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Messages - Duskmare

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16
General / Re: Which of the 3 factions should I work for in Core City?
« on: October 01, 2019, 05:21:11 pm »
Also I read something about getting locked out of alot of shit if I did something wrong with Abram in Junkyard I think, I can remember kind of what I picked but it's kind of hazy. What's the deal with that?

Uh, basically, if you turn Abram in to the protectorate it ends a quest chain that's super long and really interesting within the first quest of that chain. I guess same might go if you refuse to help him.

There's also a part later where another masked guy gives you 3 assignments. If you mess up any of them or don't complete them just right then the quest chain ends there. Essentially, look for the best solutions to the problems you're given and follow the instructions. They don't really hold your hand, so you have to think outside the box a bit to get the ideal resolution. For example, if you're tasked with solving the problem of an accomplice who was arrested and might rat out their co-conspirators then you've got a lot of options. You can kill them to keep them quiet, try to break them out, try to convince the judge to pronounce them innocent, etc. You have to pick the option that gets the best result. Also you have to figure out what your options are in the first place, haha.

So yeah. It's a good fun challenge but I suggest you save after being given the 3 tasks so that if you mess one up you can go back and do it again. You could also look at the wiki for each task after you've done them to make sure you did them right, then save before doing the next task. That would save you from having to do all 3 again if you got only 1 wrong. The wiki pages are separate so you shouldn't spoil anything for one of the other quests by looking at the page for a quest you've done.

Hope that helps. Trying to explain it properly without spoilers is pretty hard, haha.

17
General / Re: Which of the 3 factions should I work for in Core City?
« on: October 01, 2019, 05:00:58 pm »
Each one's main benefit is a shop that opens after so many missions. If you're not a crafting type then it's not as important (but pretty much every character should have some crafting because it's really powerful, haha).

The Pretorian Guard are your heavy armour gunners. So if you go for straight combat then these are your guys. They'll have gun components and metal for sale.

JKK are the spys and assassins. If you use a lot of stealth based skills and things like that then these are your guys.

Coretech are... the tech guys, surprisingly. They sell power cores, tech armour pieces and psi crafting stuff. (Personally I always go coretech because I can't stop playing psi characters, haha.)

As for story, I've heard that JKK is the most interesting but couldn't really tell you. They all end up at the same place with the best reward being given for completing the full quest chain. You'll only miss out on minor rewards, like a piece of generic equipment, and the stores for the two you don't side with.

18
I found a container in the base game with a 140 or so lockpick requirement. It was in the lurker tunnels at the very North Eastern corner. Never actually did get it open... Was planning to use one of those dexterity giving sandwiches to buff myself enough to manage it but never got round to it. So I can't say if it's got anything interesting in it or not.

As for hacking it's at least 130 effective skill before hacking devices. There's a computer terminal that has a 130 requirement in a text menu so you can't use a haxxor to buff your skill. It's somewhat important/interesting and story based so it's worth having that by the time you reach the end game.

19
General / Re: TEAM VACATION UNTIL SEPTEMBER 9th
« on: August 30, 2019, 03:19:34 pm »
You guys earned it. Enjoy!

20
General / Re: Dude question
« on: August 30, 2019, 03:18:25 pm »
For your original question, you can find the rifts before taking Juice but it's much harder. There's always a blue pentagon circle thing where a rift will be. (They've actually been in the base game long before this quest so you might have seen some in previous playthroughs.)

As for your supply of juice, you can bring Dude the ingredients and he'll make you some or you can ask him for the recipe and make it yourself. Making it yourself takes more ingredients though as a trade off for being able to do it on the go. You can also set up a supply chain to get Dude his ingredients and he'll also sell you Juice for a decent price. I seem to remember it was cheaper than a train ride, so a pretty good deal.

21
Suggestions / Re: Suggestion!(RC Cars)
« on: July 05, 2019, 10:19:07 am »
You DO realize such a RC scout would just completely trivialize stealth enemies (including crawlers, spiders, etc) and traps?

Not just "help" against them (the way googles that increase detection do), but COMPLETELY neuter them.

Are you assuming the RC scouts would have true-sight? I would agree that giving them true sight would be broken. They should work off the player's perception with some bonuses for things like using night vision lenses in making it. Maybe even other kinds of upgrades like heat detection. Plus, the drone should run in real time, so you'd be leaving your character open to attack. As for it being undetectable, I think it's stealth should be decided by the mechanics skill of the player making it, or on the parts used to make it. If you made it modular then you could even give it things like a stealth generator.

I don't see why a scout would trivialise traps... For one, you could say that it's too light to trigger them, so you couldn't use them to just run though areas you think are trapped if your character doesn't see the traps anyway. Secondly, traps are already trivial. I'm currently playing a character with 3 perception and almost no traps skill (he has a bit because of the synergies with lockpicking and mechanics, I think), and he sees traps almost every time. Once he finds a single trap I know there will probably be other, so I move slowly to make sure he sees the other traps as he moves.

So really, I don't think it would be broken at all.

22
Suggestions / Re: Suggestion Stealth and Smoke rework
« on: July 04, 2019, 12:47:27 pm »
Love this idea. Great suggestion. I would also suggest that the smoke, when thick enough, blocks sight through it even if you're not in it. So basically, you could throw smoke down a corridor between you and the enemies and after a turn (assuming it works like other gas grenades and slowly builds thicker gas pockets) it would block sight down that corridor. Another bonus to capsules could be that it releases thick clouds immediately instead of a slow release smoke grenade that might last longer and cover a bigger area but take longer to deploy.

I would also suggest that stealth characters, when moving through it, have to make a Con save every time they're affected by a 'suffocating' debuff to prevent coughing that reduces their stealth by a certain amount. Naturally, gas masks would remove the penalties for standing in smoke since they protect both the eyes and the lungs. Though you would still have to hug the edge of the thick smoke pockets to be able to see out through the thinner smoke pockets, otherwise you would be blinded by the surrounding thick smoke too.

If enemies see smoke then I would suggest they react to it like they do with broken cameras. They don't immediately turn hostile or know where you are but they come to investigate. Though, maybe not through the smoke unless they're wearing a gas mask. That way you could also use it preemptively to sneak through well guarded areas.

23
Another update. I actually had it on experimental instead of alpha. Tested it again to be sure and it works on the alpha version. Cyrokinetic orb hits appendages and main boss just fine. Though, for players of be base game without expedition it will still be broken.

24
Okay, I made some tweaks here. Once the new version hits the experimental, let me know how it's working out for you if you're still playing this build (perhaps in the Expedition).

Alright, I tried out the new build. Cryokinetic orb now works on Deep Worms, however still doesn't work on boss or boss appendages.

To me it seemed like the deep worms were now popping up in just a single grid square while the boss parts were covering multiple squares. Though I did also try hitting it with a cryokinetic orb from 2 squares away, to make sure it wasn't overlapping with the hitbox and that didn't make any difference, the spikes still went right through it. I tried it a couple of times just to be sure it wasn't an unlucky miss where the spikes went around it.

25
General / Re: Ventilation Shafts has a skill check? (spoilers)
« on: July 01, 2019, 09:16:45 am »
Just to note, I'm pretty sure the highest lockpick requirement for vents is 50. So if you can get there then you're set for vents.

Also I think the guy does bleed out if you don't bandage him as a doctor. I ran straight in, cleared the floor and got his girlfriend then when i left he was dead. So either it still ticks down while you're in another map or he's scripted to die if you don't heal him before going in.

26
Suggestions / Re: Arcade Machines!
« on: June 26, 2019, 10:10:52 pm »
Hmm, I think it would be a bit gimmicky. There are a few game that have done similar like System shock 2 and Fallout 4, but people rarely spend much time on the mini-games.

Plus, I loved the part where you get the option on a laptop to play a game, the only option is 'underrail' and when you select it it just closes the dialogue box, hahaha. I feel like if they added actual mini-games that sarcastic, self-aware option wouldn't be quite as funny.

27
Suggestions / Re: Need achievement and achievement name suggestions
« on: June 20, 2019, 07:47:22 am »
Stuff like this is what i think is missing in the achievement department.
Alot of people use achievements as motivation to replay through scenarios.

Having story line achievements and branching storyline achievements is something i would severely like to see added in the future

I second this. There should definitely be quest related achievements. I liked the earlier suggestions about completing specific quest lines and befriending certain factions. It's not really necessary for story missions but a couple of milestones would be nice. For moments like when you repair the drill and can leave SGS. When you finish the Coretech secret lab mission. Becoming a Tchortist. Then finally finishing Deep Caverns.

Unmarked puzzles should definitely get a nod in achievement form. I spent more than a reasonable amount of time figuring out the mutation puzzle since it takes quite a bit of working out to even understand how the mutations work. So an achievement for managing that would have definitely been appreciated. Especially since it's not got a set solution, so you know people can't cheat it.

28
Suggestions / Re: Suggestion!(RC Cars)
« on: June 20, 2019, 07:23:42 am »
Hmm, I do like the idea. Though it could be done in a few different ways.

There's the "support drone" approach where you can craft and mod the machine, charge it up and then have it as a combat utility that when activated can be released as a temporary ally while fighting. You could either make it so that it can be broken or you could make it work like shields, where hits drain it's battery power instead of health and when it runs out of power it returns to the character and the utility item deactivates.
You could do a similar thing except make them a one time use item. Or make it so that they last until they're destroyed, and then you need to craft or buy a new one.
It could also be specialised as 'combat drone', 'medic drone', 'stealth-drone', etc.

Another option is to have the drone as a scouting drone. Essentially give it a flat stealth skill based on the crafter's mechanics and allow the character to use the drone to scout stealthed instead of the character. Naturally this wouldn't be as good as stealth since you couldn't interact with things but it would still be useful for scouting and maybe watching round a corner for your character. Would be even better if it could remain undetected when the character is discovered. That way it can still scout round corners so that the player can be ready for enemies before they show themselves. This might even be an effective solution to the instant one-shot kills I kept suffering at the hands of surprise snipers and whatnot. Though to be fair I did make Endurance one of many dump stats that build, haha.

While i like your idea of a robo arena, I would still prefer just more normal arena fights and gauntlet runs. was a little disappointed they weren't as replayable as the npcs suggested.

29
Suggestions / Re: Small fixes for the expansion
« on: June 18, 2019, 08:39:09 pm »
Can't add much here. I agree with most of what's been said.

Coming out of stealth for things like interacting with computers and applying bandages could do with being removed.
I had no idea you could carry stuff in the crafting slots. That's a nice trick. Guess I know how to carry all those metal plates now then, haha.

Personally I think it was the skill point limit that caused the min-maxing, rather than the major stats being restricted. I know for sure that I spread my points too thin in my first ever playthrough and at one point I realised that there was just no point having put 50 odd points into various skills because I wouldn't be able to develop them along with the skills I really wanted. From what I've seen, people use the major stats to boost the effective value of their skills so that they can use less points to better effect, or to make a lot of points worth double. I'm hoping there will be enough of a point increase with the expansion that the new skills can be added to old builds, rather than having to make a new build from scratch to remove points from other areas to prop up the new skills.

I agree that a huge feat list can be a bit daunting. It was the same in Fallout 3/NV as they had a very similar system. My best suggestion to fix that would be to categorise the skills under headings like "combat", "stealth", "crafting", "psi", etc.
There are some skills that would fit into multiple categories so it should be more like a search function where "ambush", for example, would come up under both combat and stealth.

Would definitely like to see alternative frames and soles, etc. Like, mounting lenses in a gas mask frame would give you both goggles and mask. To be honest, the crafting costs are all quite low. I was able to add crafting into my high powered psi build just by putting a few extra points into int instead of will and then by putting in the exact numbers needed to reach the highest skill requirements for items. So adding some hybrid items like psi goggles or night vision gas masks would be reasonable if the skill requirement was basically the two separate requirements added together. That way you could almost have a pure crafting character with godlike gear to carry them through, haha.

Not tried silencers myself but I can imagine how painful that damage reduction would be on an smg shooting 5mm already. Pretty much any armour would block that entirely. I played with a tactical vest pretty much my whole last game and didn't have to worry about enemies with guns, other than sniper rifles, energy weapons and maybe the occasional very high damage rifle. Whenever I saw an enemy with a pistol or smg I could basically just ignore them and take care of the higher threat enemies first.

Yeah, the sounds for recharge and combat are different but very similar. I think the recharge one is higher pitch and they have slightly different melodies.

30
Okay, I made some tweaks here. Once the new version hits the experimental, let me know how it's working out for you if you're still playing this build (perhaps in the Expedition).

Thanks Styg! I'll let you know how I find it, though I've not got access to Expedition yet. Certainly wouldn't mind if you were to slip me a copy for more bug testing/squashing.

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