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Messages - KnifegaF

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16
1700 hundred and 0 spawns. I’ve tried for hours trying to find him too

17
Bugs / Re: Thermodynamic Destabilization status removed by Cryokinetic Orb
« on: February 11, 2022, 04:56:55 pm »
I believe the problem you may be having is there are several small instances of damage with cryo orb so it doesn’t kill your target early enough to explode. Instead it puts out the TD. Cryokin is one large source of damage (I know it’s split but in the logs it counts as one) so perhaps it kills the target before it can extinguish it. I haven’t tested it myself but it’s a pretty easy thing to test. Try doing orb on an enemy with like 1 health with TD. Or try using at least  2 cryokin spells on a TD target to see if it extinguished it

19
Suggestions / Re: Revert damage taken modifier change
« on: February 07, 2022, 08:57:17 pm »
Agreed. Defense heavy builds are the minority in the Underrail community. It seems odd to punish a small group who take advantage of the limited options that are available. The limited options that also all require heavy investment. You can’t half ass tanking or evasion tanking. There’s a massive trade to withstand heavy damage for long periods of time. It’s hardly a trade for glass cannons since alpha strikes rarely mean their low health comes into play. 20 health or 1000 matters not to a character who can clear a room in a turn or (2) if they have stasis.

Don’t discourage people from venturing out of the conventional glass cannon mentality that is so prominent.

20
General / Re: W2C ammo did not need a nerf
« on: February 06, 2022, 03:41:25 am »
https://youtu.be/55NqiAzP0uM

W2C still deals with armor type enemies better than just about anything else minus like e-guns or Chem guns. I’m single bursting bladelings with 5 perception at level 20 with only a few damage increasing feats, no gas, no cheese, and no help. My guns also aren’t above 100q. Don’t pay attention to the fact that I’m not taking damage because it’s irrelevant to my point. Melee will not be able to do this much damage to bladelings with this little investment into damage.

21
Gameplay-wise, bladelings are way too tanky and are a pain in the ass to fight as a result of not just their very high resistances (forcing people to switch to either armor-piercing options or alternate damage sources that they are not resistant to like energy, or bio if you're doing the invasion quest) and decent health, but also the immunity to criticals when they're one of the main ways someone improves their damage because of the slow scaling of base damage (having 100 effective skill merely multiplies the damage by 1.7x). With the W2C nerf reducing how much resistance is ignored (from 26% Bladeling resistance to 41-48%) it got even worse, crossbowers still don't have a reliable option and for psi the only ability that reliably does any damage before Plasma Beam is Temporal Distortion to a single target (that might spread to more if you got the feat).
Lore-wise, I imagine that actually breaching the rock as a result of the armor-piercing attack should hit some sort of vital.

NO does phenomenal against them and I just did bladelings with no help, no cheese, and on dominating with w2c still. Single bursts were still killing bladelings, it’s really not as bad as people are making the nerf. There’s less than a handful of weapons that can’t deal with them super well but there are other ways to compensate. Them being one of the few enemy types immune to crit make it so the usual one size fits all crit style has to try something else for a small part of the game.

22
Could help your case if you say why

23
Tried this in a couple rathound groups with shock spear. Also afterwards the game would have trouble launching but it seems like it happens only if I click away onto another screen after launching and not letting the game fully load

24
Builds / Re: Shotgun hobo build, thoughts?
« on: January 26, 2022, 05:52:58 pm »
Shotguns don’t have move and shoot as far as I know so strafe is useless. 9 INT is pretty excessive. Your crafting skill points are a little higher than they need to be as well. Gun nut is meh. Perfect scattering is bad. Those were the things that stood out to me but it looks fine as is minus strafe since it doesn’t nothing. It just can be tweaked a bit.

Oh wait I didn’t notice the first time that you didn’t max out gun skill. That’s a must and I would do the same with evasion. Also over investment into hacking and LP

25
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: January 25, 2022, 12:28:54 am »
I go 3 will with many of my builds and get into oculus every time

26
Builds / Re: One Turn Man | .44' pistol Bullet Time | DOMINATING | OP(aF)
« on: January 24, 2022, 10:39:09 pm »
How would you join the Oculus without 7 points in Will ?

Oculus doesn’t require Will. Maybe it’s because I’ve been doing Oculus the same way for awhile and just go through the motions but I don’t even remember a will check being involved in any of the quests

27
Builds / Re: Sniper with PSI or PURE?
« on: January 22, 2022, 02:55:16 pm »

The nerf to contraction didn’t really effect how strong it is, there’s just a random chance for penalty after but if you are doing it right you’ll almost never feel that. Spearhead with TM still is incredibly strong. With shooting spree spec you can somewhat reliably get 5 shots off per turn and sometimes up to 6. The following turn will also then having shooting spree up. You can also use stasis to lengthen your CD, or do truly meta shit and get 7 shots off on the first turn by activating shooting spree twice. With FO Shooting spree->LTI->stasis->2 turns pass-LTI, get two kills-> shooting spree again. I would argue that with how consistently you will get refunds it’s stronger than ever or at the very least now has higher kill potential than before

Also really no point in having 5 will with TM in this case. 4 turns with 90 AP you are unlikely to feel the effects except for the longest fights but by the time you reach those your skill will be somewhat high anyway

28
Bugs / Melee accuracy indicator changes when in range
« on: January 21, 2022, 04:51:22 pm »
Initially I’m told that I have a 95% CtH but after the attempted attack failed it falls to 82%. Not sure if this is a bug or if I’m missing something here. Also curious if the first attack actually had a 95% CtH or if the indicator is just wrong, I assume the latter

29
Builds / Re: sniper psion buiild request
« on: January 21, 2022, 03:11:24 pm »
anybody have a psion build that uses a sniper rifle because it is a fun idea but every build i make falls apart so i am making this request to see if anybody has an idea for one.

Have an idea on what psi school you want? Just a heads up I don’t think snipers are amazing weapons for beginners.They perform best when the player knows how to control their environment, have knowledge of their targets abilities/stats, and are aware of their surroundings. I feel as though this is something newer plays struggle with more. I don’t want to completely turn you off of snipers because I believe they are one of the more satisfying weapons I’ve played but I think letting you know this can give you some insight as to why your builds are falling apart. It’s one weapon where I think giving a new player a strong build will not carry them

30
Suggestions / Re: Newton can die before you talk to him
« on: January 05, 2022, 04:50:50 pm »
I’ll be fair to this guy who mislead you. If you don’t turn in the hopper quest first then it will not allow you to tell Bret that Newton is dead. I don’t actually know if looting the body is required but this could be the reason this guy was having problems

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