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Messages - harperfan7

Pages: 1 ... 94 95 [96] 97
1426
General / Re: Does anyone actually use Extended Magazines in crafting?
« on: December 31, 2017, 06:16:55 am »
Yes, extended mags should at least double the capacity.  They make pistol mags that hold 30 rounds (though they look pretty comical). 

I was thinking about this the other day, though; why not change the gun crafting feat to instead give another enhancement slot?  That seems way better to me than just giving a bonus to damage.

1427
Suggestions / Re: Cryo Grenades
« on: December 30, 2017, 10:55:39 pm »
It's best to throw them somewhere between you and the enemy, then start combat. 

I'll agree that I don't see a strong use for them, because gas grenades are better.

1428
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 25, 2017, 06:41:24 am »
Entering Depot A with my heavy gunner (actually just made my first suit of metal armor; I've been a kevlar anti-rifle tacvest gunner up until now and I'll probably switch back and forth)/submachine gunner with occasional sniper use.  This feels just right; it's just hard enough that I have to really try, and I have to use all my resources pretty frequently, but not so much that it's frustrating.  Sure, there's been a few times where I've save scummed to avoid having to spend forever being painstakingly careful (like when placing traps near enemies - I should have crafted stealth gear earlier because now I don't need to do that).  Also, when wearing bulletproof stuff, I still get hurt and have to be at least a little careful; in my last hard playthrough I did a sledge juggernaut with a regenerative vest and it was like playing a literal tank albeit one with no horse power.

I've done the two early game burrower dungeons and in both of them I killed the last one right before I was about to die after using most of my available expendables; it's such a great feeling.  Shush Atoll was particularly hard, but there's a trick to getting it to work that I figured out before too long (it involves caltrops and a certain shoreline's proximity).  I've got quick pockets and a utility belt and I am really using them.  I carry 15-25 bear traps with me when I go out, and like 40-50 for burrower dungeons. 

If I weren't using bear traps and nets/caltrops/mark x frags/incidiaries/taser and/or emp/flashbangs, it would be virtually impossible. 

1429
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 21, 2017, 03:59:04 am »
What's the deal with campfires?

1430
Suggestions / Firing off a shot
« on: December 21, 2017, 01:04:03 am »
The ability to just fire a gun at nothing in particular, to make noise to draw enemies without wasting a grenade.

1431
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 20, 2017, 03:56:50 am »
That was it, thank you.

1432
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 20, 2017, 02:52:22 am »
It does nothing.  It's as if there is no arrow there.

1433
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 20, 2017, 02:33:42 am »


This is my only option.

1434
General / Re: Post your experiences with the new Dominating difficulty!
« on: December 20, 2017, 01:48:25 am »
So how do I get this new material exactly?  If I go to my library in steam and right click "underrail", there is no "beta" tab.

1435
General / Re: Free Maura Doctor Dialogue
« on: October 19, 2017, 05:30:54 am »
Aw, okay.  I thought it might have been one of those little hidden world background details.

1436
General / Free Maura Doctor Dialogue
« on: October 18, 2017, 07:36:04 pm »
Spoilers, in case you didn't realize.

If you accept Abrams quest to free Maura from the protectorate prison, you might come across the room with the doctor and the mutie corpses.  If you are seen by this doctor, he talks to you, and you need persuasion or intimidate checks to keep from fighting him.  I'm curious where the persuasion dialogue leads, but not enough to play a persuasion character that far, and I can't find anywhere online that talks about it.  Anybody talked to the doctor before?

1437
General / Re: anti-Carnifex cheese
« on: October 18, 2017, 02:33:11 pm »
It's basically a "remove enemy from battle for 1 round" button that only costs like 10 AP.  I think there should be a melee attack check or something.

Let's compare that with psi buttons. "For 0 AP cost, all enemies are removed from combat for 3 turns oh and by the way your next attack against them is doubled lol" and you think taser needs nerfing? :P

Taser frankly does still need it, even if psi might need it more.  I've never used psi, personally, though I know how bullshit psi-using enemies can be.  They should exist out in the world, at least.

1438
I have 2 infused item : cave hooper tabi boot, which boost D/E by 53, and Siphoner leather armor, which boost D/E by 80

Why cave hopper for boots and siphoner for leather?  I would have gone the other way around, personally.  Do you just really like sprint?

1439
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 02:31:58 pm »
Tazer? Dude....

The taser is weird in this game; you can't buy them ever, and I never found one in the wild, but you can craft them right from the beginning, they auto hit, and while sometimes tough enemies resist it, they work most of the time.  It's basically a "remove enemy from battle for 1 round" button that only costs like 10 AP.  I think there should be a melee attack check or something. 

1440
General / Re: Minor tips and tricks for Underrail
« on: October 16, 2017, 03:24:06 am »
They're useful, but unless my memory fails me, with 0 Traps skill they're very easy to spot. You need to make a wall of bear traps without any gaps to prevent the enemy from going around them, and while that works very well, it requires a lot of traps and their weight isn't exactly insignificant if you're playing a build that dumps strength completely.

Animals and robots often just run right into them.  Plus you don't need too many; chokepoints, caltrops, little extra running room between you and an enemy for a shot, etc. 

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