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Messages - HulkOSaurus

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61
Builds / Re: What to take with Thought Control
« on: August 30, 2020, 10:32:30 am »
They overlap somehow in that regard, although I wouldn't use them in that capacity.

Sixth Shell and Leading Shot make single fire Tactical Shotguns very potent even at 10 Per. With only those two Perks they become economical, can deal with most of the enemies in the game and are also very consistent. You can use mostly 20p ammo.

AR mostly for Concentrated Fire, Commando and Full Auto. Single Fire at longer ranges won't be anything to write home about, but you will be able to take cover so the added flexibility is much welcomed. Burst fire is where things get interesting as you will be able to eat things like Naga Protectors or soften down crowds of enemies. 

62
General / Is there any particular reason Katya's dog are hostile?
« on: August 30, 2020, 01:51:58 am »
All of the pirates are allies except Katya's dogs. I can trade with her no problem, it's just her bulldog is red for some reason.

Is there any particular reason for that or should I post it in bugs?

Speaking of which, the NPC bouncer in the waterways barge bar was also aggressive for no apparent reason - just didn't think much of it.

63
Suggestions / Re: If the Ferryman moves in the mean time :D...
« on: August 29, 2020, 04:21:59 pm »
Pretty much thought that, as well. It's part of the game, alright. It's just that after a relatively long week you want to sit down and play some on the weekend, but there you go - another detail.

64
Suggestions / If the Ferryman moves in the mean time :D...
« on: August 29, 2020, 01:54:53 pm »


I don't know if something like this can be, or should be fixed... but just putting it out in any case.

If you park at the Ferryman's but he moves in the mean time you'll end up stuck :D.

PS: any help appreciated, btw...

65
Builds / Re: Psy Assassin (aka Shinobi) viability check
« on: August 29, 2020, 01:48:50 pm »
I wouldn't take that build on DOMINATING.

66
Builds / Re: Psy Assassin (aka Shinobi) viability check
« on: August 29, 2020, 09:44:08 am »
What difficulty you want to play this at?

67
Builds / Re: What to take with Thought Control
« on: August 29, 2020, 12:09:49 am »
10 % is not that much. There's not only a Perk that can deal with that but also a number of items which will push Psi cost way under base cost.

68
Builds / Re: What to take with Thought Control
« on: August 28, 2020, 05:41:34 pm »
Metathermics and Assault Rifles would be a decent choice. You can also pick Shotguns with just a couple of perks.

This is mainly due to both AR and Shotguns being quite easy to use without being heavily invested into allowing you to have decent Psi along the way. Having some Throwing Skill also helps.

69
Suggestions / Hardcore Mode
« on: August 27, 2020, 12:40:14 pm »
This is something I find fun to think about more than it's a suggestion, but I guess I should put it here, nonetheless. :)

Hardcore Mode. You set the lives you want to play with - 1 to 10. This is essentially how many times you allow yourself to die and reload. You can only save in places like SGS, Core City, ect., and the game keeps a log with your deaths plus you can add notes to each. Whoever beats the game with 1 life gets the Ultimate Hardcore Dominating Achievement(although I guess you can cheese that with backup save files...). And we also get to share our ridiculous failures like failing to land a Throwing Net on a frozen target, ect.

70
Development Log / Re: Dev Log #3: Real-time 3D Models
« on: August 26, 2020, 08:47:09 pm »
I hope the game will retain the ability to turn combat speed up. One of the things I greatly appreciate about Underrail is that its combat animations can be very quick, leaving more time for the important stuff.

This is coming mostly from the (strange)phenomenon that isometric RPGs that go 3d generally reduce combat speed to a crawl at the cost of not so good combat animations.

71
Okay, so I've added defensive perimeter to the warehouse. I'm still experimenting with how large this perimeter should be. Currently they're just defending the room, but if the player takes the battle outside then they get clumped up at the entrance where they have a limited line of sight and are an easy target for grenades. On the other hand, if I allowed them to walk up to the sandbags, they can cover a wider area, are less clumped up, but are also more exposed to enemy snipers and sneak attacks.

I think it's generally preferable to funnel the enemies through the entrance and keep your allies inside, but I'd like to hear your opinions as well.

Well - I personally never take the battle outside of the sandbag perimeter. Maybe after all I am not the best person to ask about this because I play quite heavily with no reloads, and therefore quite safely. People do have vastly different play-styles after all. I now realise how difficult it is to gauge something like that when you have so many difficulties with so many possible play styles.

1. The agent could give a warning to the player that they will be protecting the room and that they do so out of safety. There could even be a bear trap or two around to better indicate that, maybe give the player the... ahem, ''right'' idea.

2. This will never happen, but it's fun to think about it :) - the agent asks the player how they should tackle the situation. We charge them at first sight, gun-ho style, or we barricade ourselves in. 

72
Suggestions / Re: HE mine needs a buff
« on: August 22, 2020, 07:58:53 am »
While I wouldn't mind a buff to them, HE's advantage is that their damage is consistent in their entire AOE. If you want more damage to a particular target it's true that Frags would outperform. But when the enemy is spread out HE still has some uses. They are also quite good versus humans in heavy.

73
...

You and Tamior are both meta slaves... just use a little imagination when playing this game.

74
Suggestions / Re: Remove one tile of Mutagen Gas in the Drone hideout?
« on: August 07, 2020, 08:55:46 pm »
https://underrail.com/forums/index.php?topic=1566.msg30430#msg30430

Items
Biohazard suit now provides full protection from a certain very, very bad gas

You can try to "deliver" a biohazard suit using the item duplication cheat to get out of the base.

Thanks, man. Completely forgot about that tweak... even though I read it.

How can I do that, btw?

75
Suggestions / Re: Remove one tile of Mutagen Gas in the Drone hideout?
« on: August 07, 2020, 01:41:54 pm »
Yeah, looks like you're trapped. It's best to try from the last save, or if you don't, you can use cheat engine to teleport yourself over the barrier without walking through the happy gas. I can do it for you if you can send me a save file.

I only play with one save per character so that's the save right there.

Man, it would be really awesome if that can happen, thanks for suggesting. I haven't ever used cheat engine - only heard about it - but it if you could give me a hand with that I'd appreciate it. Is there a convenient way for you to get a hold of the save files?

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