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Topics - harperfan7

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181
Suggestions / Big Bret net blueprints
« on: April 18, 2020, 03:55:52 pm »
Haven't seen any net blueprints in the early game; I was thinking Big Bret should sell them.

182
Builds / Which jetksi to pick
« on: March 15, 2020, 12:37:30 am »
First of all; all the info is here:
https://www.underrail.com/wiki/index.php?title=Jet_Ski

There are five categories of jets:  junk, military, melee/speed, hybrids, ranged/defense
junk:  junk jet, scrapper, scooter, skimmer, freighter, reef glider
military:  aegis patroller, protectorate cruiser
melee/speed:  blazer, phaser, torpedo
hybrids:  glow, shark
ranged/defense:  plasma leviator, devastator

The junk jets are garbage; they get you from point A to point B, slowly, and without style (except the reef glider I guess).  They're cheap though. 
The freighter is for Al Fabet-ing and another reason that I won't spoil; it's also very protective for it's price (14k). 

The military jets are "free" (meaning you can steal them/kill for them if you don't mind faction hostility) and one can be given to you in one situation.  They are slower/less maneuverable than the hybrids, but tankier.  Perfectly suitable for ranged characters, but not specialized at it (or anything for that matter).  The patroller is slightly more maneuverable, but slightly less tanky; they are almost the same. 

The melee/speed jets are the fastest and best for offensive melee characters.  The torpedo is the fastest (by quite a bit) and most maneuverable in the game, but also the worst for ranged combat and also the least protective and most fragile.  The phaser is the 2nd fastest, but is somewhat tankier than the torpedo.  The phaser is the cheapest of the non-junk jets (16k, blazer 17k, torpedo 22k) and is equal to or better than the blazer in every way, except it glows (green) and thus makes you easier to hit with ranged weapons and ruins the ambush feat (if you have it).  If you just want to go fast (in style) and dont care about anything else, get the phaser. 
All three of these have turbo; turbo makes your jet faster for two turns but uses up more battery power; the faster your jet, the more damage your melee attacks deal.
Jet ski combat favors ranged attacks, due to the fact that you can't target land enemies in melee unless you and they are right on the edge of the water, so for melee you are generally limited to sea serpents and other jetskis.

The hybrids are the best jets if you are both melee and ranged, and are the most stylish imo.  They are middle of the road; faster/more maneuverable than the military jets but less tanky.  They both have built-in ranged options; the glow can shoot lasers (and has a larger battery for this), while the shark can shoot rockets (like mk6-7 HEs with a radius the same size as plasma grenades; note it costs 30 action points so you can shoot a rocket and throw a grenade on the same turn) though the rockets are fairly heavy and will slow you down.  The glow glows (red), same as the phaser, and is the 2nd most expensive jet (29k; shark is 25k).  The glow and the shark are otherwise almost the same as each other; the glow is slightly faster but less tanky (though it has better energy defense).   Note:  the shark has a larger engine capacity (which could potentially make it faster than the glow, I think, but with the rockets probably not; haven't tested it). 

The ranged/defense jets are the best if you want defense and/or a good platform to shoot from.  The leviator is the 3rd most expensive jet (28k) and the devastator is by far the most expensive (42k; 13k more than the glow).  The devastator is the tankiest jet in the game and has the most powerful built-in weapon (it's basically a naga blast that costs 50 action points).  The leviator has a built-in plasma cannon (like a plasma pistol), and is slightly faster/more maneuverable, the 2nd tankiest (but the best energy defense); perhaps the best choice for gunners. 

Note that while out on the water, you are in the darkness and can often trigger ambush on land targets. 

183
Bugs / Possible issue with the Blazer jetski
« on: March 14, 2020, 11:20:44 pm »
I'm wondering if this is intentional:  there is no reason to use the blazer.



It the same or worse in every way to the phaser, despite being more expensive.  Is it just for aesthetics?  Am I missing something?
edit:  well the phaser glows, which makes you an easier target and ruins ambush
edit 2:  the blazer does have turbo; the wiki fails to mention it

184
Suggestions / Just noticed that expertise doesn't apply to throwing knives
« on: February 09, 2020, 05:27:44 am »
and I think it should, even to split spares.  Would give them a nice little boost.

185
General / What determines this?
« on: January 17, 2020, 02:14:09 pm »
Spoilers ahead

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If you handle the faceless at foundry before rail crossing, you have a special dialogue option with the mindreader at buzzers.  One person on the discord went the Hugo route, but the mindreader still wouldn't accept his plea to spare buzzer.  Another person did the same thing and the mindreader accepted it and spared buzzer.  Neither player had persuasion.  I tried it, and it worked for me; I did have persuasion but never chose a persuasion option in the dialogue.  The first player went and got the bloody mobile computer to see if that made a difference; it didn't. 

What determines if this succeeds or fails?

186
Bugs / Doppleganger endless turns
« on: January 12, 2020, 06:14:18 am »
I'm having trouble in my current playthrough with not being able to end a turn when a doppleganger is present; I *think* when it's their final turn.  I click end turn and I just get the turning hourglass forever. 



This one actually lacks the transparent stealth appearance and has no duration.  If I start combat in this zone I'm stuck forever.

187
Bugs / Eternal patches of light after enemy dies on fire
« on: January 12, 2020, 01:18:19 am »


Twice now, I've thrown a molly at enemies, some catch fire and run out of sight.  They die off-screen.  Afterwards, I go to where they died and there's an eternal patch of light there with no source.  First time was somewhere else so it's not just this specific location. 

188
Suggestions / How about an MP-boosting food?
« on: January 07, 2020, 12:01:00 am »
That gives an extra 15 or 20ish move points?   Maybe a chocolate bar or something along those lines. 

189
Bugs / Bogdan can run into his own traps
« on: December 26, 2019, 02:13:39 am »
I was testing if you can complete the quest without killing him, so I flared him and ran.  He followed and got caught in one of his own bear traps.

190
Bugs / Minidungeon minor bug
« on: December 23, 2019, 12:29:48 am »
Certain random mini-dungeon near junkyard, seemingly useless agility junp. 



Seems like it should be present on this other version, but it isn't. 


191
Bugs / Carved up when no damage dealt?
« on: December 20, 2019, 04:43:52 pm »
Is it intentional that if a machete does no damage to the target, that they're still "carved up"?

192
Bugs / This has bugged me for a long time
« on: December 17, 2019, 01:42:42 pm »
You need to be able to drag nightvision goggles to a quickslot during combat.

193
Bugs / Donnie's inventory
« on: December 14, 2019, 03:05:47 pm »
I have 0 mercantile.  After doing some missions for the pirates, he was selling his special inventory (I assumed it was a reward).  The thing is, he's selling a ton of stuff, it's like there are three special inventories worth of stuff if I had to guess.  I'm talking like 15 stacks of nets, equal number of caltrops, five of each gun type, three stacks of three fishing rods each, etc. 

194
Bugs / Dirty Kick seems to be bugged
« on: December 14, 2019, 06:15:24 am »
I'm doing some tests to see how high I can get my dirty kick damage.  The range on the quickslot says 432-741.  I have a high crit chance with regular attacks (50%), im getting opportunist, and I have monster slayer.  I'm attacking a stunned rathound.  It always says "opportunist" with each kick, and sometimes it says "critical hit", yet I never do more than 741. 

195
Bugs / Unintentional behavior during pirate quest?
« on: December 12, 2019, 05:03:02 pm »
During the pirate quest to attack the protectorate freighter, if you persuade the captain to let you do it alone, Razor is still on the map near the south edge.  If he hears anything, he comes to investigate, then participates in the battle.

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