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Topics - A_Clever_Monocle

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31
Considering how most unique weapons have a particular strong point I feel like the needler should make the ability passive so that you can use it soley for special bolts.

32
Builds / Need a list of cutoff points for support skills
« on: November 22, 2019, 11:04:53 pm »
Trying to optomize my build an I want to know what the hoghest skill checks are for all of the respective lets just call them acess skills. (Hacking, lockpicking, mercantile, bio chem, mercantile ect.) Basically I want the ability to weigh the benifits of those skills I also have a post about a crossbow build on the forum but this topic feels like it should be seperate.

33
Suggestions / Pistol frame Sicaris (revolver/handcannon)
« on: November 21, 2019, 08:06:13 am »
The pistol frame is a revolver and the barrel size determines capacity in addition to ap cost.

7.62 holds 7, 44 holds 6, 12.7mm holds 5, and short shotgun barrel holds 3.

can use scopes but cannot use rapid reloaders or extended magazines.

Ap cost of reloading is doubled for this frame

Has a higher base damadge when compared to other pistols

Small damadge spread

Bonus to precision

110% crit damadge bonus

9-10% base critical chance



34
Builds / Crossbow, psi support, and point shot build. (Advice needed)
« on: November 21, 2019, 07:22:33 am »
So I started out going for a versatility/chem pistol/deadly snares build that used psi buffs that required almost no investment. I found out that I HATE chemical pistols but love electroshock pistols (that aimed shot crowd kill potential amiright)

So I decided to scrap that perused the wiki and decided to do the same build, drop chem pistols and go for crits and maximum actions per turn)

The core items of this build are the jkk tactful jacket, goggles of your choice, tabi boots (best you can buy) and the bolt quiver.

Starting stats are

S:3
D:2
A:7
C:3
P:10
W:3
I:7

core feats are

Aimed shot
Versatility
Point shot
Critical power
Both Psyco temporal feats
Psi empathy
Premeditaton (you can probobly ditch special tactics and take up electrokenisis instead)


I will be ignoring deadly snares and am not sure whether I should take opportunist as I dislike the playstyle.

As for skills


Guns to 25 for point shot then let versatility take care of the rest

Crossbows max out

Dodge and evasion as defensive stats

Mechanics and electronics are your core crafting stats

Both biology and chemestry are mildly important but probobly not essential.

Get temporal to 55 for the free ap and mp

Get psycokenisis to 30 or 45 for electrokenisis and electokinetic imprint respectively

Lockpicking and stealth as utility (it migt be possible to fit hacking and or mercantile idk)

As for throwing you know the drill.

I still need help filling in the rest of the build (for example, how reliable is ambush with the update changes)

And how do I get the most out of crit chance and is it worth pumping the specialization for recklessness?

35
Suggestions / Moving to core city sucks (mover bots and stash boxes)
« on: November 20, 2019, 06:14:15 pm »
So just started a new charicter a week ago and once again begins the arduous task of moving all of my stuff to my house in core city.

There is also that robot at the battery recycling plant (his sacrafice will be remembered)

What if we could have a dedicated stash locker (it would just say stash or something instead of locker) and the bot could move items between lockers (with the time it takes for a shop refresh of course) for a set amount of weight and at the cost of one of those giant batteries

Another option would be to have core city housing do it for a cost.

36
As far as buffing throwing kives goes I see a few ways to do it

-Reduce base ap cost (bandaid solution that doesnt adress problem but is nice)

-increase base damdge

-have throwing knives operate on a different scaling rules that exponentially improves damadge with a high throwing skill

-give throwing knives a 20% crit chance

-give throwing knives a VERY high crit multiplayer ( 500 to 1000% high) and make them unaffected by critical power

-have throwing knife crits ignore armor entirely


An armor suit, learned feat, or belt that does theese things would also work

For all of the great feats they have both throwing knives and pistols have they sure seem to get the short end of the stick.

37
Suggestions / Sugestions for uniques in general
« on: November 17, 2019, 07:14:09 am »
So the combination of expedition and the core city factions update added a Lot of unique weapons and items but there are some things that i feel are missing

1st is that there are some catagories with no unique items (tabi boots come to mind, also not a single unique i.e. one of a kind belt exist s as far as I know)  I would sugest something dancer themed for tabis and a bat themed belt that offers an additional slot over what would then be its inferior (and obviously less cool counterpart)

2nd is that the factions update added more uniques or more specifically uniques that offer truly unique bonuses to certain weapons/feats (that jkk one) it would be great to see some uniques that are make or break for builds

Lastly is the issue of unique items being generally under powered so much so that you would have to be derailed to use them when crafting exists.

Maybe add some sort of small questline that lets you either gain a feat that buffs the stats of any unique weapons you use by a percentage(that is based on your level so it scales).

or that opens up a way to permenantly improve unique items by using money, some new item (or hell maybe oddities), or just offers a limited number of upgrades fir the playthrough



38
Suggestions / Suggestion: The connoisseur a mysterious merchant
« on: July 29, 2019, 07:36:29 pm »
A merchant of fine taste with the finest selection  searching for the rarest and most unique items in all of underrail in order to complete his collection
-occasionally appears in Core city

has a somewhat strange way of speaking

-Only offers components of quality 110 and above
-add a mechanic that allows extra oddities to be stored and sold to the connoisseur
-will always buy oddities and unique(purple) weapons/items
-will occasionally buy Rare (blue) items
-is stealthed by defualt
-has less items when compared to other merchants
-The connoisseur can increase the damage and quality of unique weapons in exchange for charons, other unique weapons, and oddities
-maybe make an RE4 reference with some lines

Sells unique weapon Wristbreaker a 12.7mm revolver with the possibility of causing the cripple status effect on the user in exchange for absurd stopping power






IE

hawking his wares (Static dialogue)
- "I've got a selection of good things on Sale... Stranger"

-Heh Heh Heh

Closing the conversation
-Come back any time



dialogue options

-1 What're ya Sellin (Barter)
 
-2 I have something that might interest you (Sell oddities)

      -response: Ill buy it at a high price

-3 I'm an Avid weapon collector myself (service/refurbish/enhance unique weapon)

-Take care (leave)











39
General / Cant seem to find rapid reloaders
« on: July 26, 2019, 10:14:08 pm »
Is it just me or did their appearance rate in shops decrease to almost nil

40
Suggestions / New Veteran Feat: Advanced Weapon handling
« on: July 26, 2019, 06:04:25 am »
Forgo The Basic Stat requirements of a given weapon type ie. Strength

Can only choose one feat of this type (this feat essentially allows dex users to forgo strength requirements for a given Class of weapon SG/AR/SR/Machete/Spear

good for dex users who want to branch out into another weapon type in the endgame


41
Suggestions / New Feat: Chemical Warfare
« on: July 25, 2019, 07:03:35 pm »
This feat affects improves the dispersal rate of gas grenades making it so that they only need 2 turns or 3 seconds out of combat to disperse the payload and the gas lasts 2 turns longer, and reduces their cooldowns by one


specializations
-improved  speed of dispersal in combat by (0.5 per point) (2 ranks)
-reduce cooldown (0.5 per point) (2 ranks)
-more persistent gas (1 turn per point) 3 ranks

42
Suggestions / Boomerangs! (also a spear throw suggestion)
« on: July 22, 2019, 02:06:46 am »
some new thrown items might also be a good idea: how about a boomerang make it a craftable utility that is affected by all the same perks as knifes boomerangs can be thrown with a cooldown of one turn (they need to return to the player) and are crafted as a permanent weapon with their own set of stats

boomerangs are a light weapon and are thus affected by dexterity ap cost reduction

boomerangs suffer accuracy penalties at close range

boomerangs can target enemies around corners
 
boomerangs would be affected by benefit from all throwing knife feats (except for pinning) split spare allows the boomerang to hit an additional enemy   

boomerangs have the option of being crafted with an energy core and another component such as an electroshock generator or a lens 
-the motion tracking lens increases hit chance
-seeker lens increases critical hit chance
-The smart lens allows the boomerang to ignore a set amount of mechanical dr/dt
-the adaptive lens provides a flat ap reduction
-electroshock generator is the same as on knives

Unique boomerang: The Wingshtick "hey that's my shtick" unique boomerang that targets all enemies in an area


If it doesn't already it might be a good idea to make the spear throw feat be affected by the weapon and certain feats ie. dexterity reduces cost fatal throw works on spears spear throw damage is modified by BOTH throwing and melee

43
Suggestions / Suggestion Stealth and Smoke rework
« on: July 04, 2019, 01:25:24 am »
In under rail stealth becomes largely irrelevant in a fair portion of the mid to late game fights you find yourself getting into, unless you are able to CC eveyone in the area and eliminate them your options for restealthing or fleeing can be very limited so I thought I would suggest some items to add to your escape options

Smoke Bombs and pellets
coal was something recently added to the game, make smoke grenades with coal, starter mixtures, and thin grenade cases and only requires 15-25 chemistry Smoke bombs last 10 turns and cover a 10 x 10 area One batch produces 3 just like any other gas grenades they have the same cool down as flash bangs

smoke pellets are like smoke bombs but affect a smaller area 4x4 or 5x5 these have a shorter cool down as opposed to smoke bombs and are produced using capsules coal and starter mixture with a chemistry requirement of at least 35 


both smoke bombs and smoke pellets are affected by the throwing stat
Standing in smoke adds a suffocation and an obstructed vision debuff as well as a buff called obscured when these debuffs reach 1 stack the enemy will be unable to see what is going on around them but can still hear, obscured is a buff that will make the enemy's considerably harder to hit  at 5 stacks enemy will take a set amount of mechanical damage until they leave the smoke cloud, and will attempt to leave (thus offering more options for nonleathal runs)
 
anything standing in smoke is considered to be in complete darkness including the player
Smoke does not unstealth enemies that are stealthed when it is thrown near them



feats  1 new feat plus changes
Fire Fighter (New feat): Player is unaffected by the effects of smoke and enemies can no longer be obscured
Opportunist: Enemies in smoke are considered as slowed for this feat
Spec Ops: now effects smoke bombs and pellets
Interloper: now has an active ability in which smoke pellets can be used to re stealth on a cool down
Ambush: Smoke pellets and bombs can be reliably used to create a darkness zone for the player and prevent detection
Grenadier: has the same effect on smoke grenades as flash bang grenades  but does not effect pellets
Cutthroat: will not break stealth if done from smoke so long as target will die
Snipe: Crossbows will not break stealth from smoke if target dies instantly, when used on sniper rifles stealth will be broken regardless



44
Suggestions / Unique weapons suggestion thread
« on: July 04, 2019, 12:31:26 am »
Post your own Ideas for unique weapons down below Here are a few of my own.

Flashlight: laser rifle (also a reference to the infamous laz gun from the war hammer franchise) affected by both energy pistol and AR perks (Flavor text "Soup warmer used by an unknown military power")
The Shining: unique machete (icon is a bloody hatchet)(flavor text says "here's Johnny")
Siphoner/crocadile knife: machete or dagger (referece to crocadile dundee) (Flavor text : "now this is a knife")


45
Suggestions / Strengthen Unique weapons
« on: July 03, 2019, 10:54:59 pm »
It just seems like a bit of a waste that the unique items are very rarely powerful enough to be considered for anything past the mid game, I would really like to see the possibility of strengthening those unique or old world weapons be it through crafting, a feat or a special NPC

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