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Messages - LazyMonk

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61
Suggestions / Re: Unarmed Combat
« on: October 02, 2013, 09:28:34 pm »
epeli i have no experience with wiki, but if its as easy as it sounds i might end up doing more.
Thanks for the trouble of re-posting it at suggestions sub-forum.

62
Suggestions / Re: Unarmed Combat
« on: October 02, 2013, 06:22:41 pm »
I don't have an exact list, but I think most of the current unarmed feats work with fist weapons as well.
Either way, you can have combat gloves equipped in one weapon slot and leave the other empty for pure unarmed.
From my experience this doesn't seem to be the case but i don't know if its working as intended.
I haven't tested them all yet but i should have some time to do so this week.

I did some comments about it:
http://underrail.com/forums/index.php?topic=612.0

63
General / Re: GMS Compound help!
« on: October 01, 2013, 05:41:00 pm »
Option number 3 - Try to find the omnitool. If i'm not mistaken there is one in level 2. Not sure which room.
Its on level 1.

About killing the sentries, there are many ways you can go about it and Elhazzared already gave good examples.
If you could tell us more about your build, i am sure we could provide you with a more personalized strategy.

64
General / Re: Homosexuality?
« on: September 30, 2013, 06:09:19 pm »
Styg only said no romanceable NPCs, no mention about romanceable monsters! Don't lose hope! ;D
You are right, there is still hope. I am going romance them with a crossbow. Tough love.
That makes sense with the Thought Control skill. If you get around to implements something like that, I'll look forward to it. :)
Yeah that sounds really cool indeed.  :)

65
General / Re: Homosexuality?
« on: September 29, 2013, 07:04:04 pm »
Oh what a shame... I was really looking forward on romancing a Burrower.
There are no impossible loves, i tell you!

66
Suggestions / Re: Melee Weapons, and Dexterity Bonuses
« on: September 26, 2013, 11:08:59 am »
Does the development kit/engine he's using require a more expensive licence to add more content?
Well Styg is doing the game, mostly, alone and there are things that he cant do himself so he outsources.
This is what he said about adding shotguns, recently:
Quote
Adding new weapon types that require new graphics to the game at this point is extremely costly, so that won't be happening I'm afraid.

I also played Baldurs Gate, great fun back then. :)
Oh and i don't know if you know this already but you get to add + to your stats every 4 levels.
And if you are going for a roguish kinda of character, keep in mind that heavier armors compromise your
stealth so pumping Dodge and Evasion is a must.

67
Suggestions / Re: Melee Weapons, and Dexterity Bonuses
« on: September 26, 2013, 01:51:24 am »
Hey Strogg, welcome to the forums.
Indeed new weapons would be great, and the examples you bring are great, but unfortunately i doubt Styg will be adding any more due to how much it would cost.  :(

I disagree with your second suggestion, though.

and while light stealth characters are feasible, that is only if you build your initial stats to allow for the more powerful feats in the game as you progress (e.g cut throat).
I consider my stealthy knife&traps specialist a light stealth character, and he is 8-8-8-5-3-3-5.
Whats wrong with going with a high dexterity stat, for the cut throat feat, if you are already doing a "dexterity based" melee character? ???


Light melee weapons (i.e one handed) should also receive a damage bonus from dexterity, but only if it is greater than strength.
Why? Then the only reasons for pumping strength would be:
-The Sledgehammer
-The Metal Armor
-Full-auto feat (the only feat that requires strength)

With the exception of intelligence, every stat is pretty much balanced. What  you purpose would make strength almost useless.
I believe you are being inspired by the Weapon Finesse feat from D&D that allows a character to add his dex modifier, instead of his str modifier, on attack rolls ( to hit chance ). And although this feat provides more hit chance, with melee weapons for dex based characters, it wont grant them more damage. So if they have a low strength stat, it wont do them much good (unless you are going for something like a duel wielding kukri critical build).
Imagine that we could use Will instead of Perceptions for shooting, inspired by the Zen Archery, another D&D feat.
If you wanted to make a psy gunner/crossbow-guy you could just ditch perception and be fine.
Now this kind of solutions might work with D&D but not so much in rpgs like underrail.

There are already so many stats that you can ignore when going for a pure melee build (intelligence, perception, will, agility) and adding the most important melee stat to that list just seems unreasonable.

68
General / Tranquility + Force Emissions
« on: September 25, 2013, 11:04:16 pm »
The Tranquility feat doesn't alter the psy cost of the attacks made with the Force Wave.
I don't know if this is working as intended, but i kinda expected this to happened.
It just felt too good to be true.  :P

Edit: On a related note Lightning Punches doesn't have any effect with "unarmed weapons".
It is still great to combo with Force Waves, but doesn't look so appealing anymore.  :'(

69
Bugs / Re: Report spelling/grammar errors
« on: September 25, 2013, 10:18:33 pm »
Captain Broderick about the Silent Isle:
I don't know if it's hunted or what,
I don't know if it's haunted or what,

70
Bugs / Re: GMS: junkpile accessible through a wall.
« on: September 25, 2013, 06:04:10 pm »
No problem Styg.
There is another one like this, one of the Outposts we have to retake.

71
Bugs / GMS: junkpile accessible through a wall.
« on: September 24, 2013, 09:28:32 pm »
At the level 3 GMS compound, there is a small room (secured area). Inside you can access a junkpile, even though it rests outside of the room near the wall.


Its nothing much, but i still thought i should let you know.

72
Announcements / Re: Underrail on Steam Greenlight [Now greenlit!]
« on: August 28, 2013, 08:52:47 pm »
Great news!
I hope now underrail gets the attention that deserves and that you are adequately rewarded for your time and effort.

Congratulations Styg!  :)

73
Development Log / Re: Dev Log #20: Combat Gloves
« on: August 11, 2013, 09:09:59 pm »
Thanks for the update, Styg.
The Power Combat Gloves look good and are a very welcomed addition to my unarmed character build.
As it is now, unarmed characters start lacking damage at the junktown.

Its great to see the game getting better and better with each update. :)

74
Suggestions / A Hotkey to switch between equipped weapons.
« on: July 29, 2013, 09:01:09 pm »
Sometimes i miss a hotkey to switch between the two weapons you can equip simultaneously.
Fallout had the 'b' key to switch between equipped item, and its a small luxury that i miss.

Styg if you could add this i would be very thankful.  :)





75
General / Re: Playing without buying anything?
« on: July 29, 2013, 08:08:22 pm »
Hard to say. Depends a lot on what kind of character you play and to where are you going.
After you are finished with the GMS compound i am sure you wont have a problem with most of your necessities.

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