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Topics - harperfan7

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61
Suggestions / Institute disguise
« on: February 14, 2022, 09:00:23 am »
If you sneak into the institute via utility station 6 and make your way into the institute proper, I think it would be fitting if you could wear some tchortist outfit (robes, rassophore armor, etc) without anybody turning hostile. 

62
Bugs / West wing faceless bug, kinda
« on: February 14, 2022, 05:11:49 am »
If you sneak into the institute through utility station 6 and go into the west wing, the tunneler/faceless are present but their tunnel is not.  It doesn't matter for the player, but I figure that's probably unintended.  There's also no tremors.

Also, shouldn't Pavel's corpse have a rassophore outfit?

63
Bugs / oddity bug
« on: February 13, 2022, 03:23:34 pm »
I can't say for sure, but I feel like an error has been made.  My brain immediately sees this.

64
Bugs / Utility station 6 camera bug
« on: February 12, 2022, 04:53:52 am »
In that first room with the surveillance screens, there are four screens and they're all lit up, but the last two say "no power" like they should be dark

65
Bugs / premeditation giving away stealthed enemies
« on: February 12, 2022, 03:39:16 am »
Saw the location of a stealthed psychopath, from around a corner even, because they used premeditation and the little icon floated up. 

66
Bugs / upper underrail renegades
« on: February 12, 2022, 02:33:02 am »
Theres a "protectorate shock trooper" standing guard outside Holloways office.  He should probably be named "renegade" like the rest.

67
Bugs / Otto uses a net against the Jet Eater
« on: February 10, 2022, 10:10:19 am »
Surely he's not supposed to be that dumb.  Crazy maybe.

68
Bugs / Possible waterway facility bug
« on: February 10, 2022, 08:58:43 am »
In the third section, the doors blocking drilldozer in are shut even if you didnt flip the switch in the spider tunnels and cause the fire/explosion.  That doesn't seem intended.

69
Suggestions / Tranquilizer bolts
« on: February 09, 2022, 03:08:50 pm »
I'm gonna list some things:

-Midazolam cannot be farmed, only bought or found
-deals 1/4 normal xbow damage (is this on top of the 125%?)
-has an 12(!) turn CD
-takes up a utility slot
-some enemies are immune (crawlers for instance)
-obviously doesnt work on robots
-duration is lower against tougher/larger enemies

Garbage.  I advocate for getting rid of the CD entirely.  The only abuse I can think of is tranq'ing an enemy in a choke point so you can shoot the ones behind it, but in that case you can't use your best two bolts: fire and shock because they'll wake it up.

You could add a status similar to aphobia so you can't chain-tranq the same enemy over and over.

70
Suggestions / Melee enemies with poisoned weapons
« on: February 09, 2022, 05:23:46 am »
I don't think I've seen any melee enemies with poisoned weapons.  Would be a nice addition to natives, lurkers, and maybe a few other types.

71
Suggestions / Native warship outside JSHQ
« on: February 08, 2022, 08:40:33 am »
Spawn a native warship (with ballistas, xbows, spaeters, whatever) on the map (F11) outside of the JSHQ dock if the warparty is present there when the player leaves.  You can leave via jet, and the natives know you have a jet if the watchtower spotted you.

Actually, native boat random encounters in the north sea would be neat.  Random groups of serpents, too.  Would keep players on their toes.

72
Suggestions / Another agility jump idea
« on: February 06, 2022, 03:36:46 am »
The black sea map I6; there is a gap once you enter this map by foot from the west that prevents you from exploring the rest of the map.  This would be a good place for an agility jump. 

73
Suggestions / bringing the shoddy to myles
« on: February 05, 2022, 09:25:18 pm »
It would be neat if you could present the shoddy shotgun to myles to see his reaction.

74
Bugs / Stingballs stun skaerders
« on: February 05, 2022, 05:41:24 am »
or at least some of them; haven't tried on all varieties.  I thought they all had thick skull.

75
Suggestions / Toxic sludge chemical ammo?
« on: February 03, 2022, 11:37:00 pm »
One thing that bugs me is how many toxic sludges you find.  Even if you use toxic gas grenades in every fight that isnt trash mobs, there's still probably more than you can use.  I made one thread recently about toxic gas grenades being mk1, 2, and 3, but other than that it occurred to me that it would be neat if you could make toxic sludge ammo for chem guns; we know in-game that bio can come in projectile form.  Too late for underrail, but for infusion maybe. 

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