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Messages - Shredded Cheddar

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16
General / Re: Skinner and gun nuts in 2019
« on: November 24, 2019, 06:29:51 pm »
A while ago Styg nerfed infused leathers so that

1. you can't get as high quality leather as you used to. There is now some kind of cap on the leather quality based on super steel quality - you can't really go above 160. Before it added quality based on the base leather and the super steel, so high quality ancient rathound leather + high quality supersteel could get you to like 180+ quality leather.

2. Infused leather doesn't scale linearly at high quality levels. It sort of tapers off.


Before these changes I would've said skinner is good for a lightly armored fist fighter because it could boost your main weapon, armor and boots all by a significant amount. Now IMO it's next to useless. Gun nut is just bad and always has been. Maybe if it boosted lower range by 15% also it could be just ok, but as it is now - badddddd.

17
Bugs / Re: npc sight range longer than the players
« on: November 23, 2019, 01:07:29 am »
Yea, I don't know if this is a bug or not but it happens. I am pretty sure when npcs are aligned they share vision on the map so that's why the snipers can shoot you when they're out of your sight range. Not a dev so idk tho.

18
Builds / Re: Strength and Evasion are underwhelming
« on: November 08, 2019, 09:44:14 am »
IMO strength should reduce armor penalty each point after five similar to other stats. Even something as little as 2% per would be significant, as a character with 18 str could have 18-5=13*2=26%

26+ 15 (nimble) + 10 (bodyweight training) could nullify 51% armor penalty - either totally cancelling heavy leather with high density foam padding + metal helmet, or just use metal armor without being slowed to a crawl / unable to use stealth.

I also think that there are only two feats (one of which requires (DOUBLE TAKE) nothing) to obtain this reduction and I find it kind of weird considering how punishing armor penalty is and how dogshit metal armor is until you can craft late game high quality supersteel or tungsten that blocks almost everything....

My thought on con is just reducing damage taken, the amount in the percentage for all damage types - it makes sense, it's flavorful, and considering how much this game flavors glass cannons it would do quite a bit to balance gameplay types. Obviously this one needs humungo testing since every creature in the game has a con score.

19
OOOOK,

First off, you are NOT gonna be using the 7.6 marauder. terrible suggestion. If youre like me and drop 40 in bio( or you just end fights before they start since ARs have massive damage output) you will be swimming in adrenaline. that means most fights (or at least any difficult one) you will have 90 AP instead of 70. You should use a 7.62 hornet RR - dont worry about penetration thats why you have w2c.

this way you're dropping 27*3 = 81 AP for 3 bursts, + free burst from you 9MM AR (probably a muzzled scoped (of some kind) variant) - I usually use an AA muzzled chimaera or a high res muzzled chimaera, regaining+9 ap from commando specs, and then tossing out a nade + psi power from premed. TBH, if anything is still alive after this hailstorm, you're probably doing shit wrong. If you dont wanna use adrenaline you're looking at 54 AP for 2 bursts (plus a free one, + 9 AP for an additional 25 ap which fits nice with psi , nades + taser, reload, etc....

Aimed shot is dogshit for AR.

If you play your build right you'll never need a side-arm.

I consider AR the most powerful guns build (I have 1500 hours and 75% of it has been guns).

Dropping utility psi on top of it just makes the game laughably easy.....

As far as feats go AR is one of the most forgiving builds - take whatever you want as long as you take the core feats (commando, full auto, I think concentrated fire is way better on dominating than norm or hard) and thats basically it. Everything else is like totally optional.

Unless you're on dominating crits are basically gonna be one shotting mobs anyway so that 9 shots you just blasted on one dude, may 2 hit before he got eviscerated.

20
Suggestions / Re: Some ideas for feats for firearm pistols
« on: November 05, 2019, 10:02:42 pm »
lmao my AR build gets off 4 bursts at 9 shots each... just saying...

21
Suggestions / Re: Balance + Crafting + QoL Suggestions
« on: November 05, 2019, 10:00:15 pm »
@dddmemaybe

You start your comment by saying that the health reduction for psi is actually really significant, but end the comment by saying that that in many scenarios psi builds never even get hit because they control the battlefield.

I agree that psi has way too many methods of control, but the health reduction is really not significant at all. Good psi players usually end every encounter without even taking a hit.

22
Suggestions / Re: Query to make Last Stand actually last 2 turns.
« on: November 05, 2019, 02:13:07 am »
Yeah man, I've known this about last stand for a long time and it has totally bugged me and discouraged me from taking it - WHYYYYYY would I take this when I could invest my points into increasing my damage and mobility and not get hit in the first place. IMO con and the con feats are totally underpowered in underrail. Combat usually happens so quickly that the meager defensive bonuses you gain from investing in defense are rendered useless in less than one turn.

Maybe con should also give you small amounts of damage mitigation like conditioning just from increasing it... Except for all types of damage. Like, if increasing con to 12 also gave my character 18% damage mitigation across the board it would actually be considerable on higher difficulties.

23
Suggestions / Re: Some ideas for feats for firearm pistols
« on: November 05, 2019, 02:04:28 am »
Creating a psi ability that only works with pistols just seems weird to me.

I think that if you want to make a powerful pistol feat it should have to do with dex, per, and guns, and nothing else. This suggestion basically makes all pistol builds required to be psi as well.

I find psi to be extremely overpowered, so I can't support a suggestion like that. IMO the problem with pistols still has to do with the base stats of pistols - they offer too low damage, crit chance, crit damage etc. for their AP cost, even with extremely high dex. I think this partially has to do with the fact that you need to pump two stats to make pistols effective opposed to one - per and dex, as opposed to every other weapon where you really only need one stat to make it effective. I still think that there is something wrong with pistol balancing on an item level moreso than a feat/character level.

24
Suggestions / Re: Balance + Crafting + QoL Suggestions
« on: November 05, 2019, 01:57:08 am »
I will take this point by point

BALANCE

- hate this, why are we putting an arbitrary limit on player freedom? if i want to carry 100 bear traps with no skill and drop them all over the place, so be it. I dont see any reason that we should put an arbitrary limit on what the player can do. Bear traps require 0 traps for a reason, and are easily spotted by any sentient enemy if used in this way, so I don't see this as gamebreaking. If you want to make a massive field of beartraps go ahead, and pick them up afterwards which will probably take a few minutes. Sounds tedious and unfun, but Im sure somebody does it.

- also disagree, why should bear traps ignore mech threshold? Is it unrealistic to think that an armored giant beetle would have the armor to resist a bear traps damaging effects, but not be able to escape it for 5-10 seconds? these things snap shut using a springloaded mechanisms, I dont see any reason why somebody's armor couldnt block the damage but the bear trap still keep them immobilized simultaneously. And if you weren't pierced by the bear trap why would the poison apply?

-no problem with this

- I like the idea of nerfing psi, but this also doesnt really make sense. so the more I know about how to use my mind to manipulate the world around me, the less effectively I can do it? UGH

- I agree, cold resisntance is basically a dogshit useless state because nothing threatening applies it.

CRAFTING

-I always like QOL shit

-Agreed, I think this is weird also

-People been asking for this for a while, and also to coat your knife in your hand with poison, which while I think it would be a very flavorful addition to the game, doesnt really make a difference because poison is mainly used for humanoid organic targets, which is what knife builds already specialize in killing. I do think it would be cool to be able to apply poison to weapons on the fly instead of while crafting.

- Bump

- Weird thing to ask for, and it makes 0 sense for it to do 100% electrical damage, why didnt you suggest 50/50 mech/elec? OR EVEN BETTER - it does 100% mech damage of a regular throwing knife plus the electric discharge, after all it requires more components and batteries to even make these things, why should the be on par with / not as good as regular throwing knives, they should be better just like 5mm shock bullets are better than 5mm standard.

QOL

- yes pls

- eh, this is QOL but I think it goes against stygs vision for the game. Up to him. Maybe if you keep Old Jonas's watch instead of giving it to him this becomes available?

- Personally I would like this because I hate wasting 20+ minutes grinding super steel when I really just need some decent quality plates in the midgame

- Yeah, the number of times i misclick and get myself killed in combat is absurdly high, and was also extremely frustrating when I was doing Ironman runs in the past, I agree that combat movement could use some slight refinement.

25
Bugs / Re: Info for Abram quest bug
« on: November 05, 2019, 01:36:54 am »
Guy, read the text. He literally says "Kareem has your money"

26
Builds / Re: Strength and Evasion are underwhelming
« on: November 05, 2019, 01:35:37 am »
Lol, I find this post hilarious.

First off, I find evasion to be about 2x more useful than dodge because of the aoe damage reduction as well as the fact that distance, lighting etc. affect ranged thc, where in melee none of that matters. This makes it so that even with a meager 6 agility evasion is still useful on hard, and arguably dominating, while dodge is almost completely useless with that agility score (esp. on dominating).

To address the strength thing, you're basically totally wrong. Go use a sledge with only 8 or 9  strength and even late in the game you wont be 1 shotting shit and all you get is an infused rathound leather worth of crit chance.... Meanwhile if you pump strength to the max you will literally be crushing skulls in one shot on non critical hits, so you can bash through 3-5 enemies per turn, which IMO is quite respectable when you compare the efficacy of sledges to, for example a shotgun burst or AR hail of bullets. This shit is near silent on top of that, so if you have the MP you can bash whole squads in one turn without alerting anyone.

The whole point of strength vs dex is to empower your strikes vs. getting a flurry, I think it is fine the way it is implemented. And in my opinion, the high STR sledge kinda shit im talking about actually shines on dominating runs because you're not over killing your enemies by 200% anymore, you actually need that damage to put em all down.


27
Builds / Re: An Average Explanation of Outstanding Psi Builds
« on: November 01, 2019, 11:53:16 pm »
Hi Kilgore Trout,

I would recommend investing in Locus of control duration & CD, Premeditation CD (and psi reduction if you'd like), and after that free reign. Those are really your most powerful abilities as a full psi user.

Another good option may be future orientation, but TBH I haven't even taken FO on a character because Ive been running hybrid psi builds and the increased AP cost is not appealing to me since I want to use my spec points elsewhere on those builds.

Also, Idk how the math checks out but maybe thermodynamicity could be good for getting off an extra metathermics spell, you'll have to check for yourself

28
Suggestions / Re: Some ideas for feats for firearm pistols
« on: November 01, 2019, 11:30:06 pm »
I agree that firearm pistols need a buff, and I hope my constructive criticism will help you with further suggestions because I like the idea of your suggestions, just not the details :)

Personally, I think that pistols just need +25-30% crit damage across the board, as well as damage range tweaking, but with Styg mentioning he wants to change critical power I have no idea what will happen to crit based builds in the future, and pistols rely on crit probably the most out of any weapons, maybe tied with knives.

29
Builds / Re: crossbow/shotgun build advice
« on: November 01, 2019, 10:54:09 pm »
Hi Destroyer

I thought about making a build very similar to this just minus the crossbow parts, in order to get off 2 combat shotgun bursts per turn, for 2 turns. However, in practice, 1 shotgun burst on dominating, plus 2 shots from a regular shotgun tends to do the job just fine, and in the early game I simply use small-medium caliber smgs for unarmored targets and kiting / temporal distortion to deal with armored enemies. This saves you tons of money in the early game, and you can basically get to junkyard using very minimal supplies.

Also, due to leading shot I don't see why on your build you would want to drop 1 per, +1 dex and grab grenadier. That double nade the first two turns is ridiculously powerful with crafted nades. And if you decide to drop agi down to a reasonable 6 for sprint only, you could do something like have 10 con, or have 18 per, or whatever the hell else you wanted. It's just really hard for me to justify having agi at 13 just like its hard for me to justify con 12 - they unlock some pretty sweet expert feats, but over the course of the game the extra points elsewhere are just going to be so much more impactful. If you know what you're doing (and I know you do) you won't be taking much damage or evading anyway because you can alpha strike/disable basically everything anyway. And between sprint, tabi, PtC, jumping bean, you have more than enough mobility to shell everyone you need....

30
Suggestions / Re: Search textboxes
« on: November 01, 2019, 10:40:38 pm »
Agreed, Love it,  BUMP

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