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Topics - harperfan7

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211
Bugs / Shield Bash uses your weapons crit damage bonus
« on: August 24, 2019, 03:28:56 am »
Saw this on 4chins


212
Bugs / Minor bug with Yahota during kidnapping
« on: August 21, 2019, 03:52:20 am »
Once the professor has been kidnapped, if you talk to yahota on the navcom she says she's "in position", but you have the option to say "I need to speak to you in person, where are you?" or something like that and she responds "at the top of the lighthouse". 

213
Suggestions / Changes for traps
« on: August 16, 2019, 11:09:16 pm »
Spotted traps that aren't explosives should target your dodge score, using the trapper's trap skill as the attack skill.  If the attack fails, the trap goes off without effect (though an acid trap would still put puddles on the ground). 

Bear traps should be affected by strength like nets; stronger enemies get shorter durations.  It would be fair if acid traps were the same. 

Perhaps if the bear trap does no damage, the target is not affected; it fails to grab hold. 

Enemies immune to traps, like spiders, should either ignore the traps entirely without triggering them, or at least take damage from them without being held (a little mp drain would be nice as well). 

These changes would give incentive to put more than minimal points in the traps skill (aside from trap detection), and make dodge a better choice as well.

214
Bugs / Game crash report
« on: August 16, 2019, 03:28:24 am »
Game keeps crashing outside the crimson meadows horticulture center main entrance.

Game Version: 1.1.0.13
Error: System.InvalidOperationException: Nullable object must have a value.
   at System.ThrowHelper.ThrowInvalidOperationException(ExceptionResource resource)
   at aja.ar(bj4 A_0, bj4 A_1, Dictionary`2 A_2)
   at diz.fk(cc0 A_0)
   at tp.a(cc0 A_0)
   at dc2.dj(d66 A_0)
   at arj.a(d66 A_0)
   at az9.Update(GameTime gameTime)
   at drv.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at bp4.a(String[] A_0)

215
Suggestions / idea for new npc dialogue
« on: August 10, 2019, 09:32:11 pm »
When an npc gets an orange eye and says something with a little text window, I think it would be funny if sometimes they say "Nani?!"

216
Bugs / A certain free drones member doesn't drop all his gear
« on: August 10, 2019, 04:28:17 pm »
Alvin Bate is clearly wearing some kind of tacvest; I saw angela crit him with a pistol for 13 damage, yet he doesn't drop any armor or weapons (he's a fist user; could be completely unarmed I guess).

217
Bugs / arkanis gath bug
« on: August 02, 2019, 05:46:31 pm »
If you give Aran the acorn in return for his sword, end the conversation, and talk to him again, you are stuck with options of denying you have the acorn and he gets mad.

218
Bugs / Six kills me in the elevator
« on: August 01, 2019, 03:41:01 pm »
In what I strongly suspect is a continuation of this problem:

https://underrail.com/forums/index.php?topic=3619.msg20467#msg20467

Six kills me in the elevator before trying to talk to me.  He's not visible; I hear a sword activation noise, then a sword attack noise, I die, then he appears and tries to talk to me (I see the dialogue window for a split second before the "you have died" screen comes up). 

219
Bugs / Can't actually make the jump
« on: July 31, 2019, 03:23:17 pm »
even with 20 agility



Your character starts to move a bit and just stops.  Tried in and out of combat; in combat uses AP but character never actually jumps.
I tried coming at it from different angles; doesn't seem to matter.

220
Bugs / Can be put off-balance while in stasis
« on: July 28, 2019, 06:31:28 pm »
Intended?

221
Bugs / Stranded from jetski
« on: July 28, 2019, 04:13:24 pm »
Some derailed zoner on 4chins got onto the ferrymans boat from the sea side and now cant get back to his ski, at least until the ferryman comes back.  Bug or not, you decide!


222
Bugs / Ladder entrance error
« on: July 26, 2019, 04:23:35 am »
Came down the ladder into the crawler area of the SW underpassages. Somehow landed in this room on the right.


223
Builds / The Sledge Juggernaut
« on: July 25, 2019, 11:04:43 pm »
Do you want to be a hulking muscleman who breaks weaklings in four?  Do you want to casually walk into a hail of gunfire while laughing because it tickles?  Do you want to sling around a 50lb chunk of metal as your primary weapon?  Do you want to pray you never encounter lunatic psychopaths?  Well do I have something for you!

The sledge juggernaut intentionally wears the heaviest possible armor.  He has a whopping ZERO move points.  He uses various stuns and incapacitations to make enemies sit still and have a nice 95% chance to hit.  He then moves up and slaughters them.  If he needs to damage at range or if enemies group themselves up nicely, he throws a grenade.  He uses corners and doors to bring enemies to him.  Nets, caltrops, tasers, bear traps, grenades/flashbangs, dirty kick, pneumatic hammer, sledge stun, and maybe cheap shots incapacitate. 

You need to make a choice at the start:  6 agility for sprint, or 6 dex for cheap shots and maybe grenadier.  Sprint ignores armor penalty, so it's your only way of ever actually moving up to enemies without using action points.  Cheap shots will give you even more crit damage and a nice incapacitation some of the time.  Also 6 dex means you can use the powerfist or other metal gloves for 15 AP, which is nice because you'll often have 15 AP left in a round after thick head turns stuns into daze and you make a sledge attack.  You'll be using grenades a lot, so grenadier will be very useful as well.

10 strength (and level ups), 10 constitution, 5 intelligence

Sledges:  pummel, super slam
Armor:  juggernaut, heavyweight
Toughness:  conditioning, fast metabolism, thick skull, last stand, improved constitution, bodybuilding
Damage:  opportunist, survival instincts, dirty kick, expose weakness, critical power
6 agility:  sprint
6 dex:  cheap shots, grenadier
"What?  Not improved strength?"  No, you'll get that from food/adrenaline/other drugs.  You're free to take it if you'd like; it won't make a huge difference. 
I plan on taking Tempered (Electricity), but it's not vital.

You'll want to max throwing and melee, and you'll want all the crafting skills.  I had lockpicking and hacking on my guy, but they aren't vital to the build or anything, so those remaining skill points are up to you.  I might suggest mercantile on dominating difficulty. 

Gear: 
Metal armor, metal boots, helmet; tungsten and solid padding in every available slot (and of course shaded visors in your helmets), with a regen vest (sturdy is okay too).  Tungsten sledge with electroshock generator, until you get a certain unique hammer.  You could use pig tabis with a tichrome sledge if you want, but you won't be immune to caltrops and your defenses will be a bit lower.  Lifting belt.  Shield emitter:  efficient x2 high frequency.  You'll have two utility slots; early on you'll want nets and grenades or a taser (caltrops should be used before combat, not during), later on you'll generally have grenades + flashbangs or taser.  You'll want a set of stealth gear for the occasional quest, or for setting up some traps before a big fight, or for taking out one or two sentries at a time without alerting an entire base.  In your off-hand, you'll want a glove with a pneumatic hammer (if 6 agility, a reinforced leather glove, if 6 dex a reinforced metal glove or the power fist).  After a certain quest, you might want to switch to a different kind of metal armor (and maybe switch out solid padding for galvanic padding) and start using efficient x2 low frequency shields. 
Your main food will be mushroom brew, so get a lot of it.

Also, there's a certain enemy type that drops a component that gives high electricity resistance on riot armors and tacvests; when you get one, put it on a galvanic vest; you'll want this against certain enemies.  Against groups of lunatics you might want to focus on armors that give more resistance to heat/cold than metal armor.  You might want mutated dog leather vs mutants.  In the expansion, you'll want other armors as well against certain enemies. 

Your mechanical DR/DT will be very high; high enough that small weapons will generally only hurt you on crits, and high enough to tank even sniper crits assuming you weren't wounded much beforehand.  You'll have a high healing rate from fast metabolism and tons of HP, with a regen vest that keeps on healing you when wounded.  On top of that, you'll also have the parenthetical resistance; 15 from conditioning, 10 from mushroom brew, and 5 from your lifting belt.  Aegis and morphine will raise this even further. 

I haven't used this character in the expansion yet, so no experience with him on jetskis yet.  I wouldn't use the unique hammer on a jetski though, I can tell you that. 

The main things to watch out for with this build are EMP's, psi attacks (especially groups of lunatics and goliaths; the dreaded mental subversion + bilocation is a real bitch, you'll want to use bullhead beforehand or get to a spot where only one can hit you at a time.  Morphine and/or last stand really help there), and getting surrounded by ranged enemies. 

224
Builds / Machetes and You!
« on: July 22, 2019, 05:31:03 pm »
So, you want to use a machete, champ?  That's great!  Just like your old pop!
I'm already sick of this shtick, so here's the info.

A few things to know:

-machetes ARE NOT light weapons; they do not get the dex ap reduction
-straight machetes have a tighter damage range (especially a higher low end) and slightly higher crit chance, but lower crit damage (usually by 20%)
-curved machetes have a wider damage range (a slightly higher max, but a much lower low)
-as usual, tichrome machetes have 1 less AP cost (most melee weapons have 1 less AP with tichrome; machetes have 2), tungsten ones do more damage/have higher crit bonus/higher str requirement, etc
-the main strength of machetes comes from your feats (and through them, specializations)

You want Flurry.  You also want onslaught.  Decapitation is nice but not vital.  You also want Ripper; not vital but boy it's nice.  Get expose weakness if you know what is good for you.  I would also get cheap shots, critical power, and any crit-chance boosting feats. 

Flurry is your bread and butter.  It costs 35 ap to use, makes three separate attacks; if any of those attacks miss, the flurry ends immediately and goes on cooldown for a several rounds.  The ap cost is 35 regardless of what kind of machete you're using or what you're wearing; so it's best to use a heavier one (and you dont even need tabis!).  Each hit of a flurry lowers the ap cost of the next flurry by 4 (which stacks up to 5 times for a 20 point reduction).  There is a specialization to lower the AP cost by up to 5 points, and another to reduce the cooldown.  You can get flurries as low as 10 ap if you can keep them up; you always want the highest to-hit percentage you can get. 

Flurry goes very well with onslaught.  Onslaught increases the damage of following attacks every time you land an attack, by 5% and stacks up to TWENTY times (and you can up to double the bonus with specialization points), but like flurry, if you miss even once, you lose all of it (no cooldown though).  Sit and think about the math for a moment; let it sink in.  Now imagine that you had the highest crit chance you can get, as well as ripper, opportunist, cheap shots + critical power....

Yeah.  Have fun, but be careful, if you miss on a flurry in the middle of a dangerous battle, you might be effed.  Have a plan B, and a plan C, and it helps to have a lot of move points, or the stasis ability, or morphine, or a forcefield, or whatever makes the most sense for your build. 

Be careful when making your character; tungsten machetes need 6 strength, decapitation needs 7 strength, dex affects crit chance, you need 5 will for ripper, 5 int for cheap shots/expose weakness, 6 int for weaponsmith, and you'll probably want sprint at least which requires 6 agi.  Good luck; I've had a lot of fun with mine, especially later in the game.

225
Suggestions / Leather Helmets
« on: July 19, 2019, 03:17:02 pm »
I think there is room in the game for leather helmets.  The first thing I want to say before you read all this is these would be a kind of item you have to make rather than find or buy, like tasers or blast/kevlar balaclavas and tabis.  So keep that in mind while reading. 

If you're not wearing metal helmets, you're wearing balaclavas, psi-headbands, goggles, or some specialty thing like gas masks.  There's no particular item for lighter-armored characters who aren't psi and aren't ranged, except for some specialty resistances from the various balaclavas. 
Edit:  I guess if your armor penalty from armor is low enough, and you have nimble and armor-sloping, you can wear a tichrome or super steel helmet, but that's taking a feat for just a few extra DT/DR, and then there's kevlar balaclavas with their 2 DT (6 vs bullets).

A leather helmet would have two slots; leather and padding.  I see them as not protecting the face/eyes, so no visor (which would infringe on metal helmets too much, I think), so while they give a crit chance reduction, it's not as much as with metal helmets.  I think a detection penalty is okay, but not a perception one.  Uninfused leather wouldn't do much, and they'd give protection no higher than un-reinforced boots, and probably even less. 

>cave hopper:  low mech resist, low penalty
>rathound:  low mech resist, low cold resist, tiny persuasion penalty
>pig:  moderate mech resist, higher penalty
>siphoner:  low mech resist, low acid/heat resist
>mutated dog:  low mech resist, moderate acid resist, moderate persuasion penalty
>ancient ratound:  moderate mech resist, small amount of DT, highest penalty, moderate cold resist, moderate persuasion penalty

>soft padding:  default
>solid padding:  raises mechanical DR and crit chance reduction, higher penalty
>insulated/galvanic:  obvious

But infused leather would give the benefits of regular leather of it's type (in addition to the higher quality):
>cave hopper:  +1 agility
>rathound:  higher mech/cold resist, small mech/cold DT, higher than what it's higher quality would indicate compared to the uninfused version
>pig:  +1 con, small mech DT
>siphoner:  moderate acid/heat resist/small DT, bonus to dodge/evasion like uninfused boots/armor
>mutated dog:  higher acid resist/moderate DT, small mech DT
>ancient ratound:  higher mech/cold resist/DT, higher than what it's higher quality would indicate compared to the uninfused version

And then we have some new leathers to consider.

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