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Messages - RewRatt

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61
Suggestions / Re: Healing items should heal percentage
« on: August 30, 2021, 07:48:26 am »
I am guessing this was done very early for balancing reasons. Remember - enemies use them too. And if it healed percentage, bosses would benefit from them x4 times more. Plus, all regular enemies have +50% HP. And PSI, has a cost-per-damage, so you would be unable to end some fights because of this, as you have to factor in damage reduction, etc.

62
Suggestions / Re: Ideas for new TM spells
« on: August 30, 2021, 07:42:24 am »
Would be nice as well, that the field would be invisible to enemies - unlike caltrops. So they would cross it without realizing what effect it has on them 😄 You cannot see time after all...

63
Suggestions / Re: Infusion suggestions
« on: August 28, 2021, 08:15:02 am »
A reason to have a con score between 3 and 9:  you can have 1 active drug status (jumping bean, adrenaline, morphine, etc) for each point of con, more than that and you suffer a debuff of some sort (sick, over-medicated, etc) or maybe you just can't take more drugs
if you want to be harsh, make it 1 status per 2 points of con
Also, you could increase benefical drug durations for higher con characters and increase drug cool-downs for lower con characters (and lengthen debuffs, like adrenaline fatigue).
You ever saw Junkies? Do they look healthy to you? They have so much drugs in their system, that you could probably get high on their sweat  😆🤣🤣
This is a crack-head simulator after all. More so, with Oddity XP 🤣🤣

64
Let's Plays / Chem Pistol Arena at lvl14
« on: August 27, 2021, 03:42:33 pm »
This is a non-SI, Versatility Chemical Pistol build 😁 Idea is to max DEX, max Throwing, get Three-Pointer and blow stuff up. Also Mad Chemist and a non-crit focused Chem Pistol use for crowd control, etc. No Advanced Catalyzing Belt yet, gear from Junkyard. Went with JKK as others offer nothing to this build and you get free armor for Arena with +5 Initiative 😁
Build: https://underrail.info/build/?HgUQBgMGAwcjwqAAwqAeAHhAJi0tS2RdLlAALQBGAABKOcKjJjDCkVYWKz4vTgLCh2EqwrM6duKlvAXita4K378

Video: https://www.youtube.com/watch?v=cGiKzxJbs6c

It is quite low damage, but high control. Looking back on it, I could have optimized on Stygian Exorcist, by using Acid Pistol after his PSP has expired, but I managed fine. Enjoy! 😁

65
This is a build that can go anywhere and fight anything. Mainly Shotgun focused, but with Assault Rifle to reach out when needed.
Build post here: https://stygiansoftware.com/forums/index.php?topic=7753.0

Shotgun mainly used vs. Evasive targets or heavily armored. But this is not a "only use that and nothing else" build/run. We have Quick Tinker and Telecinetic Imprint with a side of TM. So it is made to survive and to go through everything comfortably. AR is used mainly for long range Ambushes and often outshines the shotgun in damage even without Focused Fire 😅😅 - but why not use both? 😁

https://www.youtube.com/watch?v=0Xcjj5Wmkds&list=PLJIz8SEgMJ1rVhGRpwonRyyBoY1on_8wc

Ask me any questions in comments. And I hope you will enjoy the ride 😄

66
Suggestions / Re: Assorted suggestions for the final update
« on: August 27, 2021, 02:03:29 pm »
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Nerf W2C:  Have it do 90% base damage and only bypass 35%-50% of armor.
Comparing it to Shotgun shells: 6p deals 90% of weapon damage, 3p only 75%, but has Daze, Stun attached. So yeah - 10-15% damage reduction should be there. You should have a reason to pick different ammo depending on encounter. Fallout did it. Real life it is the same - AP ammo overpens soft targets dealing minimal damage. JHP is done very right in this game.
Quote
also perhaps nerf root soda to +3 init +5 mp
Why? It is critical to some builds, the same way BBQ is to sledgehammers. That little extra Init is needed to be "reliable".
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For your house, add the option to install a safe and give you the key.
For flavour? You can keep your shit in the streets and nobody will touch it 😆
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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)
This is really silly. If anything, this should be an option in the Options menu. There is a reason it was done. And there is a reason mods do this for games that don't have it. Or are you flexing your meta knowledge to yourself in SP game? 😆😁
Buff the weaker psi abilities or change the psi slot system so that people might actually use the weaker ones
THIS - I posted it before. This is badly needed. After the Psi redesign, nobody uses less powerful/more-situational skills anymore. Nobody has the slots to, even if they wanted to.

I agree to elmost everything else posted here.

My suggestions:

Rebalance Shotguns:
They already have damage split between pellets. Armour Piercing shots dealing less damage. Reduced max hit chance. Only accept 3 mods, of which one has a negative - barrels don't count as they come with negatives and are core components. Have too short a range.
I would say, up the range to that of SMG's and Pistols - shotgun 'Effective' to their 'Max'. Why? The way shotguns work with 80% max accuracy, even within effective range they will almost never land all shots. Reduce the cone to 15, short barrel increases it to 25. Shotgun barrel is not a garden watering-hose attachment, it doesnt spray it in 45-55 degree radius. It would also make shotguns land more shots and still AOE in a way Pyrocinetic Stream does, meaning - you need to position yourself to put enemies between yourself and the target.

Rebalance Chem Pistols:
Very low damage. No Mods. Low range and accuracy. Advanced Catalyzing Belt comes in really late and is mandatory. Components are rare. Component Quality increases their effect proc chance, while damage barely changes.
All of this basicly means - Chem pistols don't scale linearly. They scale exponentially. Late game not only you will get a -4AP reduction belt, but will also have much more reliable procs.
I would suggest:
- Mods obviously. Could be just one slot, but a mod to: Up the range, Laser Sight +10% acc., +Crit Damage mod.
- Move -4 AP cost reduction to Mad Chemist. Advanced Catalyzing Belt could have 1 extra slot and maybe 5% higher damage bonus.
- At the moment the build that has highest chemistry, has to choose between Frags/Incendiary/Gas Grenades + Flashbangs and thats with Quick Pockets (which is mandatory).
- Change the effect proc chance to start higher, but have less growth with quality and damage to scale much more.
- Or add a feat that can be grabbed at level 4 (early) that ups the effect proc chance by 15% and has -4AP reduction. Then don't change the scaling and simply adjust Advanced Catalyzing Belt accordingly.

Temporal Ripple - Change it to have a part of Distortion damage (25% say, more if specced) to be dealt to nearby Enemies/Everyone with reduced damage the further away they are. At the moment, Temporal Distortion is used as single target assasination tool, and having 25% chance to propagate, but then 2 more turns to tick down is pointless in most scenarios and the reason almost nobody picks it up.

Ballistics - should increase Damage Resistance by 45% (up to 70% with 5 points invested), so that Reinforced Fabric Ballistic Panel would maybe have a place. As DT is pointless against everything, apart from 5mm later in the game.

Hyper Toxicity - I almost never see any Crossbow Builds using poisons, simply because it is so hard to stack them, and damage is measly and not immediate - meaning enemies are free to use Antidotes and to kill you. When NPC's attack you, you might have 2-3 or more shooting, but solo.. I believe, the feat should apply twice as many stacks per hit and proc effects faster when applicable - Heartbreak, (maybe Crawler), Spirit Mushroom procs in half the time rounded down. Remember - a ton of enemies are immune to poisons.

Hypothermia - it is pointless. It was designed to be used against Player Character it seems. In combat, you want enemies dead not to reduce their CON a bit. I haven't played Metathermics build for a while, but I never saw any builds take it either. It is also a debuff that is easy to get rid of - stand near/on fire and you are fine again. Maybe make it deal Damage Over Time, in a similar way Ignites work. Would scale with Metathermics skill and stacks. Would be a great tool to leave someone freezing to death in Cryostasis, as like bleed, it wouldn't break Incapacitation.

Perfect Scattering - pointless, miniscule damage, always ignored. It should maybe be a 30% chance for damaging pellet to hit another target. 5 spec points could up the chance to 45%? This would be an AOE supporting feat.

Pellet Mayhem - Stack the crit for a whole turn, instead of next shot. With suggested shotgun changes previously, you would have to still position yourself to grab as many as you can in AOE.

67
General / Re: DOMINATING Øyensørm
« on: August 26, 2021, 04:49:37 pm »
I remember a long time ago somebody posted a screenshot of how many PSPs he has, and I went on the wiki and looked it up and determined that he had 700-something TC.
Hmmm.. judging by Bilocation Doppelganger damage, I would think around 1100.
PSP stacks at 20 - so I would say around 700 skill, unless 20 is the hard limit on PSP.

68
General / DOMINATING Øyensørm
« on: August 26, 2021, 02:18:07 pm »
How much Thought Control skill it has? And is any build able to survive if 2 of these Doppelgangers if gets caught? 😅
I am guessing a build with very high Dodge?

69
Builds / Re: Sanic "Siphonerman" Psi-blade build
« on: August 26, 2021, 01:41:00 pm »
Hello, i followed ur build and the dominating so far was rather smooth, however now im stuck on Magnar fight which is much harder than on my ranged build. I have level 22 and i have only like 22% chance to hit him before he uses his vitality powder (if he does i have only 10% to hit), and he is also followed by a ton of natives. Without stealth becouse siphoners armor lowers it so much i have no clue how to approach this fight, i cant even position myself becouse im instantly detected. Any advice on how to do it?
Siphoners leather doesnt lower stealth, Aluminized cloth used in making the armor will.
Only way to solve hit chance problem on Dodging enemies is to have more skill or Stun, Root, Incap them.
At level 22, you are missing 3 Ability Points that you can invest (1 at 24 and 2 from feat at 26). So level up and it should get easier. Also, make a Supersteel blade if you haven't yet to up that hit chance. I don't remember exactly, but I believe Magnar's second form has even more Dodge & Evasion.

70
Builds / Re: Feat Priority List (Feedback requested)
« on: August 20, 2021, 12:11:46 pm »
Added some clarification to main post, also priority dictates how soon you should take a feat on builds that will use it, not how good that certain feat is for every build.
I could say that Expertise is really useful early on for SMG build - at level 5 you add extra 5 dmg on top of 8-12 5mm (11-16 from skill bonuses) that is extra 30-50% damage, so should be picked up early. Also, it greatly helps when fighting DT on same build, as that extra from Expertise, might be the only damage going through.

I would suggest, instead of rating it by 1-3 priority (which differs depending on the build) to maybe including: Great for [that & that], Average [for that & that] 😄
Otherwise, lots of good points on Feats and good job!

71
Yeah, getting access to Jet-Ski's after Depot A, without going with Aegis on Expedition would be great. It really leaves out such a fun part of the game out, until you decide that you can handle Black Sea - Natives, Strong Men, Serpents and Crabs. While the actual Core Ring is easy time, with regular pre-Expedition enemies.
The Black see should be blockaded (sort of) by Aegis Patrols that turn you back (unless you decide to go hostile on them)
That would tactfully solve the problem of jumping into Black Sea too early 😁

72
I played the game 5 years ago, and appreciated it a lot (one of the 10 best games ever). Glad to see how the game has evolved (map++ and many other things).

One aspect I did not like back then was the FD vs Protectorate choice and consequences. Now, remembering it, I would like to be somehow truly neutral about that - save the train
The only way to be truly neutral is to try and get the train yourself, but then fail to disarm the bomb and just get out of the area 😆 You can't join either faction then. Otherwise, you can save it (inform or free it yourself and successfuly disarm), but not join the Protectorate. It is more RP way really 😅

73
Builds / Re: Spear Build on Dominating
« on: August 17, 2021, 08:22:58 pm »
**sigh :-[** Wth all due respect man, it wont take u more than 5 min to check that before posting, I just tested on 1.1.4.4(Expedition) Dominating and I can assure u 117 effective is enough to avoid instant detection,

I played on dominating for almost 800 hrs and aimed for that number everytime i picked stealth build, perhaps we are talking about different games.
I just did with 118 and you are right - NOT instantly detected. 😁😁 I think I mixed it up with Gray Army Spec-Ops, but knowing this fact will be extra useful 😄

74
General / Re: What do you think the best OST track in Underrail is?
« on: August 16, 2021, 01:56:02 pm »
sorry killed him in one turn, though it intense, but i like boots march more
😆🤣🤣🤣

My Favourite is Scattered Remnants (Core City Drop Zone music). Second favourite is probably Marching to New Tomorrow (Protectorate theme).
BTW Josh Culler and whoever else had a hand in making the Soundtrack - you are amazing! It really takes you in and plants you down into the places you explore.

75
Builds / Re: Spear Build on Dominating
« on: August 16, 2021, 01:41:05 pm »
hmm.. iirc Greater Spiders have detection value of 290, x0.4 would be 116, which is the threshold of instant detection. I did that several times in my dom games, not sure if recent patches changed that or not~
Thats what I saw at 120-130 - I get instantly detected. Other people wrote the same too.
I think 290 is on Hard and below, DOM buffs all enemy skills by 30%, that looks to apply to detection too it seems. Simply multiply 116 x 1.3 = 150(rounded down). Stats on Wiki are for regular difficulties.

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