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Messages - captainmeow

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1
Development Log / Re: Dev Log #51: New Weapon Types
« on: May 06, 2017, 08:36:05 pm »
Will you be adding slugs as shotgun ammunition or just shells? Also will there be specialty shotgun ammo like there are with bullets?

2
Development Log / Re: Dev Log #52: Jet Skis
« on: April 30, 2017, 11:59:46 pm »
Are we still looking at a release date first half of 2017?

Styg recently did an interview where he talks about the scope of the expansion here: http://pl.ign.com/underrail/10306/interview/jak-bedzie-wygladac-przyszlosc-dla-underrail--wywiad-z-dejan

Using google translate, we get a (very poor) translation: "When I was ready, I remembered about the first half of this year, but I do not think that people are still taking me seriously on this matter. We took on more work than we had originally planned, but we are going to do it well. How long will it take us?"

I think that means "we'll release it when it's done."

Classic Styg.

3
Development Log / Re: Dev Log #48: Veteran Levels
« on: October 25, 2016, 10:25:18 pm »
I imagined you'd do something like this regarding skills, but was hoping for a base ability point every level. i just really want to use balor's hammer

or is there a reusable perk that gives 1 ability point each level?  8)

4
Suggestions / Re: Min Maxing?
« on: September 13, 2016, 09:26:35 pm »
you'd never pass tanner's tests if they were any lower...

;)

5
General / Re: So, is the game officially *done*?
« on: August 28, 2016, 01:06:48 pm »
that's an interesting KoOwJgpgTlCGCWAbAXAAgEKNgYwNYHdYAXaAfiA= you've got there

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Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 18, 2015, 03:36:03 pm »
[ I'm excited, but also a little sad because I would have liked this exciting story with their beautiful subplots would be even bigger ... but who knows ... ^^


I don't know about you but I'd be happy to give styg more money in exchange for more game at an indeterminate point in the future ;)

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Suggestions / Re: Will the game have any mod support post-launch?
« on: December 10, 2015, 05:45:48 pm »
I'm sure it wouldn't hurt to try   8)

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Suggestions / Re: Will the game have any mod support post-launch?
« on: December 09, 2015, 01:06:07 pm »
Nah. I appreciate the game being one solid package. However, now that all the efforts has been put into creating the engine and mechanics, I think the team should start working on a sequel with the same engine and mechanics but a different story. Maybe a few tweaks there and there according to player feedback, but not a completely new game, since this one rocks already.

iirc styg said something about the possibility of an expansion pack if the game sells well enough

9
General / Re: Pistoleer build
« on: August 03, 2015, 07:46:24 am »
well gunslinger+8DEX will give the .44 an AP cost of 25, so you can fire that beast twice a turn.

Quote from: Blitz feat description
Grants you an ability that when invoked will instantly convert all your movement points to action points, granting you 1 action point for each 3 movement points, up to maximum of 20 action points.

Connect the dots yourself. Luckily there is the rapid reloader component but it's rather rare.

I usually use blitz so I can get an aimed shot + rapid fire on particularly tough opponents.

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General / Re: Six
« on: August 02, 2015, 06:24:07 pm »
There are a lot of unanswered questions in underrail. I think this is intentional for the most part, but hope we get a little bit of closure with the deep caverns update.

11
General / Re: Pistoleer build
« on: August 02, 2015, 03:35:55 am »
here's a nice crit pistol build that branches into a pistol/snipe build mid game

starting build:

STR 6
DEX 8
AGI 7
CON 3
PER 10
WIL 3
INT 3

Then all points into guns, throwing, (you will be using grenades for cc quite a lot, mostly flashbangs and emps) dodge, evasion and stealth (because you have no CON) +3 more for whatever you want. I normally go with hacking and lockpicking because I don't like missing stuff and traps because it's nice to disarm them. Stealth coupled with high-ish AGI gives you fantastic alphastrike and the DEX/AGI combo gives you good initiative if you get caught out.

development:

First feats will be aimed shot and gunslinger (this is nice at the start but quite important later on) Make sure you max those first 5 skills EVERY LEVEL, or your build will fall to pieces - though you can stop with throwing at 80ish. Thrid feat will be recklessness. Put your first base point into perception and the next 3 into AGI for blitz later on. You can put that first point into INT if you like so that you don't lose hacking points, but personally I feel that this is a waste. Put your last 2 points into PER for a very welcome boost to guns at higher levels. Fourth feat is steadfast aim (absolutely essential), fifth is ambush (this is a crit build after all) 6th kneecap shot, 7th sharpshooter, 8th snipe, 9th critical power (huge powerspike here, especially when used with sharpshooter) 10th is rapid fire and 11th is blitz. From there you can choose what feats you want but I normally go with grenadier and nimble.

gear:

Grab a 7.62 ASAP. hammerer/hawker doesn't matter, just get as far away as possible from that 5mm piece of trash. it's great against the rats but anyone with DT not so much. This will carry you to junkyard. At junkyard, grab a .44 - there's a thug in the shack by the slums that always carries one. remember how i said gunslinger would be useful later? well gunslinger+8DEX will give the .44 an AP cost of 25, so you can fire that beast twice a turn. when you get snipe you should be at rail crossing, grab the druganov so you can open combat by deleting one guy with a snipe and another with an aimed shot. for armour just go leather black overcoat -> tac vest with black overcoat. preferably insulated as they have the lowest armour penalty. get tabi boots as soon as you see them, as long as they're not aluminized (they help a lot with kiting). and don't forget smart goggles for the bonus damage to special attacks. look for high frequency shields to defend against high-damage attacks (and coil spiders, seriously i hate those things so much) That's pretty much it for this build. And always keep by some W2C rounds for the tin cans.

12
General / Re: Pistols, I don't get it
« on: July 16, 2015, 11:26:12 pm »
Yeah, electroshock pistol triple kills are the most powerful aspect of pistol crit builds. I like to use the ridiculous execute crit numbers for comparison because nothing else gets even close. It gives a rough idea how crazy the damage output of this thing can be. In any case, execute is a great tool against tough single enemies at any level.

wait... so if you throw a flashbang into a crowd of enemies and then use execute on one of them, the jumping electricity will apply the execute damage bonus to everyone it hits?

13
General / Re: Is opportunist+execute worth it on a pistol build?
« on: April 19, 2015, 02:10:53 pm »
Armor Sloping + Nimble + Super Steel Armor is a pretty crazy combo. you can have 50%dr for as little as 15% armor penalty.

14
Development Log / Re: Dev Log #38: Version 0.1.14.0 released
« on: April 09, 2015, 04:24:35 pm »
Will critical Power and heavy weight stack?

It stacks with sharpshooter so I see no reason why it wouldn't with heavyweight.

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Bugs / Re: 0.1.14 bugs
« on: April 03, 2015, 03:43:41 pm »
For unknown reasons, I have seemed to become invulnerable to w2c damage, dreads are giving me no damage at all rather than smashing me to bits like they did when I have 98% mech resist.  I have 100% mech resist, but that should only be 35% against w2c.

At a guess, I'd say it's because going over 100 causes dr to be set at 100 in any circumstance.

No, it's just the case that being immune to certain damage types cannot be mitigated by any type of resistance reduction.

I'm guessing this was the fix to stop people from killing the beast themselves :p

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