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Messages - Ravager

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61
Builds / Adjusting a Sniper / Handgun character for Dominating
« on: August 12, 2019, 04:10:46 pm »
Tygrende previously posted a sniper / gunslinger build for Dominating.

https://underrail.com/forums/index.php?topic=3281.msg19725#msg19725



I like it, but I thought of taking 1 point from CON and putting it into INT. This would help with crafting. But more importantly, allow you go have 8 INT for the expansion, which is an important check.

I also thought about taking the persuasion, and putting them into mercantile. Is there room for any mercantile perks in this build?

62
General / Re: Post your experiences with the new Dominating difficulty!
« on: August 12, 2019, 03:53:10 pm »
I know it's been a while, but can you post this build? I'm interested in playing a sniper/pistol in Dominating.




Gear:
Seeker night vision goggles (smart A-A spearhead with all the crit damage feats is enough to reliably 1-shot almost everything, at that point crit chance becomes more valueable than another smart bonus)
Efficient double low freq shield
Infused pig leather armor with high density foam and black cloth
Utility belt
Infused pig leather tabis

Rapid smart Anatomically-Aware spearhead
Rapid neo luger with a laser sight

Taser and all kinds of grenades

It's kind of an iroman-y build (only reloading on death, goal is to die as few times as possible)  I came up with after the infused siphoner tabis nerf, wasn't really meant for dominating in particular but worked really well regardless. I think I died once or twice, can't remember exactly. The overall idea is to have high initiative in case the stealth approach fails or is impossible, high mech DT/DR against melee, shield against guns that also helps against low speed projectiles, high HP for anything else. Also high mobility with a way to break free from immobilization.

Always walk around with the pistol in the hand for bonus initiative, switch to the rifle when needed. Pistol is mostly used to apply Kneecap Shot, reliably hit enemies with high evasion (that's why it's a Neo-Luger and laser sight, also makes it more likely for the Kneecap Shot to hit), delete squishy enemies with low DT/DR up close with Rapid Fire and HP rounds, killing or finishing off other enemies with W2C, etc. Biology is to make focus stims for that sweet 15% crit chance, chemistry is for making W2C rounds.

Thanks, again. I know it has been a while yet again, but I am curious about your build. It is a sniper build, yet persuasion is very high. What are you using it for? To get optimal quest outcomes [such as SGS allying with Eels]?

I just didn't think that there would be a lot of synergy with that skill on a sniper build. You don't have a lot of points to spare on Dominating.

Given the improvements to the barter system, I would have thought that if you were to invest in a social skill, it would be barter. Maybe even take some barter feats - getting good gear is important.



Also, how do people feel about these modifications to the build in Dominating:

Constitution from 5 - 4

Intelligence from 5 - 6

Taking a point from CON into INT because Int 6 is more useful for crafting + it can go up to 8 in the expansion, which opens up more options.

Also, I could go with barter instead of persuasion.

63
General / Re: So what improvements would benefit Underrail 2?
« on: August 12, 2019, 01:37:16 pm »
Yeah. Re-stealth is vital to a proper stealth character. Right now, it's a big deal if you can successfully re-stealth during Arena combat. I think you even get a nickname if you do it prominently enough.

A real ninja / assassin / commando type character would be restealthing in combat more regularly and with greater ease in dark underpassages and abandoned bunkers.

64
General / Re: So what improvements would benefit Underrail 2?
« on: August 12, 2019, 01:56:59 am »
a couple more...

7. Hank Wardell

I loved learning about Hank Wardell, and Expedition fleshed out this story hilariously. I get that he's supposed to be another 'PC.' He treats NPCs like a PC would, and they react in a surprised fashion. He's from North Underrail, I believe? You could learn more about his heroic journey, which ended up with him doing heroic stuff in Lemuria. Maybe he's the guy who led those mutants from Depot A all the way to Lemuria?

This whole concept could be expanded upon by having an active 'PC' or 'PC team' softly competing with you. The idea had been toyed with for the unmade Fallout successor by Black Isle's team. Like if you don't execute some quests well or quickly enough, the alternate 'PC team' will do it for you. Like what if there was this other group of jerks running around and solving quests? What motivates them?

8. Subdued skill checks / Small skill escalations

Many skill checks are I / O binary options, where you succeed or fail. You could have partial success, where part of an outcome [such as lowering a price or demanding items] is achieved - without you even knowing that it was only a partial success. Right now Underrail handles that through multiple options to request / demand more or less.

But I'm thinking of something more subtle and potentially widespread: the inclusion of more 'small' skill checks that aid a quest or outcome, but in a small way.

If memory serves, in some games like Age of Decadence, probably A.T.O.M RPG, and also New Vegas, at times, skills such as speech were not always treated as insta-win. You could use speech to lower the difficulty of a quest, but not insta-win. So you could talk down what people demanded from you in a fetch quest, for instance, but not avoid the quest itself. Or you could make hacking easier by casually talking to someone and finding out more about the password / solution. So speech could aid hacking. Or hacking could aid speech, by giving you more information. Underrail is already pretty good at this [witness the murder in SGS quest, for example], but it could be taken even further.

9. More interpersonal NPC quests / drivers

There's a great town in Fallout 1.5: Resurrection, based on towns like "The Den" from the original Fallouts. There's two crime factions struggling to control the town. Helping one or the other involves talking to a lot of people to find out about an old murder, finding out how to influence a gravedigger, searching through graves, doing poison analysis, passing high speech checks (if you are built for that) or at least using speech to lessen the difficulty of the quest, and eventually a gang-fight.

Later in the game, you have to find out about some plot against the leader of a powerful faction. There's seedy investigation of basements, running to the site of a murder just minutes too late, thinking hard about what faction heads are telling you, even thinking hard about who the faction heads really are, and revealing a big deception.

These quests don't involve any ventilation ducts, and not much in the way of sewers. It's about parsing information, really listening to people, thinking for yourself, and maybe trying to stay a step ahead of a killer.

Underrail already expects you to pay attention to your surroundings, to read everything, and even to read between the lines. So it's way more advanced than most 'RPGs.' But I think interpersonal dynamics could be stretched out more. There are conflicts and tensions and relationships and histories between even small factions, and this could be explored in greater detail in the sophisticated and storied hubs of North Underrail. It's a great environment to get sucked up into other people's factional wars, and expose some hidden players.

65
General / So what improvements would benefit Underrail 2?
« on: August 12, 2019, 01:32:58 am »
I just finished Expedition, and like a number of people, am thinking about Underrail 2. I'm not sure if there will be more DLC, as this one took a long time to make, and it is hard to situate new DLC in an existing game. (Like, where in the game does the DLC become available, and how does it affect game balance?)

Underrail 2 is a long way off, most people say. I'm not in a hurry, so I'm okay with that. Since Styg may have a whole development team now, as well as an existing engine and graphical assets, he has some advantages he didn't have previously.

With that in mind, I am thinking of a few (potential) features of Underrail 2.

1. Graphics

The original graphics, and even font, of Underrail, are very unique. But they were a little more 'lo-fi' than they had to be, because Styg was originally using MS Paint for UI, maps, and other assets.

I understand that they are also using 3D models and prerendering them into the game?

Whatever the case, it should be possible to have improved graphics, while still sticking to the art style.

The artist that joined development later on had to hold his talents back because his artwork had to match Styg's earlier style.

But with an artist on-board from the beginning, the art could be more hi-fi for Underrail 2, without changing the art style. There'd be no toning down of the art assets as there was in Underrail 1.

You could use the same engine, even, and still get more defined art.

Second, an area for improvement could be lighting. The lighting system is great, but the use of gradient squares to indicate light availability is a bit mechanical. The gradient / dithering could apply more smoothly, and a square grid could be overlaid based on user preference. If using a new / updated engine, I think that lighting would or should be a key priority.

Third, there could be greater transparency and area effects for lasers, torches, and the like. Maybe a more subdued palette [gray/blue like most of underrail] but with a greater emphasis on smooth lighting. Instead of garish colours to denote everything.

2. Stealth and suspicion

Underrail has one of the more functional stealth systems, but it could still use improvement. Enemies could have more levels of escalation between found/not found. Styg added a level of escalation, high suspicion, in recent builds, which is great. The suspicion level of enemies could give them a greater array of responses and patrolling behaviours.

I remember in early release builds when enemies would not really react much to seeing their friends suddenly dead. It was all too easy to learn enemy patrol routes and eliminate an entire base one-by-one.

Multiple levels of alert and suspicion could add variety and realism.

Some users have also said that they would be happier with more indicators of their stealth status than just the portrait / stealth rating.

There are also some weird quirks with the existing stealth system, involving coming in and out of stealth. Like, you can't eat while stealthed, because that is too noisy. But you could change outfits while remaining stealthed!

The annoying part, for me, was that going in and out of elevators automatically took you out of stealth, removing all the hard work you did getting there. Isn't it possible to enter an elevator quietly, somehow? Maybe that needs to be implemented.

More important, using a console gets you out of stealth. This is a big one. Someone on Steam remarked that one of the best parts of using stealth in Underrail is hacking a terminal or something while hiding from the enemy gaze. It's very time sensitive and satisfying. So why can't you do that with a computer? I remember in DC it was so annoying that I'd stealth my way through that robot building, and then in the Eastern section I'd have to use a terminal, and so I'd come out of stealth and the freaking robot in another room would see me through the glass. Surely, I can use a console while stealthed? It should just reduce your stealth rating, or make hacking less efficient, or something.

Finally, stealth is too easy if you have a high rating. I can take my character with 180 pounds of gear and stealth them through populated, guarded areas. Shouldn't all that crap you are carrying affect stealth? There could be a more common-sense approach. You need to be light-footed. Not too encumbered, not having too many utilities hanging off you, and needing light, muffled footwear. Maybe even reflectivity should be a concern.

3. Shields

Styg has repeatedly said he wants to alter shield mechanics. Right now, there's not much of a tradeoff. Shields protect you, so it's better to have them on. But I get that he's maybe thinking of a more Dune dynamic [he's halfway there already, with slow weapons penetrating more easily], where maybe it amplifies certain types of weapons against you while blocking others. Or maybe affects your perception/aim, or your own weapons' effectiveness.

It will be tricky to retrofit such changes into Underrail 1, so maybe most of it should be saved for the sequel. A clean slate makes it much easier to rework shield mechanics.

4. Less emphasis on ventilation duct cheapness / More emphasis on duct integration with storyline

I enjoyed sneaking around ventilation ducts throughout Underrail. I often played stealth glass cannons, so hiding from enemies and observing them from the security of the ducts was very fun.

But it got old, to the point where it's pretty much mandatory or expected to run into the ducts as soon as you see them. That's how I felt in the Grey Army Bunker.

It's not supposed to be so much of a cliche.

If we're using ducts in Underrail 2, maybe make them more gradient in terms of their engagement with the rest of the level. Can people outside the duct line hear you moving around, if you are too fast / heavy / unmuffled? Can they hear you shooting rats in there?  Will they open up a duct and throw a grenade in?

Also, if some ducts are hard / impossible to open, could you maybe trick an NPC into opening one by causing them to think there is a problem there? The NPCs could interact with the ducts more.

Look, I understand that ventilation ducts are tied to the lore. We learn in Expedition, and especially from Styg's recent comments, that air purification is a big issue in Underrail. There must be massive systems to generate and purify air. So that's a story advantage. Ducts are important in Underrail, which is kind of shocking that they're so neglected by NPCs and organizations.

Maybe tie them closer into the storyline. Quests involving ducts and air purification. Factions living in / abusing ducts. Make them more part of the story, instead of something neglected and forgotten that you can easily exploit. [The ducts being an easy transit made some sense in GMS compound and parts of Junkyard, since in GMS especially, you are dealing with non-sentient robots on predetermined patrol routes. But human enemies should be more alert to and aware of the ducts].

5. Weapon crafting system

Underrail already has one of the most satisfying crafting systems in existence. So there isn't much to radically rework here. But I think guns in particular would benefit from

-A crafting feat that allows an extra improvement slot [other weapons would benefit from this, as well]

-a more universal silencer system. Not just 5mm, but all calibres, but it reduces damage, and possibly range and accuracy.

-this is more radical, but maybe better weapon part quality doesn't simple scale up your damage / item quality. In real life, you can have a beat-up junker AK-47 that hits just about as hard as a factory-new one. The real-life difference would be in accuracy and reliability. So maybe the base weapon parts affect reliability and accuracy, and also range a little, but not so much in terms of damage.

So I guess I'm talking about realistic gun crafting. The frame components affect the general build quality, modifying accuracy and reliability, and to a lesser degree range. Base damage is less variable in a given calibre and barrel length. And parts could be more meaningful: match barrel, pencil barrel, heavy barrel, short barrel, long barrel would all have their impact.

Likewise, as others have indicated, the type of 'handle' for various melee weapons could also lead to different results, making it more meaningful to include.

Also, it would be cool to be able to 'name' your weapon after a certain point, just like there are legendary weapons in other RPGs.

6. Headwear

There's lots of cool headwear options to pick from. But is it really necessary to lose your goggles because you are wearing a gas mask? Mixing and matching those items should lead to lots of fun. There could be a toggle where you either have no helmet, just a hat + goggles + gas mask [don't have to have all three], or you could have a helmet that integrates the hat + goggles + gas mask options.




In short, even with the existing engine, a lot of this could be implemented. But I think a clean sequel could modify the existing engine, and just utilize more high-resolution art assets. And changes to the lighting system.

Anyway, I'm not the one in charge here, and don't expect this to be taken too seriously. I wonder what other people's priorities are for improvements in the sequel.

66
I finished the campaign. I stand by most of my earlier statements.

-It would be neat to have a high-perception-only entrance to the "escape island" from the Rescue Oldfield quest, in which you can take a one-way route into the prison cell where the manhole is. It would reward players who search around for alternate entrances into the pirate prison, and require use of perception items such as the nest jelly or Third Eye.

-There really are too many nests and bugs. I don't remember having to blast through this many enemies in the vanilla campaign. Sneaking is a pain, although it can mostly be done. You'd have to bring a lot of TNT to sneak / clear the nests in the horticultural centre and the Fetid Marsh.

It just feels like a time-sink, which is clumsy.

-More important, there really should be a quest to reactivate the pesticide system. It feels like the bones of the quest were already there, and it's something that would have been included in the vanilla campaign.

-It would be nice to have an entrance to the Nexus of Technology from the Fetid Marsh. It would be a hidden entrance that would require high perception. You might have to dynamite it, too.

Overall, the expansion was basically what I expected. Many new monsters and weapons, many new maps, new skill trees, a fast travel system, and new lore. But I felt that the design of the main quests in the campaign was a bit too streamlined, and could have used some more care and attention to detail.

I also felt that the Expedition campaign felt superfluous to the main campaign (which is to be expected in an optional expansion). The whole Lemurian situation was almost more comical than tragic, since they were so woefully unprepared for Biocorp. We don't learn a lot about Biocorp's motivations, such as why they didn't bother to stick around and loot, why they didn't try to capture Lemurian scientists and tech, why they didn't seem to know or care much about underwater facilities.

The main players in vanilla Underrail, such as Azif and Six and some others seem pretty blase about the whole affair, too. You'd think Azif could offer more than 2K for the AcoNR. At least he tells you what it is. Oldfield basically says, "see you in North Underrail!" and that's it.

So there's a large quantity of bonus content. But it has little bearing on the main quest. And this is an issue, because I think the lore associated with the main quest (Godmen, Leviathans, Six, Tanner, and stealing an unknown device from the mysterious Faceless) is more compelling than the tragedy of the lost civilization of Lemuria. You do learn about a whole other corporation, and how and why people were establishing themselves after the surface was becoming uninhabitable. In fact, it establishes that the game is seeming taking place on Terra, which was not really established in the vanilla game.

But the vanilla campaign is based on the clash of these powerful forces, and you and Underrail at the nexus of that clash, with the Faceless as an actor bringing that forward. It's not resolved by the end either, which is the setup for Underrail 2. So, even though Expedition talks about monoliths and the Godmen and such, it just wasn't lively and foregrounded in the way that it was in the vanilla quest. The intrigues of old / new Biocorp and its successors, and the secret entities of Underrail is more compelling. Not that an archeological dig can't be fun. But it felt a little more railroaded and enemy-crowd-focused. [You could play as a full stealth character, hardly even seeing your enemies, more easily in the vanilla campaign.]

67
Builds / Re: What build should I try next?
« on: August 11, 2019, 11:57:34 pm »
Your crossbow idea was good. It's definitely a different experience from Psi. You rely on special bolts for special damage and effects, and traps are a whole different ballgame than psi.

I've beaten Underrail with a knife/traps assassin build, a SMG/grenades commando, and a full-psi [Tranquility]. I've also gotten part of the way with a crossbow character, and a sniper.

Sniper is satisfying but slow. Crossbow is very unique, you really have to put yourself in the role. A knife/traps build is very stealth-reliant, and maximizes advantages from high dex.

You should try a stealth/high-dex build (Assassin / SMG commando) or stealthy Crossbow for a different experience from Psi.

68
General / Re: Struggling on expedition beach defense 2 (spoilers?)
« on: August 11, 2019, 11:48:17 pm »
Basically, Professor Oldfield is paying for Aegis security's drug habit.

69
General / Re: Struggling on expedition beach defense 2 (spoilers?)
« on: August 11, 2019, 11:46:20 pm »
HulkOSaurus, that's almost exactly what I do.

I had a grenade / SMG character. So she would start near the middle, but closer to the left. Before the fight starts, hit at least one LZ with a gas grenade. Then, when the enemies emerge from the boat, I used napalm on the leftmost boat to keep them busy, then sprint over to the right-hand LZ.

The Naga is usually engaging enemies there at that point, so I tag-team with the Naga. Let it absorb nets and poison bolts and stuff, and weave in and out using various grenades and peppering everyone with bursts, which also suppresses them. At a high level, my character take down multiple enemies while bursting 4-6 times per turn. If you aren't strong enough, retreat and draw the enemies into the plasma turrets.

By staying in the centre, and centre-right, between the two right-hand boats, you can attack people emerging from the right-most while drawing people from the other two within range of the turrets. Lots of people were coming from the left boat to catch me, and getting gunned down by turrets.

The Aegis people, of course, do nothing most of the time. I don't even know how they are running down supplies, since they don't fire at the enemy 90% of the time, or get injured much. They just congregate near their turret, line up, and stay out of range of the enemy. They take combat drugs that expire and leave them tired before they even see the enemy. Honestly, supply depletion should correlate to how much the Aegis security actually fire at, and receive fire from, the enemy raids. Because they just loitered most of the time.

70
General / Re: Abyss Zero Station L2
« on: August 11, 2019, 11:39:05 pm »
It's the Blistering Shores research facility, was that L12? Can't remember. I think I had to go through a few native areas to get there, but not too many. It's not hard to reach, just a little convoluted.

You must visit that facility before going to the Abyss.

71
General / Re: [Spoiler] Expedition - How does it track time?
« on: August 11, 2019, 11:35:26 pm »
I should mention that I heavily dawdled in completing the Expedition questline.

I went and did Dude's whole new questline some time after rescuing the Professor. And I grinded shops for more stuff, A LOT. Like, I made about 4 rows of grenades in my inventory, for example. And made multiple unnecessary trips to the fetid swamps because I was looking for routes into the technology centre and other stuff.

So if I had just beelined the Expedition quest, I may not have run supplies down so much in the first place. I didn't run out by the end of the campaign, since the Professor was there to greet me.

72
General / Re: [Spoiler] Expedition - How does it track time?
« on: August 11, 2019, 11:32:34 pm »
Okay, so it's almost like the "running out of supplies" bit is just an in-game way of tracking your progress in the Expedition questline.

As long as you are not abusing supplies (like giving them all away to the pirates), the amount just slowly trickles down, until they are critically-low by the time of the last quest.

I responded to every invasion mission (there were like 8 of them) and only 2 people died on my watch. By the end, there were 25 people, almost no supplies, and almost full jetski complement. [I guess jetskis don't deplete as quickly as other supplies, if you don't give them to the pirates.]

There really should be a quest to get more supplies for the Expedition, though, if you are willing to. In Fallout, you could buy water from merchants to extend the water chip quest timeline. (It even had the consequence of speeding up the mutant invasion of the vault, because they would learn your location more quickly).

73
General / Re: [Expedition Spoiler] Ghosts?
« on: August 11, 2019, 11:28:12 pm »
Don't disturb anything in the boneyard. Touching graves / taking stuff (anything, really) upsets the ghosts. So just leave stuff alone and beeline for the hoists.

74
General / Re: [Spoiler] Expedition - How does it track time?
« on: August 10, 2019, 04:24:05 am »
Then why does the expedition slowly run out of supplies?

It's almost out, and I only recently cleared out the Security Centre / Health Centre for the Professor.

I've responded to every invasion of the island, so I haven't been neglecting them.

75
General / Re: Abyss Zero Station L2
« on: August 10, 2019, 04:21:04 am »
Do you have to go through the village to get there?

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