist as well) . But maybe not all critical strike oriented build will prioritize the same.

Critical power is a great feat anyway, and it will be a must have in every critical strike build. At least at some point in the build.


Edit : maybe a build made around using fast shooting smart laser pistol, with high dexterity will profit more from practical physicist than critical power. A build that wil use a lot of special attacks.
The "problem" with amplified energy gun is that it reduce the ammo capacity as well.
http://underrail.info.tm/build/?GAMOCAMHAwhkAAAAAAAAAAAAAABVAAAAAAAAAAAAASYpWVoewppbEUs
Something like this, you'll add some movement and defensive feat.

73
General / Re: Why exactly 95% accuracy cap is a thing?
« on: March 11, 2019, 02:17:40 pm »
but there are exceptions like taser (fortitude save)

Really, one can resist a taser shock stun ? Do you have any idea why there is this exception for taser, only ?
I nderstand the no stun from the electro 5mm bullets as it's intended to only be a damage bonus, but for the taser I do not get the idea why it should be the only exception ?

74
Suggestions / Re: Feats and items improvements
« on: March 11, 2019, 02:04:12 pm »
Actually, critical power is very different from  practical physicist.

The first one only affect weapons with already higher than the 100% average crit damage bonus.
The second one adds a flat additive bonus.

If one would compare these kinds of feats, it would be better to compare Sharpshooter with practical physicist.

And things are pretty balance. One add 25% in every conditions while using energy gun, the other one add 30% while focused.

Critical power is only worth if you only have high critical bonus damages, otherwise it's pointless.
For instance, on a very similar situation if you like to use the monsoon crossbow with a 85% crit damage bonus, you would definitely prefer to take first bowyer (the crossbow counterpart of pratical physicist) and after take Critical power to Further empower criticals.

75
General / Re: Hadrian Tanner - R.J. MacReady
« on: March 08, 2019, 11:56:39 pm »
*little spoiler ahead*

The eye of Tchort... That is looking similary to the eye of Sauron from Lord of the ring.

The creation of Tchort itself is somewhat similar to the creation of the Master in Fallout 1.

Speaking of fallout, the big statue in deep cavern is similar to the vault dweller statue you can find at NCR in fallout 2.

The expansion is heavily inspired on waterworld.

The first quest is nearly about fighting rats, possible reference to the first quest of warrior guild in various Elder scrolls (Oblivion, Morrowind) . Or even a reference to that start in fallout 1, fighting rats in a cavern.

I mean, there is a Lot of references to catch in this game. And even without talking about oddities that a good 1/4 are references.

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