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Messages - harperfan7

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751
Bugs / Re: Report spelling/grammar errors
« on: September 14, 2019, 04:27:12 am »
Faceless commander says the tchortist base is to the east; its west. 

752
Suggestions / Re: Mechanical pistols improvement
« on: September 13, 2019, 05:11:33 pm »
Having the lowest base AP cost (and higher crit damage) gives them a niche as the "special attack gun".  Right now their only niche is being noob weapons and a source of initiative (that's kinda redundant with the new initiative sources).  Energy pistols are still going to be better, but dunno what to do about that.

753
Bugs / Re: Report spelling/grammar errors
« on: September 13, 2019, 02:03:47 am »
talking to six in DC about the torch, he repeats himself at one point "...purpose of this particular of this particular instrument..."

754
Discussions / Re: Wouldn't this be the perfect keyboard for Underrail?
« on: September 12, 2019, 05:41:54 am »
Orange, dull purple, dark grey; what is this?  Halloween?   :-*

755
Suggestions / Re: Efficient shields/converters
« on: September 10, 2019, 04:56:32 pm »
Regenerating shields would kind of go against the main restriction of shields, that being not recharging them in combat.

I don't think you understood what I said. 

756
Suggestions / Re: New Feat: Gunsmith
« on: September 08, 2019, 09:43:04 pm »
Sergei, what if put TWO scopes on rifle?

757
Bugs / Acid Hunters potential missing dialogue?
« on: September 06, 2019, 01:58:27 pm »
If I talk to Gorge and learn that the Acid Hunters kidnapped the Bakers at the Rail Crossing station, but did not go into the caves to find the hunter's camp and the male Baker's corpse, when I talk to the Acid Hunters as part of the Oligarch quest, there is no dialogue option about the Bakers.  Is this intentional?  It seems like you should be able to ask them.

758
Builds / Re: Super high avoidance Precognition build?
« on: September 06, 2019, 02:12:29 am »
I got traps since 3 con and no perception seemed like it would really suck in terms of getting blown to smithereens by every trap I see.  Does evasion not effect grenades, or is the damage from grenades even with evasion end up so high that you're still getting detonated in one hit at 3 con? 

Paranoia was there to reduce crits since i have low con and also wanted to see traps more effectively - sounds like reloading is the main way of dealing with getting crit though. 

I like to play with oddity mode - do you get enough exp without lockpick and hacking in that mode?  I remember you got a lot of your exp from that before the expansion came out.

Last question - I'd have imagined that stacking high dodge with high TM precog would have been quite effective due to the additive reduction on dodge chance - as long as you can get the tohit chance to 60ish from evasion and dodge you should be able to floor it with precog and like 400 TM skill, or am I misunderstanding how the ability works?

Traps for detection is a good idea.  Escape artist is a fantastic feat in the expansion.  Evasion works wonderfully against explosions; with I think 350 evasion you take minimal damage (15%; easily blocked by even leather armor, albeit infused, as well as energy shields).  You get enough exp without locks/hax.  Precognition has its own miss chance; it doesn't stack with dodge/evasion; it's in addition to.  Can't speak for metathermics.

759
Builds / Re: Super high avoidance Precognition build?
« on: September 06, 2019, 02:09:11 am »
Was that with or without super high Temporal Manipulation?  From what I've read it's an additive bonus to the final chance to hit, which would mean if you could get enemies down to about 50-60% chance to hit, 450 in TM would drop your chance to be hit to around 10% by a sizeable amount of enemies.   If bosses are still hitting you no matter what then it might not be worth the 3 con hassle and points in Dodge/Evasion

With maxed temp manip skill, 3 will, temp psi headband.  I think my dodge/evasion alone had them down to minimal hit chance, and precog has its own miss chance. Bosses have such insane high attack skills that you just can't avoid their attacks outside of uncanny dodge or evasive maneuvers, so you just have to make sure they dont attack you. 

760
Builds / Re: Super high avoidance Precognition build?
« on: September 06, 2019, 12:40:47 am »
I played a dodge/evasion character in the expedition beta on DOMINATING, and I noticed that once I got my dodge/evasion into the 400's, natives would miss me more often than not, and by the 600's, they had a minimal hit chance. 

With snipers, you shouldn't ever let them have a clean shot at you.  Give them some cave ear poison, rush up in their face, hit them with crippling strike, yell, whatever.  But dodge/evasion can keep you alive against the trash mobs while you focus on the tough ones.  Bosses will still hit you pretty much no matter what.

761
Builds / Re: Super high avoidance Precognition build?
« on: September 06, 2019, 12:03:33 am »
high agility (10+)
nimble
infused siphoner leather armor
infused siphoner tabis
temporal manipulation headband
precognition
jumping bean
adrenaline
deflection + melee skill
boxing gloves
cloaking device
yell
crippling strike
cave ear poison
several new veteran feats

762
Bugs / Re: Industrial Bots are weaklings
« on: September 05, 2019, 02:58:43 pm »
What's changed?
They will now be immune to immobilization like other large robots.

Ooh, that's gonna be rough for crossbows.

763
Bugs / Re: Stuff I notice
« on: September 05, 2019, 04:49:45 am »


Knife blade isn't showing on my sprite.  The handle is, I think.

764
General / Re: Two-headed Mutant
« on: September 03, 2019, 12:52:58 am »
Ive only seen it in depot A north.  The mindshroom one.

765
Bugs / Re: Stuff I notice
« on: September 02, 2019, 08:05:45 pm »
In Viridescent Quarry Processing Bay - a Electronic lock that's unreachable.

You can reach it from the other side by entering through a different map.

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