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Messages - Fins

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31
Good short way to put it, Pipeworker.

Regarding scouting prereq stats: say, now that we have no character builder for the latest DLC - perhaps a few extra quality of life improvements could be added while Styg still does a few more minor patches?

One i have in mind - is this: when creating a character and having "show all feats" checkbox enabled - feats which are possible to take based on currently set basic statistics would be a bit highlighted, even while their skill / level requirements are not met yet (as it's level 1 character at the time). This won't allow full power to plan stats for a build, as some feats require more than 10 in a stat - but vast majority of build-defining feats do not require more than 10, and so, such a simple tool could allow to see "in advance" the most of any given feat configuration any given starting stats set could be good for. And this one is hopefully very easy and quick to implement, too.

32
General / Re: (Underrail: Heavy Duty) I think I lost the gunslinger
« on: November 08, 2023, 10:52:52 pm »
Yep, i mentioned this recently. Tested it, in fact - it's very simple: you tell him to "wait here" and use any _red_ exit zone - and that's it, he vanishes. Blue exit zones are OK though. So, whenever you are going to take any red exit zone - make sure he's following. Simple.

33
This is highly subjective, however. In this very forum, back in 2020, a topic was made titled "Normal is too hard, easy is too easy", where the OP did a solid argumentation for such being the case for him personally. There are other topics aplenty with different viewpoints as well - some state that Normal is easy, Hard is normal and Dominating is hard, for example. There are also some experienced - can name 'em "old-school" - players doing the genre for some 3 decades by now (starting with things like Fallout 1), for whom even Dominating is not hard, requiring no builder whatsoever for any difficulty mode.

I do not see how any single opinion of the sort can be ruled to be the "proper" one - they all reflect real, existing differences in playstyles, amount of time devoted to the game, experience and knowledge of the game and whole genre accumulated by any particular player, and even sheer luck (some types of characters are more prone to occasional high trouble than others).

P.S. Personally, i dislike any kind of "character builder" for Underrail - as well as any other game with a levelling system - for one entirely different reason than ones named above. Character builders inevitably allow players who did not yet accumulate knowledge about _why_ certain combinations work well while certain others do not - to use others' experience of the sort (without having it) and develop a character which is overall much more powerful, in a game, than anything they'd be able to shape up themselves, at the time. This only looks a good thing - but in the long run, playing such "builds", they are not doing all the mistakes and not playing through the consequences of such mistakes, themselves, and thus still remain unaware about many mechanics and subtleties which explain why certain things work well - and others fail miserably, and this, in turn, results in indefinite inability of such players to develop builds best suited to their personal playstyle. They often end up never playing anything close to "my own _perfect_" build, as a result - and, on top of that, they never end up getting all the satisfaction of seeing a build they themselves invented, outta all the previous mistakes and experiences, to "finally shine". In other words, to me, character builders is like body building via using steroids: faster, bigger, but ultimately inferiour. I know, though, that majority of players will not agree with this paragraph and will bring good arguments in defense of character builders - and it's OK, and often true; "modern man's time is limited", etc. Still, i also know that i am far not alone in this - quite many older players share this opinion, in this or other manner.

34
General / Re: Is there any situation where minigun is better than LMG
« on: November 08, 2023, 02:52:23 am »
A minigun with Jumpstart mk2 motor starts with +2 bullets per burst and spits out +10 bullets per burst starting with 5th burst onwards. 200 rounds max capacity. And it can be 12.7 ammo (which afaict means even 45 AP per burst - not 40).

Now look, 12.7mm _contaminated_ ammo - each hit produces a toxic cloud and applies a few toxic gas stacks to the target hit. +10 bullets per burst, +2 from full-auto, 5 base = 17 bullets per burst. With Adrenaline and time manupulation thing, 95 AP per turn = 2 such bursts = 34 bullets. That's up to ~100 stacks of toxic gas debuff instantly applied - depends on number of targets, - instantly. Each stack is +10% damage taken, caps at 20 stacks per target for +200% damage taken.

Other than mutants and robots (each of which is a minority group having special tools to deal with - EMP and electric damage for robots, JHP ammo and explosives for mutants) - i can't quite imagine any "pack" of enemies able to stand on their feet vs fully span-up minigun of the kind i described just above. And it takes just 2 turns to spin it up to full given said buffs.

And any followers? These contaminated bullets all leave clouds of toxic gas behind, which overlap and intensify each other. Dozens of 'em in a big fight. Getting through is much damaging by itself and applies more and more toxic gas debuff to any newcomers.

And far as i was able to see, there ain't no LMGs chambered in 12.7, see. I only see craftable ones for 9mm and .44, one unique for 8.6mm, and couple unique LMGs for 7.62. None 12.7. Dig? ;)

35
Builds / Glass cannon minigun
« on: November 08, 2023, 02:41:35 am »
This is a kind of high-risk, high-reward build designed to be much tweakable to user's preferences, while maintaining its ultimate firepower to serve as something to rely on whenever nothing else works.

STR 9 // +8 from levelling-up, so 17 by level 26
DEX 5 // for Strafe 
AGI 7 // 6 for Sprint, 7 for Interloper
CON 3
PER 8 // 8 required for Concentrated Fire, which is main specced feat of this build. Up to +800% damage per (Contaminated) bullet - is no joke
WLL 3
INT 5 // required for Versatility

This is a Versatility build (up to +5 specialization for 70% effective - and 80% if using the Commando belt). Max Melee and Stealth at all times. Get Guns to 60 hard-points ASAP, too. NOT Heavy Guns (keep at 0): no feats much desirable to this build require Heavy Guns exclusively, but two good optional fets - are Guns-exclusive: Aimed Shot and Spec Ops. 60 Guns (OR Heavy Guns) - is required for build-defining Concentrated Fire, and 40 for Full-Auto.

The main "procedure" of this build for larger fights:
- enter a map, scout (and silently clear if needed) some corner / corridor with a spot which can be used to break line of sight towards the direction enemies will come from;
- plant a TNT charge (doable in stealth) within area of vision from near said spot, sneak back to be near the spot, and wait for lots of enemies to come investigate the noise;
 // TNT charge produces 100 noise (in compare to say 12.7mm shots which generate only 25 noise), so in many if not most cases TNT explosion lures whole map of enemies to a single spot. If knowing that it's not needed to generate so loud a noise, or only wishing to lure a fraction of enemies - simply throwing a frag grenade for less noisy (and cheaper) bang will also suffice;
- once many enough enemies are in sight, manually start combat from stealth, buff up if/as needed, and spray away, mowing down one big pack of enemies neatly grouped up together all on their own;
 // If enemies are tough enough, use Contaminated 12.7 rounds to do the unique thing only miniguns can do: generate many (possibly over a dozen) toxic gas clouds per turn, instantly applying many stacks of +10% damage-taken debuff to enemies. The gas remains in place for several turns, debuffing any enemies getting in range during following turns - which they do, being attracted by loud 12.7 gunfire;
- break line of sight by stepping into the "can't see me" spot at the end of each turn, poke back out of it when next turn starts and keep firing;
- finish off single / badly wounded foes with a sidearm (e.g. the Stunner, Wyatt's revolver, some grenade launcher, AR burst, etc) whenever beneficial;
- possibly have some traps placed before starting the fight to make it harder for any strugglers to enter line of sight to our hiding spot, if needed;

Pros of the build:
- can wipe out whole map of enemies in one fight with sheer firepower of a 200-round 12.7mm minigun (JHP ammo for mutants, W2C for robots, standard or Contaminated for the rest);
- zero armor penalty and 7 Agility means high mobility and excellent stealth with Interloper. Plus it's often possible to effectively use Vanishing Powder grenades to exit combat in an emergency and sneak away safely;
- relatively to other Heavy Guns builds, this one is the least demanding on ammo: Versatility means effective Heavy Guns and Guns skills are exactly the same, meaning all calibers can be used with same efficiency;
- huge Strength: great carrying capacity (much more than needed to carry a minigun and its ammo weight). It's quite useful to carry multiple TNT charges around and to haul tons of loot, too;
- maxed Melee and Strength: massive damage boost for Unarmed weapons (e.g. Power Fist: +10% damage per Str point). Paired with high mobility, allows to deal with many enemies without spending ammo nor making noise;
- maxed Str and Melee allows to take some powerful melee feats, e.g. for swords, spears, hammers. Makes many melee / ranged hybrids possible and helps to deal with whatever manages to get close;
- rich selection of all kinds of sidearms based on as-high Guns skill, which together with maxed Melee skill means extremely high selection of doable tactics;
- sufficient perception to detect all sorts of stuff. With +detection goggles and/or relatively few +Per consumables - detecting traps, sneaky enemies and secrets is all easily doable even in Dominating;
- high DPS to any single-target "boss" character: fully-specced Concentrated Fire coupled with 20+ shots per turn is roughly equivalent to 65 non-concentrated shots, which is huge;
 // and if it's 20+ Contaminated Bullets hits vs affectable target, then most of them will be hitting the boss under +200% damage taken debuff, so up to ~200 regular 12.7mm hits, damage-wise, in a single turn. Crazy!
- 5 Dex: a few extra effective skill points to Throwing, Lockpicking, and possibly Traps and Pickpocketing, on top of unlocking Strafe and increasing initiative;
- lots of skill points to spend into "supporting" skills (named just above) due to not investing into crafting skills much;
- good combat ability early-game: Melee helps much before Depot A. 80sh or so in effective Guns when going Depot A, plus Concentrated Fire by level 8 - helps much in Depot A;
- 7 Agi allows to get Advanced Naval Combat from Razor, which is nice;
- very fragile. You gotta know what you're doing. Which can be very fun for a seasoned player all by itself, though.

Cons of the build:
- very fragile. It's possible to end up in a frustratingly difficult / impossible situation if not playing it right;
- requires good money management. 12.7 ammo is the most expensive ammo and this build will need a ton of it, plus this build relies on buying quite some other items - some very expensive - to be well;
- 95 (or, even 105 for Hanna) effective Mercantile by level ~20, and lots of shopping - is pretty mandatory for Dominating: this build needs high-quality goods in stores, as well as lots of money from selling loot.

Essential psi training: temporal manipulation to hard-point 70 (Stasis and other good stuff). Two 12.7 minigun bursts per round (with Adrenaline Shot) - or one burst and some other attacks, if so preferred. Can't get Philosophy III nor Philosophy II due to not enough Int - gotta plan psi costs accordingly. Remember to use Stasis (once available) to get an extra "free" round of combat if overran, or if willing to wait for some cooldowns to refresh themselves, or when wishing to get more enemies piled up (for example, to hit multiple targets with explosive .44 rounds bursts), or when wishing for enemies to get more Toxic Gas debuff stacks, etc. In many big fights, it's possible to keep enemies at range while being in Stasis - by using it while out of the hiding spot described (way) above.

Essential feats (no particular order):
- Suppressive Fire (it's a must to slow incoming foes)
- Opportunist (it's a must because we got Suppressive fire - equivalent to Blindsiding damage bonus applied each turn. Also works with unarmed attacks, e.g. Power Fist. 0...3 spec points vs slowed targets)
- Concentrated Fire (fully specced. Crits? Where we go we don't need "crits"! ;)
- Versatility (2 or 5 spec points)
- Sprint (don't need armor / shield / health if we're not hit; can't get hit if they don't see us; can't be seen if we ran away / behind cover enough)
- Interloper (it's seriously awesome)
- Strafe (hit and run penalty shall be no more for miniguns, LMGs, best ARs - and it's better than it looks on paper)
- Psycho-temporal Acceleration
- +2 Str at lvl 26

9 essential feats in total, so 8 more feats are optional.

Optional feats - special mentions:
- Full-Auto. It may or may not be desired, depending on difficulty and playstyle: some will suffer extra ammo spent and lots of damage going to overkill, others will love extra DPS and sheer power. YMMV.
- Commando. Getting this requires 20 more skill points into Guns (to 80), but it can be real good extra damage if doing minigun + AR + AR bursts each turn, assuming 1st AR burst kills something wounded by the minigun.
- Aimed Shot. Good for early game, and for lowering overall operational costs throughout the game by using sidearms with high crit damage in simpler fights. YMMV.
- Ambush. Further decreases operational costs, allowing to do ~100% crit chance late-game (lvl 20+) in many fights with single-fire AR / sniper rifle / Sonocaster / Stunner / etc.
- Spec Ops. 200% SMG burst cost can be useful, though remember Concentrated Fire does not apply from SMG bursts.
- Future Orientation. Some love it, i don't, but it's on OK feat relevant to this build.
- Tranquility. Some love it, i also do, but some say it's unreliable.

Other optional feats: melee feats, quality of life feats (e.g. Pack Rathound), Blindsiding, Expertise, Paranoia, Critical Power, Hit and Run, etc. Like stated above, this build can be tweaked in many ways.

Useful grenades: Flashbangs (and in some fights Stingball) to halt a crowd, or control some survivor(s); frag / HE mk2...mk4 (bought and looted), plasma and EMP mk2 / mk3 (bought and looted) for usual purposes; vanishing powder to escape certain situations; Cryogas grenades (must be crafted, 45 effective Chemistry required) - optional, but can be a good mass-slow in a chokepoint where the crowd will be mowed down. Dropped right before planting the TNT to gether the crowd, it becomes a full size freezing cloud by the time enemies show up. Toxic Gas grenades as a pre-placed 'nade otherwise, for extra Toxic Gas debuffs to anything coming through (unless it's robots of mutants, of course).

Notable gear:
- Rathound Regalia is a perfect fit: +1 Str, +Stealth, +movement - all benefit this build's major features;
- Industrial Exoskeleton, for its +3 Str bonus when powered for a slight increase to damage and accuracy of all attacks;
- Combat Exoskeleton, for its defenses, mobility when powered, and Wrist Stab attack (which scales with Str and Melee skill);
- Ninja Tabis (up to 2400 durability) from Constantine;
- Commando Belt: both +10% to Versatility percentage and +15 Throwing benefit this build much. Otherwise, Bought/Looted Large Waist Pack for non-combat times as needed;
- +crit / +detection goggles, with night vision as soon as found / bought;
- any bought / looted 12.7mm minigun: whatever best found, goes. Ain't like crafted ones take any many oh-so-useful enhancements, and ain't like there are many types of 12.7mm miniguns;
 // buy and spray lots of regular 12.7mm ammo to generate cases to make Contaminated 12.7 ammo, and collect / buy all Acid Barrels. Possibly even craft some 12.7 W2C ammo on top;
- all of unique LMGs, minigun and grenade launchers: refurbished as much as desired/possible, some if not most of these can be handy;
- Fusion Cannon (both normal and overcharged versions): massive AP cost of the weapon (50) requires Temporal Manipulation to use it together with a minigun in a single turn (with Adrenaline). Or even fire it twice with 5+ AP saved from previous turn;
- (Refurbished) K&H KH416: relatively early-game 5mm AR with 12 AP base cost and 9/10 (with Full-Auto) shots per burst. Good to do 1st burst to setup some Concentrated Fire debuff before switching to something heavier;
- Sonocaster and/or the Stunner: these can deal serious nearly-silent ranged damage if Aimed Shot and Critical Power feats are taken;
- Power Fist: can be useful for covert removal of a lone tough target via its incapacitation, when paired with the Stunner or such. Good for trivial fights, too;
- Balor's Hammer: this monster requires 20 Str, which this build can easily get by lvl 26 with either Rathound Regalia and +1 Str consumable, or using Industrial Exoskeleton. Hits hard;
- (Refurbished) W&S .44 Magnum: should be 0 AP Quick Draw at all times for this build;
- (Refurbished) Mini-Izu: can be good for certain silent assasination / patrol removal cases.

Optional ("more crafting, please!") skill points allocation:
- might want to go Mechanics almost maxed, which will allow to craft highest quality guns (up to 189 quality frames) of all kinds some time near level 26...27 (with Hypercerebrix, which can be bought and found, Lemurian Engineer suit, +3/+5 from food, and +15% from Your House mechanics bench bonus). This will cut on support skills much, but might still be a better option - depending on play stile and difficulty mode;
- might even want to go significant Electronics to craft 120...160+ quality goggles, energy shields and stealth devices - in addition to almost-maxed Mechanics. Should still be enough skill points if planned carefully to maintain 80+ effective Throwing, 120+ effective Lockpicking and 95+ effective Mercantile (using all the items which boost those skills as appropriate). Pickpocketing and any significant Traps won't be a thing then, though, especially if also going for effective 130 Hacking by end-game as well.

36
Builds / Re: LMG Build Guide - High INT Variant
« on: November 07, 2023, 08:06:52 pm »
...
This build guide could potentially support adding miniguns in, but I found them a little weak in the current patch (1.2.0.9) and thus I won't talk about them.
...
It's a bit more complicated, i think.

I found miniguns capable to be even more powerful than LMGs, but only if used in a certain way: namely, it's much needed to use time maniputaltion (with the feat) + adrenaline for +45 AP for 3 turns for any big fight, so 2 bursts per turn are doable, and 2nd, Jumpstarter mk2 motor to have +2 burst shots for 1st burst and +10 burst shots for 5th and onwards. The relative strengths of miniguns, in such circumstances, are their ammo capacity (200 rounds, vs 100 rounds tops for LMGs), higher calibers (meaning higher mechanical penetration for W2C rounds and nastier effects of special ammo - explosive or spamming corrosive gas clouds all over the place), higher critical damage (115% vs 90% of LMGs, which 115% can be increased further with Critical Power feat/spec), and simply higher number of bullets dished out per turn starting 2nd turn of combat (3rd burst). That's despite possible improvement applicable only to LMGs (extra +2 burst shots at all times). Combined, these strengths make miniguns much dealier for a couple turns than LMGs.

Yet i also discovered that both miniguns and LMGs - still lose big-time to old staple AR builds, because of the following major benefits AR builds get - but LMG and minigun builds don't:

- AR builds are capable to dish out similar or higher number of bullets per 1st turn without spending any psi or consumables, because of Commando feat plus Rapid-Reloaded 7.62 Hornet assault rifle (9 AP base, 27 AP burst) practically guarantees (RR proc) to have 3 bursts (7 bullets each with Full-Auto) per turn, every turn, as long as 1st burst kills something. In rare cases RR wouldn't proc outta 2 bursts, can pop an Adrenaline Shot for emergency, if badly desired, of course. Getting more than 11 bullets per burst outta most 25-AP LMGs is probably not possible, and they can't get 3rd "free" burst every turn - because Commando feat does not work for LMGs / miniguns, according to in-game description. Which is why, depending on improvements used on an LMG, it can even lose to an AR in terms of number of bullets per turn;

- AR builds are based on Guns skill. Meaning, any Grenade Launcher, energy pistol, sniper rifle, firearm pistol, SMG or shotgun will do more damage with more accuracy than they would for any LMG / minigun build (which are Heavy Guns based). LMG / miniguns / burst AR builds are all ammo hungry, which is why having a sidearm (or even a few) is very beneficial to save ammo whenever single / weak target(s) are present, and for this, burst AR builds simply provide a "better" - more damaging - sidearms, whichever they are;

- AR strength requirements are lower, as are strength requirements of corresponding feats. With everything else equal it most likely means few more points into Perception, which is another increase to both damage and accuracy, at all times;

- AR has the flexibility of using single fire, while LMGs and miniguns do not;

- much lower ammo capacity of ARs is almost compensated by massively increased LMG/minigun reload time and ability to use two ARs equipped, using their single fire mode as a "sidearm" (to finish badly wounded / ambushed foes, etc);

- ARs, it seems, have greater effective range than LMGs and greater effective and maximum ranges than miniguns;

- ARs can be improved with Anatomically-Aware Scope (2nd improvement slot, after RR). For 7.62 Hornet, this means 125% base crit bonus - higher than miniguns', much higher than LMGs'. With Critucal Power feat and Ambush crits, this alone will nearly compensate for substantially lower damage per shot ARs innatively have.


All that made me think two things:

- it looks like the game does pretty decent job at mirroring status-quo regarding these weapon classes in real world: miniguns and LMGs can be more powerful than ARs, but the latter's flexibility, lighter weight and higher precision end up winning in most practical scenarios. Which is why it's ARs (and not LMGs or miniguns) which are the main firearm type in all the military forces around the world, i guess. In other words i think LMGs and miniguns are quite well balanced in the game, and we should not expect any much change;

- any LMG and especially minigun builds we try to shape - should devote much thought and possibly quite some feats and equipment to produce highly capable sidearm. Some sort of single-target (and possibly, low-noise) attack we can rely upon whenever we don't want to spray lots of lead around. Without shaping sufficiently damaging and precise sidearm or some sort, i think any LMG / minigun build will end up badly incomplete.

37
Discussions / Re: Dunno where to ask, so i put it here
« on: November 06, 2023, 08:30:08 pm »
Obviously, underrail.info decided to block you. Your IP address and/or some other features of the device you are using - for some reason look undesirable to the server which hosts underrail.info. It can be some virus on your device, or it can be your whole subnet (dynamic IPs make it required to block whole subnets nowadays), or even whole region - is blocked because someone in your subnet / region, in the past, did something bad to that server and its administrator blacklisted it, etc.

38
Builds / Re: LMG Build Guide - High INT Variant
« on: November 06, 2023, 02:55:09 pm »
...
With regards to the Heavy Duty side dungeon, I would first focus on extracting Gunslinger. Your build isn't great at keeping him alive and he'll get himself killed. You'd rather take a guaranteed 4 Oddity XP. You do not need to enter the main Compound grounds, just go to the side, grab the batteries, and come back to repair Marjorie. That will give you an option to track back through the tunnels.
...
In my experience, there is even no need to grab batteries for any build with sufficiently high Electronics - including your build. Simply, upon arrival, it's sufficient to do this:

- remove the 6 enemies on the upper floor (they can't do a thing if we shoot 'em from northern side and break line of sight to them at the end of every turn - they'll just pile up in north-eastern corner of their platform and die). Not even sure this step is required, too;

- walk into Marjorie, interact with her computer, and use an electronic repair kit and a few batteries (it's 4 cheapest ones or 2 second-cheapest ones) to power it up without recharging Marjorie's main battery. This suffices to study the map and hence open the path to bring Gunslinger back to Core City.


edit: also, technically Gunslinger can be kept alive through the whole Heavy Duty content rather easily by literally any build. To do it, simply "park" him after entering each new map, by telling him to "wait here and stay out of sight", while having his "tactics" set to not attack enemies. Then, once the map is clear and all visiting patrols are dealth with (with the exception of a couple late-compound areas, where it seems a lone patrolling support bot is on infinite respawn) - go tell Gunslinger to follow again, before leaving the map that is. Any red-exit-zone transition taken while having Gunslinger "waiting here" - seems to despawn him for good.

This even works in the Training Session map - just park Gunslinger in the south-eastern corner (one without various crap blocking map edge tiles), and he'll happily remain undetected even when enemies would be passing mere 2...3 tiles from him.

P.S. Sadly, i wasn't able to detect anything more than just a few remarks Gunslinger does here and there when going through the Compound, but i have a gut feeling there _may_ be a proper, good purpose for taking him through the whole thing, it's just i don't know it yet.

39
General / Re: Heavy Duty 1st impression
« on: November 05, 2023, 05:36:35 pm »
If you're interested about such things, i know that Abram takes interest in Wyatt's existance, hoping to find cure for Abram's rather problematic condition based on Wyatt's much better results - provided you pass a persuasion check talking with Abram inside Oculus, iirc (when talking to Abram about his bad health). Of course, this requires keeping Wyatt alive when doing Depot A. Whether or not this conversation with Abram about Wyatt has any further development, though - i never managed to notice, but Abram says he's going to go visit Wyatt as soon as he can, iirc.

40
General / Milcore MGL (unique grenade launcher found) - SPOILERS
« on: November 05, 2023, 07:16:31 am »
See screenies. Mangonel q160 with short barrel and better scope for comparison.

41
General / Re: Heavy Duty 1st impression
« on: November 05, 2023, 12:06:05 am »
Another correction to the above: i said it's possible to get one exoskeleton of 4 possible kinds - but having 121 effective Hacking skill (probably 120 would also suffice, but 115 does not work for sure) - it's possible to hack exoskeleton assembly station and make one more, for a total of 2. Then it runs out of components.

42
Announcements / Re: Underrail: Heavy Duty DLC
« on: November 04, 2023, 10:02:05 pm »
I hope that in new DLC they will add some powerfull weapons to fight Six and Tanner)
Cuz I tried pretty much everything in the game, but none of the guns/spell was able to hurt em anyhow...
In the past, there were some shady / exploity ways to actually hurt and even kill 'em, but these were fixed. This means, game's creator's intention - is to have these two characters impossible to kill.

There are proper lore reasons for this, too. Knowing what i know (and also lots of experienced players know, too) - trying to hurt either of these two is no more sensible than trying to hurt / kill a mountain: just makes no sense.

Let's just say - i'm trying to avoid spoilers here - that Six and Tanner should be more impenetrable to any human combatant than an Abrams tank would be to any sort of a wolf. However much / long a wolf would keep trying and biting and scratching - he just can't do anything to a tank armor, 'cause the tank is way too advanced technology for a wolf. Same thing with Six and Tanner, see.

43
General / Re: Heavy Duty 1st impression
« on: November 04, 2023, 09:12:48 pm »
Except, Wyatt was working for years too, and he got his own enterprise going, and he also got a team of people - just some hundred years before Buck did. Quite similarly, Wyatt's years of work and doing his best - did not help to prevent the big trouble. Both were hard-working folks far as i can read, both did everything right, and both were screwed big-time - Wyatt's fate even worse than Buck's if you'd ask me, Buck just had it quick and pretty much painless. Both stories are hella sad to me, yep.

Anyhow, i said above i didn't know why exactly we should keep the Gunslinger alive - well now i do! And it's one hella awesome reason: the Stunner! See, that's Gunslinger's energy pistol, which is bio-coded to only work when he's handling it, nobody else. So if he dies, we can't use it. If he disappears (which he does as soon as we tell him to "wait here" and take any red transition zone) - obviously, we won't be seeing it ever again, too. But, if we keep him alive and bring him back to Upper Underrail in once piece - he may end up giving it as a gift and authorizing player character to use the gun. He just did that after i played through Heavy Duty one more time.

And this Stunner - is properly unique and awesome. Especially for a sniper using 36 AP 12.7 sniper rifles (which my sniper sure does). The screenshot is it - obviously, spoilers. You've been warned.

P.S. Frankly, it feels like Styg knew what kind of build i'm playing lately and just decided to make me a neat gift. Can't be true, but still. Wild. %)

44
General / Re: Heavy Duty 1st impression
« on: November 04, 2023, 07:35:56 pm »
So Wyatt's story is not sad 'cause he chose to rot in a toxic dump for eternity, but Nimble's story is sad 'cause he chose to take the risk - which he himself says being of the life threatening kind? The man wasn't escorted to the dark territory under a gun point, you know. He chose to take the risk, and he bit the dust. If Wyatt's choice to indulge in self-pity is not sad, then Nimble's choice to go and risk his, and his employees, lives - ain't sad either. Either both are sad, or both are not.

On the other hand, seeing you enjoyed working with CAU - well man, we two are definitely two mighty different kinds of a player, so it's quite natural we probably wouldn't agree on lots of things. It's ok, to me. Different opinions are what keeps conversations interesting, i say. :)

45
General / Re: Heavy Duty 1st impression
« on: November 04, 2023, 04:29:27 pm »
I felt sorry for Buck Nimble and the rest of the crew. He was a good man who liked his job and now wanted to start his own business. He did it for his family. There is no option in the game to avenge him, or perhaps return his personal belongings to his family. He was just left to rot in his train. You can go explore the compound or just go back to Core city right away. Somehow it doesn't feel right.
I'd rather say that it feels not right, yes. Guess you meant that. But in terms of overall Underrail lore / setting, it does feel right to see such a sad story. Underrail itself is quite a collection of sad stories, and this one is just one more. Just like Wyatt's story, and whole Acid Hunters / SGS merchants story, and whole Institute / Tchort story, the mindless bloodsheed of Freedrones vs Protectorate, the massacre of natives in Black Sea, the freezing hell of the Surface, etc - wherever you look there ain't no shortage of "bad ends". This is why i feel this - Heavy Duty - story is quite right, "nothing wrong with it". It's just that Underrail is not the staple "heroic happy ending" sort of game / lore, and Heavy Duty is a proper part of this kind of a game / lore, me thinks.

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