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Messages - Barry

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166
Suggestions / Re: New Veteran feat suggestion
« on: September 10, 2021, 07:16:34 pm »
Specializations largely only buff whatever the feat does by a little every point. Exceptions exist like Sure Step that instead grants you up to 60% chance to not trigger a bear trap.

167
Suggestions / Re: New Veteran feat suggestion
« on: September 10, 2021, 04:57:35 am »
I wish veteran feats were strong and not just mostly memes, Underrail's "end-game feats" just remind me of Dying Light's "Legend" skill tree, for which I was excited to find out what it was only for it to turn out it was just stat numbers like increasing the damage of certain weapons by a percent.
I mean, really?
  • Choose between 15% damage against robots, 15% damage against machines and 10% damage against humanoids
  • Increase the effective psi skill value of a specific school by 35%, but then all your psi is gone save for the reserves, but at that point you're already killing everything very fast and the real challenge is sustained enemy waves that psi cannot deal so well against
  • +5% chance to dodge a ranged attack (lol), +5% chance to dodge a melee attack (Lol), -20% damage taken from explosions (LOL, the evasion from 12 agility builds already drastically reduces explosion damage)
  • +10AP on Sprint, which is pretty decent because it's free AP without a drawback but has a huge agility requirement, making it not see the light of day often outside of specific builds
  • +25MP if you're at lower than 35% health, which is also affected by armor penalty so it's kind of useless
  • +10AP if you're at lower than 25% health, which is somewhat niche because it implies you would survive with low enough health if something brings you that low, but could be good in an emergency, unless you'd use it for absolute meme builds that rely on having permanently low health, but who would do that?
  • +50% resolve, which is only impactful if you have plenty of Will, more than just 7, and resolve doesn't see much use because it's only somewhat useful against Thought Control
  • Merchants have more money. That's it. Ignore the fact that you can just hop from merchant to merchant in the Underrail especially with the Juice and it only takes a few minutes
  • +7% crit chance with weapons, which comes without any drawback, so that's decent
  • +15MP, +15% movement speed outside of combat, absolute meme
  • An additional +20% unarmed damage and a 5% chance to stun the target per punch, which is worthwhile if you're a pure unarmed build, but just like its predecessor it's useless for fist builds
  • +30% damage with weapons while riding a jet ski and +10% stability. Not bad when combined with all the other feats for a total of +40% stability and +30% maneuverability, but is useless outside the Waterways and you need to join the Pirates for Improved Naval Combat before taking it.
  • -30% damage taken from acid, heat, cold or electricity, but every tank takes electricity because it includes protecting against Thought Control damage
  • +5 psi regeneration, it's just too little
  • -10% armor penalty, which is a ridiculously small amount of armor penalty reduction, but can stack with Nimble.
  • Multiplicative reduction of psi costs by 20%, but taking a 25% health hit to your health. Lower psi costs are always welcome.
Overall I'd say only a few veteran feats are feasible to take but only barely, and it's surprising how inferior they tend to be compared to regular feats.
I'd like to see more feats that upgrade existing feats. Aimed Shot gaining a critical damage bonus, Psychosis granting even more critical chance, Mania working for 2 spells instead of 1, Tranquility also reducing psi costs a fair amount (or lowering its threshold from full health to above 75% health), Flurry (the sword feat) granting an extra "life" or two so that you need to miss twice or thrice before it actually deactivates, Pyromaniac causing a percentage of damage to ignore resistances, Continuum Ripple having a chance to trigger on nearby enemies when you cast Temporal Distortion, Body Horror granting bonus critical damage against organics, removes the resolve penalty and grants special dialogue with the more insane doctors, researchers and cannibals in the Underrail, Super Slam dealing damage in an AoE, Hypothermia also lowering resistance to the cold by a percentage per stack, Paranoia reducing the AP cost of weapons and spells by a percentage for the first turn of combat but only if initiative was rolled, Beyond Cold making you completely immune to cold damage for the duration, he list goes on, the possibilities are very wide. People generally want feats that work with their build, not general and somewhat mundane ones that are barely useful, adding veteran feat variants for most feats that builds rely on would be one good way to improve them.

168
Suggestions / Re: Assorted suggestions for the final update
« on: September 01, 2021, 12:10:28 am »
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you cant intimidate or be intimidated by yells someone who scarier/less scary than you
Some way of decreasing the impact of Yell would be good, I was thinking Resolve, but Resolve is also a stat almost nobody cares about because only Will and your level increase it, and Will is nearly only ever used for psi builds (the other few times are very specific builds making use of Ripper, Stoicism or Fight Response) that aren't affected by Yell. I kinda wish Yell also messed with psi casting, something like worsening concentration and thus weakening the resulting spell, with a lesser Intimidation impact than on regular weapon usage.
Speaking of, I also wish you could avoid Body Horror while (mercy-killing the mutated lemurian), akin to closing your eyes and resisting the temptation of opening them, but it's been a while since I've done that quest so maybe it's already an option?

169
Suggestions / Re: Assorted suggestions for the final update
« on: August 31, 2021, 11:53:14 pm »
change escape artist dex requirement to agility
hypertoxicity now applies hyperimmune with poisons
spikes and blades on gear give intimidation bonus
armor sloping removes ap from spikes and blades
spikes and blades work against melee attackers
possibility to gain your name in arena in the first beast fight wearing certain armor
quick pockets give you once per round ability to equip weapon or utility for free
new native enemy:skaerdar crossbowman, he shoots serrated bolts and have vile weaponry, make tungsten tanks with regen vest suffer
deadly snares procs on net since it literally snare
Deadly snares on nets might be a bit too overpowered, since then it’s just 10 ap for 100% crit chance for 1-2 turns against a single target every couple of turns. Deadly snares is balanced right now since you can use quick tinkering to set traps on demand.
Also, do you mean poisons apply hypoallergenic with hypertoxicity?
Making a veteran feat that makes Deadly Snares work with nets would be nice, veteran feats are seriously underused and most are meh despite being end-game feats

170
Suggestions / Re: Ideas for new TM spells
« on: August 31, 2021, 11:51:38 pm »
Would actually be cool if TM got a feat ability similar to Locus of Control that turns every TM ability into an area of effect spell for one turn, which would allow for things like slowing every enemy in an area or putting them all into stasis.

171
General / Re: Your opinion on the new psi abilities?
« on: August 26, 2021, 12:18:25 am »
Plasma Beam can't even damage Locust Hives because the Hives count as a physical obstacle, so every time you aim at it your character tries to move behind it.

172
Suggestions / Re: Infusion suggestions
« on: August 25, 2021, 03:27:15 am »
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Contraction is just too good, even with it's occasional drawback; I made a thread a long time ago about how I think it should be a feat that lets you cast dilation on yourself for the opposite effect and requires 7 will; if not that then do something more than it's current drawback at least (perhaps it's drawback always occurs, but is weaker with higher skill).
I really just wish there was a better reason to increase TM other than to reduce the chance for a drawback. I support the idea of having it always give a drawback, but I also think the effects it gives should increase with TM, starting at 10AP and ending at 25AP at like, 300 effective TM, and instead of a feat that increases the action points granted it's a feat that drastically reduces the drawback and requires Will/Intelligence. It would tie really well into the "to manipulate time, one has to let time manipulate it" thematic, because you'll need a very big investment of points to make it good, and when you do make it good it becomes very strong.
I agree with some of the changes in the list, although...
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Kevlar (as it is) and antithermic should have their armor penalties switched.  Antithermic is VERY good for just +5% assuming you aren't a stealth build or aren't currently concerned with stealth, whereas kevlar is awful on leather armor and decent on tacvests, being "good" only on very heavy tacvests.  This also kinda makes blast more appealing since if you're going 10% for heat protection you might instead go 15% for explosion protection in general.
It doesn't make any sense, Kevlar is meant to be a very heavy material while the Antithermic one is mostly rather thin sheets of heat-blocking material. Explosion resistance is very good for avoiding one-shots, but it gets underused because both Evasion and shields can avoid/block the bulk of the damage.
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I think item qualities should be lowered across the board by about a third, at all stages of the game.  q160 should be max-tier end-game quality.
I think the quality system used is shoddy, I'd rather have a tier system going from 1 to 10-20, and maybe extremely rare tier (max + 1) components with extra effects, found usually through bosses but also sometimes through other means like deconstructing high-end weapons, rather than the current RNG-heavy system. Hell, one of the big reasons I heard people use Cheat Engine for is so that they can refresh the merchants until they sell max-quality components.
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Tying in to that suggestion:  what if grenades could be bounced off walls/around corners? perhaps with a fuse delay?  This would help deal with overwatching enemies and give characters some more area denial options (at least against intelligent enemies), and of course it would be used against the player as well.  It would also give you a way of "nerfing" grenades by making it much harder to bounce/time grenades with lower throwing skill, in addition to general placement accuracy.  As it stands, you throw grenades at clumped enemies almost like a mage fireball instead of something resembling their real-life use; irl you don't see a group of enemies in the open and throw a nade, you shoot them; grenades are mostly for enemies around corners or behind walls.  Also, if you "cook" a grenade by activating it with the intention of throwing it on your next turn, but you get stunned or incap'd before then...
The way grenades are implemented is very weird, they should be overhauled altogether. Yours is not a bad idea but I don't think it would be feasible if the current combat approach of "kill your enemies as fast as possible before they kill you" will still happen in the game, it would only help in the few scenarios where the enemy AI is going behind a corner after firing at you. If an overhaul is not going to happen, then I think the best solution to reconcile the two would be to have a new component to grenades that determines whether it's going to explode on impact (think contact fuzes) or if it's going to wait a turn or two before doing so, after all there is a Digital Timer in the game.

173
General / Re: Your opinion on the new psi abilities?
« on: August 25, 2021, 02:52:49 am »
Very high energy damage, which most enemies do not have any resistance to, although I was surprised in a bad way to see how durable the Strongmen are against it.
The lack of cooldown is interesting and I wouldn't mind if it got a cooldown, but casting it twice per turn is already very draining. I also agree that Cyclop's Eye should remove the cooldown.
If anything psi's overall problem is that it is extremely weak early in the game and overwhelmingly strong later in the game, so that early in the game you are an anemic fart that can barely output any damage but later in the game you can wipe out entire groups of enemies with a few abilities. If Plasma Beam is to be nerfed for playing into the "overwhelmingly strong" part then early game psi should be buffed so that you don't have to rely on grenades all the time. People can already beat the entire game on the hardest difficulty with one of the shittiest weapons in the game (https://www.youtube.com/watch?v=QK7_YMa1uJg), but can't get past most of the early game encounters on Normal without traps and grenades.

174
General / Re: Your opinion on the new psi abilities?
« on: August 24, 2021, 11:08:32 pm »
I believe Plasma Beam is overpowered on purpose, so I don't want to complain about how overpowered it is, instead I'd rather point out that other schools don't have spells that are similarly powerful, and they should.
I have not tried 4 of the spells added by the update because their usage never comes in my usage of psi, so I can assume that Cryogenic Barrier is only an aggressive, waterborne version of Force Field that can encase enemies, Psychosomatic Predation is only good if you use weapons instead of relying on psi for damage (maybe even being very useful for TC Knife builds), Motor-Cognitive Transferrence is mainly for crippling the combat abilities of a target (I assume the bonuses are not significant enough to decently improve a wielder's weapon stats, unless the wielder has 0 combat skills and enough TC to steal a huge amount of combat skills), Telekinetic Grounding could be decent for crossbow users and for those with absolutely zero skills in throwing, and Psychokinetic Chain is weak due to the damage limit, but may be more useful than I believe due to it working with Electrokinesis and sources of multiple damage (I believe you can throw a grenade into a group of linked enemies and the damage from shrapnels will be shared)
If damaging psi abilities will happen to be far stronger without needing critical damage bonuses to be viable then the Waterways update will eventually be justified (please rework the innervation system the slots are a shit mechanic), but why they weren't shipped with the Waterways update is unknown to me.

175
Suggestions / Re: Ideas for new TM spells
« on: August 23, 2021, 10:59:58 pm »
An area that slows people down would be nice.

176
Suggestions / Re: Assorted suggestions for the final update
« on: August 23, 2021, 10:03:41 pm »
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Nerf W2C:  Have it do 90% base damage and only bypass 35%-50% of armor.
The topic of armor-piercing bullets is iffy because it's already supposed to be rare, vendors sell them in bare quantities and you'll need to do a lot of crafting to craft enough ammo to last several encounters. I'd like to propose that the problem is instead the amount of mechanically-resistant enemies in the game and the lack of options in general other than the metaphorical silver bullet W2C, the melee Exposed Weakness, and overwhelming amounts of damage (or the few kinds of damage they are vulnerable to). W2C's value comes from how many resistant enemies there are (armored humans, bladelings, crabs, robots etc), usually the cases in which W2C is used is when the damage with conventional weaponry is so small that W2C is at least twice as damaging and at most dozens of times more damaging (in the case of DT). It highlights an issue of how abundant tough enemies become later in the game, and nerfing W2C just to try covering that isn't fun. I know there's probably a nerf already in the works but it's still something to consider. An enemy with 50% DR has effectively 2x the health in damage it takes to kill it, 75% DR has effectively 4x the health.
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Have Tony show up at Ray's as an employee if the expedition is over and he/aegis survives. 
That would be dope
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also perhaps a very rare +2 AP food that can only be found, never bought
Unless it's permanent then there's no point to it for just 2AP, if it's meant to be a limited find-only food it should be 10AP minimum
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I didn't see many enemies with food active; I expected to see more natives with bison milk in particular.  During invasions at least.
It should be a DOMINATING feature, but I do worry about DOMINATING being even more difficult as is because it's already plenty of metagay where people try exploit everything they can get their grubby hands on, but I think Natives drinking Bison Milk would make a lot of sense.
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On DOMINATING, hide the tags on special dialogue checks that let you know that option is a persuasion check or an intelligence check or whatever.  (I showed some people these suggestions before posting; this is the only one that got any real flak)
There's no useful point to this, I can see why it gets lots of flak. Sometimes you gotta ask yourself what such change is supposed to bring to the table, if it's supposed to be an "oh silly me, I thought this wasn't a skill check but it was and I messed up!" then what's fun about it?
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Reduce the bonus from the Beast tattoo to 5%; people currently seem to recognize it as the "best" option for most builds and I agree.  The next most common being the shadowlith fragment which I see as fine, especially considering how late it's requirement comes.
I'd say go the other way around and buff every other tattoo instead, they're all borderline flavor text, even Coral's charms have more impact in the game than the tattoos, and you can switch the charms around freely too!
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Reduce the AP-cost reduction of the doctor's pouch from 75% to 50%; the ability to take a bunch of drugs for 2 AP each is frankly broken.  I have made great use of that on many of my builds.
On one hand you got a point with how easy you can use drugs, on the other hand turning it into 5 AP costs instead of 2 will turn it into a relatively inferior option compared to nearly every other belt. If it really has to be nerfed I'd rather have it be rounded up instead of down so that it's 3AP instead of 2AP, or turn it into 60% cost reduction for 4AP drugs.
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On silent isle, behind the perception check to get to the small island, there is a corpse with randomized leather armor.  Sometimes it's mutated dog leather which is great for Depot A.  Could it always be mutated dog?
I support this.

177
General / Re: Random useful tips you've learned?
« on: August 23, 2021, 09:18:24 pm »
Any sort of movement-slowing effect can trigger Opportunist, such as Psycho-temporal Dilation, Chill etc.

178
I still think it wouldn't hurt to turn it into above a health percentage rather than its current system, not like you can do more than 6 plasma beams per turn with the change

179
Tranquility as it stands can be disabled by any chip damage, I'm thinking it should start at >= 95% of health (pretty much at the natural regeneration threshold, meaning that chip damage won't shut the feat down), lowered by 1% for each point of Con (meaning that 3Con gets 92% and 10Con gets 85%). 5 spec points to increase the Con lowering to 2% per Con (Tranquility already has a 10 point spec). As it currently stands Tranquility is inferior to crit-based psi builds, especially on higher difficulties where the healing is halved and they have far higher cooldowns, because any hit in combat makes it flop.

180
Bugs / No collision in Foundry mine section
« on: August 19, 2021, 04:39:37 pm »
The section of the Foundry Mines south of the first crossroads past the miner/guard barricade

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