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Messages - Tamior

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46
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 02, 2020, 04:43:01 pm »
Except that they didn't wipe the drones out completely. Mutants aren't some mindless creatures, as shown in the expedition; they are capable of organizing themselves and - obviously - fighting. Who knows what exactly survived that attack - after all, the main feature of the mutagen is that it's so unpredicatable. So yes, the CAU is incompetent.
By exactly the same logic, ANY way of dealing with FD has potential to backfire. But as a matter-of-fact, it hasn't. So CAU HAS achieved their immediate goal.

And what message does this action send to the civilians of Underrail, pray do tell? We've managed to destroy the drone hideout. Btw, the Underrail passages are now inhabited not only by random gangs of various lowlife, but also by dangerous mutants. You're welcome.
As if CAU views infestation of non-allied territories with dangerous mutants as a BAD thing. Hint: they don't.

As for lacking any real knowledge about the protectorate, this goes for the CAU too. You can try to explain their existance through the drones, but the protectorate could be lying through their teeth about the extent of CAU's activitites and targets, and you wouldn't know any better. It might be that the drones are not even their main target. What are the experiments on the mutant bodies in the junkyard for, for example?
No matter how bad Protectorate is at it's core, actions of FD legitimize the existence e of CAU.

47
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 02, 2020, 11:11:08 am »
Oppressive rule with Iron fist but alive, relatively safe and fed.

I'm interested to see evidence of CAU being incompetent. I always get the impressive from talking to npc within Fort Apogee that CAU is effective but outright evil.
Living under an iron fist regime is not safe. You just don't hear about the evil that happens unless it happens to you or someone close to you, because the information flow is tighly controlled and censored, so most of it you learn by word of mouth. (I'm from the Eastern bloc myself and old enough to have experienced both communism and democracy.)

And the protectorate quest shows that they don't give a damn about the safety of UR citizens either. They know exactly how volatile and dangerous the mutagen is, yet they choose this weapon to attempt to destroy the drones, despite the risk it poses to civilians in Underrail. Why would you put civilians at risk (the drones hideout is right next to Rail Crossing, from what I remember), when a few dreadnoughts would do the same job? And the CAU don't even manage to finish the job properly, because you will meet FD mutants afterwards, which means some survived. (Now wouldn't it be ironic if someone in the FD would end up with the same mutation as Wyatt in the junkyard?)
So yes, that's being incompetent in my book.

CAU achieved exactly what they wanted too: completely wiped out FD cell in a way that "sends a message". Collateral damage to non-protectorate assets and personal was never an issue.
Thus, no, they are not incompetent. They did exactly what they were sent to do.

And, again, CAU draws it's legitimacy from the actions of FD themselves. The two literally enable each other via their methods.

As for Protectorate being "iron fist regime that's not really safe ", that's just an unverified assumption without some actual statistical data comparing protectorate-run territories to their neighbors.

48
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 02, 2020, 10:59:31 am »
Protectorate is just a government. As any government, they have both authoritarian and more democratic tendencies. However, what you really need to understand here, is that the *really bad* tendencies in protectorate (i.e. chemical assault unit) exist and flourish specifically because free drones exist and do what they do. Essentially, free drones are the reason for chemical assault units continued existence.
Consider how incompetent the CAU is I doubt it. I find it more likely they try to be the next biocorp, but they lack the brainpower to achieve this.
Protectorate isn't trying to be biocorp. Like, at all. They formed and exist literally as an internal rebellion against second biocorp.

49
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: January 01, 2020, 12:48:24 am »
 Protectorate is just a government. As any government, they have both authoritarian and more democratic tendencies. However, what you really need to understand here, is that the *really bad* tendencies in protectorate (i.e. chemical assault unit) exist and flourish specifically because free drones exist and do what they do. Essentially, free drones are the reason for chemical assault units continued existence.
Protectorate can be changed/improved, but the change needs to come from within and through more democratic means. What free drones are doing literally just promotes the worst in protectorate and perpetuates the cycle.

50
General / Re: A few questions about crafting
« on: January 01, 2020, 12:26:01 am »
Regarding crafting feats, check this thread out:
https://underrail.com/forums/index.php?topic=5078.0

51
General / Re: Can't apply for gauntlet
« on: December 19, 2019, 12:28:17 am »
Just double-checked.
You CAN do gauntlet after killing chem agent.
Just don't forget to talk to the guy who arranges fights IN THE ARENA about getting access to gauntlet.

52
Suggestions / Re: Saving should be disabled in the under-passages
« on: December 17, 2019, 06:11:38 am »
How about adding a option at the start of the game where you can choose if there is a ironman mode or not.
And what would that entail, exactly?
You are already at the liberty of not reloading saves if that's what you want. Making it "official" hardly seems to change anything.

53
Suggestions / Re: Saving should be disabled in the under-passages
« on: December 14, 2019, 02:49:08 pm »
well, a real, cool difficulty setting could in fact be able to save only in "safe places"...
Just play with permadeath. Saving would be a non-issue. : D

54
Got to lvl 20, finished arena fights.
Fun fact: for literally every fight I managed to craft equipment that made it impossible for the enemy to kill my character on the first turn irregardless of RNG.
Carnifex tanking tests, for example: https://www.twitch.tv/videos/519712403?t=12271s

55
General / Re: Is Mercantile Worth It?
« on: December 10, 2019, 10:21:05 am »
One other thing: back in the days when mercantile was considered not-so-good economy was the same on all difficulties.
Today merchants only pay you 50% the "normal" price on hard and 25% on dominating. That alone makes mercantile much more desirable, as money actually ARE tight on higher difficulties.

56
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 09, 2019, 02:56:11 pm »
tbh, most players plays by knowing already how many enemies and what kind of them they can find around, so after the first run, you get a great advantage from that. As i said elsewhere, based on the game mechanics, there are areas in wich you simply have either to know the enemy, or you need to reload.
You yourself later on point out that going into a new zone in stealth is also a perfectly viable third option.

The point is: if i have to make a build only to beat dominating if i don't want to reload, then there's no more "difficulty" added, it becomes all specific to what you need to do to win, it's like a chess game where you already know all the enemy moves, pretty easy.
Eh?
1) You can start playing on dominating with limited reloads well before you've "seen every location" in the game. And whenever you go to a location you haven't seen (or don't remember), you know nothing about it ahead of time.
2) Even in locations you have seen before, enemy position, turn order and actual actions they take vary greatly. It is like chess in that you know how pieces can move, sure. But in no way you "know all the enemy moves", not even close.
3) They are plenty of actual random elements in the game (initiative rolls, actual hit and damage rolls, equipment you can find, random encounters, random dungeons, etc, etc).

57
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 08, 2019, 02:31:31 pm »
tbh, most players plays by knowing already how many enemies and what kind of them they can find around, so after the first run, you get a great advantage from that. As i said elsewhere, based on the game mechanics, there are areas in wich you simply have either to know the enemy, or you need to reload.
You yourself later on point out that going into a new zone in stealth is also a perfectly viable third option.

58
General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 07, 2019, 08:29:14 am »
No one is really of the opinion you shouldn't reload (on dominating, or any other difficulty, for that matter) if you feel like it.

The argument is that comparing builds without accounting for how "reload-heavy" they are is a bit besides the point, as with enough reloads you basically bypass a huge number of mechanics in the game (initiative rolls, random crits, random misfires, stealth, etc, etc).

59
Suggestions / Re: Make Neurovisual Disruption actually useful.
« on: December 04, 2019, 04:15:50 pm »
Well... I will be honest, I use Neurovisual Disruption. I like it. 
But why use it when you can use mental breakdown instead?

Although I have to say that making it non-hostile action sounds kinda nice. Where would you use it if it were so?
Anywhere where I'm trying  to sneak by someone initially non-hostile.


60
Suggestions / Make Neurovisual Disruption actually useful.
« on: December 04, 2019, 09:33:54 am »
Neurovisual Disruption is completely redundant right now: anything it can do, mental breakdown can do better.

A simple fix here would be to make Neurovisual Disruption a non-hostile action (unlike mental breakdown).


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