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Messages - Albert Altmann

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76
General / Re: how does rounding work in this game?! (armor sloping)
« on: December 29, 2024, 11:03:06 am »
2x specced Armour Slopping will yield 27%. I played a similar build but with spikes so I would know.

On a side note, putting three serrated blades on a suit of metal armour won't provide three separate chances to apply a bleeding wound. The number of serrated blades only increases bleeding damage, not the chance to apply more bleeding wounds per hit, so if the idea behind the build is to inflict as many bleeding wounds as possible triple serrated blades will be mostly pointless.

77
Suggestions / Re: Throwing Axes
« on: December 22, 2024, 04:02:56 am »
A hammer is an industrial tool, throwing axes not much purpose in caves.

Hammers are tools that can be used as weapons, but axes and machetes are originally tools that branched out as weapons as well, and machetes, despite having lost a lot of their intended utility Post-Descent, are still very much around as a weapon. Going by the same logic, throwing axes have as much or as little right to be in Underrail as throwing knives, because neither is a tool nor a conventional - or comparatively effective - weapon, not to mention that throwing axes are arguably more historically represented in actual combat than throwing knives (tomahawks & franciscas, namely).

78
Suggestions / Re: Throwing Axes
« on: December 19, 2024, 01:19:03 am »
No wood - no axes.

No bears - no traps

79
Suggestions / Throwing Axes
« on: December 16, 2024, 07:38:16 am »
A heavier alternative to throwing knives. Higher damage, higher AP, less penalty to mechanical penetration and less or no bonus against organic targets (bonus points if could be crafted with an optional plasma-related component to also deliver fixed energy damage on impact; yes, I basically just want a 'throwing knife' for Industrial Bots).

80
General / Re: Junkyard Gang Showdown question
« on: November 26, 2024, 12:08:37 pm »
Level is of no consequence, but difficulty might have an effect on the outcome. It's likely that Protectorate schmucks benefit more from higher difficulty settings due to their base stats, equipment, etc., which makes them outscale some shitty gangsters despite increased difficulty values being the same for them and gansters alike.

Could also just be plain variance. Perhaps you should conduct the showdown experiment a couple hundred times more for more comprehensive data :)

81
Bugs / Re: Report spelling/grammar errors
« on: November 23, 2024, 06:30:10 am »
Also for the above, 'Keepin'' is for some reason capitalised after the colon.

82
Bugs / Re: Report spelling/grammar errors
« on: November 23, 2024, 06:28:02 am »
'...the Scalers, Aegisan' whatever else...'

Missing space.

83
Bugs / Spiked Chrome Brass Knuckles cannot be laced with poisons
« on: November 18, 2024, 05:57:34 am »
Despite the fact that any spiked combat gloves can be laced with poisions and similarly applied substances, the unique brass knuckles refuse to follow suit. Similarly, only in reverse, CACS can actually be put on them, which is impossible with any common spiked combat gloves (including Ripper's Glove and The Claw).

Additionally, Spiked Chrome Brass Knuckles, as they are first found in the game, are at 300/1050 durability. I'm not saying that the original owner can't have used them to that extent, but still cannot help seeing a connection between the oddly precise value and common Brass Knuckles' max durability also being 300.

84
Suggestions / Wyatt should heal from toxic gas
« on: November 15, 2024, 03:50:09 pm »
Title. Basically permanent, unconditional Bioscrubber filtering effect, as well as immunity to contamination. A superhuman such as him should not succumb to so trivial a threat.

85
Suggestions / Thought Control check in Rob Protectorate Warehouse mission
« on: October 21, 2024, 07:28:32 am »
Apologies if this has been suggested before, but it would be neat to make a character with sufficient mastery of TC appear to be Bob in the minds of people in the warehouse, allowing you to walk near them without getting exposed.

Additionally, it would be amusing for some of them, upon noticing the one they think to be Bob, to strike up a conversation with you, as they might have some serious issues with Bob's work ethics or Bob in general. Depending on your replies during the dialogue they might grow suspicious, due to which the 'spell' on their minds would weaken and make them realise that you are an impostor (kind of like certain dialogue options with people at the Grey Army Base).

86
Perhaps Yngwar could convey the Bolas' blueprint on a piece of leather :kaya:

87
Disclaimer: the change proposed is meant to neither improve nor weaken miniguns (although it is mostly a buff). It's merely something that, to my mind, makes a lot of sense.
Disclaimer, part two: I have not checked if this has been suggested before and am not going to bother.

I've realised that the attached file doesn't work so here's the accursed excel file in google docs: https://docs.google.com/spreadsheets/d/1Kj2mehbaTk7rJwulvsb9k1d374CNwKUo/edit?usp=drive_link&ouid=100305591423394744982&rtpof=true&sd=true

As per title, I think it would be neat for each wind up stack to be gained per a stated number of rounds fired, rather than per each burst. Taking Jumpstarter Mk1, for instance:

- instead of 1,5 rounds gained after each burst, every six rounds fired grant a wind up stack (six because that's the motor's starting burst capacity, not for any deeptm loretm reasons), which then adds extra 1,5 rounds to future burst attacks.

At first glance, it would change absolutely nothing about that minigun's progression, requiring the same four bursts in order to reach max burst extent. A single look at the progression rates listed in the accursed excel spreadsheet attached will reveal no tangible difference either, save for lessened ammo expenditure.

The situation takes a drastic turn with the addition of Full-Auto into the picture. While currently Full-Auto does nothing to improve the rate at which extra rounds are gained, with wind up stacks being derived from the total number of rounds fired, Full-Auto could actually contribute to the progression. If one should, once again, refer to the accursed excel file, one shall see that Full-Auto makes both Slowstarter motors reach their respective max burst caps 1 burst earlier than without, while Long Game Mk1 does so in 7 bursts as opposed to 10, and Long Game Mk2 in 8 rather than 12 (and even less ammo is used). Jumpstarter Mk1/2 remain virtually unchanged.

The change proposed introduces non-linear scaling to miniguns and makes every round count towards ramp up speed, even including the rounds added via Full-Auto and Mag Dump. Non-linear scaling is manifest in Slowstarter Mk2's proposed Full-Auto-assisted progression of 5 > 6 > 8 > 12 > 17 > 20 (cap), as the equation of
  • extra rounds per [y] rounds fired (I'm skipping wind up stacks here for brevity) creates breakpoints through accumulation of total number of rounds fired consecutively, breakpoints clearing which adds a lot more extra rounds at once than around the first 3 bursts. I daresay that having a transition from slow start to explosive growth later on fits Slowstarter and Long Game motors' theme better than their current gradual growth (although Long Game motors retain somewhat linear scaling). Additionally, it would be very nice to think of additional rounds from Full-Auto and Mag Dump as an accelerant to the burst length's escalation, especially now that conditional AP reduction for miniguns is a thing.


Once again, the impact of this change would concern primarily Slowstarter and Long Game motors, both in regards to reaching maximum capacity faster and decreasing ammo spent to do so.

All relevant - and perhaps some irrelevant - data supporting this suggestion may be found in the attached file. There's too much info to convey with text alone, so do consider referring to the file before calling me a lunatic (even though I am one).

88
Suggestions / Yearly plea for enriched hypos' rework
« on: July 04, 2024, 10:07:08 am »
This has been asked for before and I'm going to do it again.

(with two examples; values are taken as in Normal difficulty)

89
Suggestions / Re: Energy-edge knifer
« on: July 03, 2024, 01:53:30 am »
This could be a good static source of an energy edge weapon, since as far as I can remember there is hardly a single energy melee weapon found anywhere in the world (not that I've ever searched for that specifically) or on an NPC, excluding Aran's unique.

90
Bugs / Re: Two crafting bugs & Vanishing Powder Grenade
« on: June 30, 2024, 01:07:09 am »
I knew I must have seen that grenade crafting bug before, thanks for elaborating on that and Dirty Kick's obscure scuffed standing.

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