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Messages - Tygrende

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1
Bugs / Firecracker caps disappear from crowbars
« on: March 12, 2024, 11:23:50 am »
Steel crowbars equipped in both weapon slots. One has a firecracker cap applied to it, the other one does not. If you attack with the naked crowbar, the firecracker cap on the other one will just disappear as if used (it is not actually used though, there's no effect). Easy enough to replicate.

This does not happen if different crowbars are equipped. If there's a tungsten crowbar in one slot and a steel crowbar in the other, everything works as it should.

I suspect this is caused by all crowbars of the same type technically counting as the same item. Crowbars are rather unique in this since they also have no durability, so two copies of the same type are truly indistinguishable. I haven't tested yet, but high chance this will also apply to CACS. It's also possible this may be the case for other enhancements put on other semi-unique weapons you can have more than one of, like shivs, boxing gloves, etc. but these have durability so hard to say. Will check later.

2
Suggestions / Trident - cool, but it kinda sucks
« on: December 18, 2023, 10:32:05 pm »
I like the gimmick, but overall it's a pretty bad spear compared even to other uniques and severly outclassed by crafted spears like the rest of them.

By far the nicest thing about is the highest block value out of all uniques, but that's not really enough.

Total damage is somewhat high, but since it's dealt in 3 separate instances, it will be VERY susceptible to blocking, especially when combined with DT. Which is a really big deal, because spears are otherwise the second best melee weapon at going through blocking.

The main gimmick, 3 poisons applied at once, is nice but doesn't really have that much use. The best case for it is stacking leper poison fast, or some heartbreaker shenanigans with sweep. The latter especially could be fun, but not particularly strong. I like it though.

Otherwise it's a regular spear. Base AP cost, crit chance, crit damage. 100% crit damage is especially bad here, since it has no energy edge/electroshock and is going to be much more easily resisted by enemies because of the damage split. Long story short, this is going to struggle for damage the most out of all spears, that already struggle at dealing high damage as a weapon type to begin with. Pretty bad. Compare to crafted tungsten that has both single instance damage, energy edge/electroshock AND 120% crit damage at the same AP cost. Even Lemurian Spear at least has the plasma emitter while glaive has high damage sweeps. Trident gets nothing in this department.

My suggestion - add three 25% chances to bleed for 50% of total damage for 3 turns. Change the description to say all three prongs are serrated. This would be both reasonably strong without being overpowered and unique among spears. So far the only spear that can bleed at all is the Skærder Spear, one 25% chance for 150% damage. It also has 130% crit damage, which combined honestly kinda makes it looks better than the Trident. Other than that, all spears lack the ability to bleed. This would make Trident into the best option for spear builds that want to make use of Taste for Blood, plus it would go nicely with any spear build that attempts to make use of the 3 poison mechanic for heartbreaker poison. This could be the dedicated damage over time spear. Sounds fun and would go a long way to solve its inherent damage problems.


3
Bugs / Re: Unable to toggle off Precogniton during combat
« on: November 18, 2023, 03:30:09 pm »
I think I noticed a similiar bug with night vision goggles recently. I am unable to turn it off when they energy drops below activation threshold. I'm pretty sure it wasn't tht case before.

4
Some more info:
  • Lvl 14, 120 effective heavy guns skill.
  • Mint condition Fusion Cannon that was never dis/reassembled, 200-258 base damage.
  • Damage in combat stats sheet, which only includes the weapon skill damage multiplier, is 368-474.
  • High-Technicalities with 8 effective intelligence, shoud result in a 24% damage increase.
  • No other damage bonuses that could possibly apply - no Tricky Trajectory, no Heavy Metal, no smart goggles. Just the skill and High-Technicalities modifiers, which I assume are multiplicative.

  • After around 100 direct hits on the SGS target, my highest recorded damage was 722, lowest was 573.
  • Compared to damage in the combat stats, this is a 56% increase for minimum and 52% increase for maximum damage.

So all in all, the damage increase should be 24%, but in practice it's slightly above 50% in a sample of around 100 direct hits.
I suspect High-Technicalities could be counting all INT for the damage increase instead of just above 5, which would result in a 64% damage increase at 8. No way to be sure on my end, though.

I can upload the save if you need it.

5
Bugs / Gunslinger can be given energy pistols but won't use them
« on: November 14, 2023, 12:36:26 pm »
Including uniques like sonocaster. Should either use them or not have the option.

6
See the attached file for the doubly resisted damage - two instances of resisted electrical. The save this was done on has Tricky Trajectory with 5 spec points into it, no Heavy Metal. Was wearing blast cloth and orobably has something to do with it.

About the damage - it seems to scale unreasonably high with INT through High-Technicalities. Using Hypercerebrix to go from 7 to 9 INT is enough to boost damage from typical damage 1500 to 2000, with Tricky Trajectory bur without Heavy Metal. Sure you can blame it on high/low rolls, but dealing 2000 non-crit damage shouldn't be possible at all from my math, regardless of how the various bonuses apply, I can never arrive at 2000. I've seen others deal over 3000 on a non-crit with heavy metal, too.

7
Both on the map right after returning and at Zilla's stand. Reported back in beta, was supposed to be fixed. I'm on 1.2.0.8.

8
Bugs / W2C DR Reduction
« on: February 01, 2022, 02:53:04 pm »
Dev log claims DR reduction on W2C now (1.1.5.2) varies from 35% to 45%. In-game descriptions claim it varies from 30% on 7.62/5mm to 45% on 12.7mm. Which is wrong?

9
Let's Plays / Crowbar Build
« on: August 06, 2021, 07:52:35 am »
After a long and grueling journey, Underrail has been beaten with nothing* but a crowbar on DOMINATING difficulty. I documented fights I deemed most interesting in the playlist below, but rest assured, this is how the whole game was played, from the very start to the very end, no exceptions whatsoever. I want this to be the ultimate proof that there's no such thing as "unviable". Enjoy!

https://youtube.com/playlist?list=PLTBWJPIny2Y288L2eM0Mfr-rH8P-dLsOV

*crowbar was the only thing I was allowed to use to interact with enemies. So no dirty kick, no taser, no grenades, no utilities at all, not even blades on metal armor to proc taste for blood, etc. I was however free to buff myself with drugs/psi and to use enviromental hazards.

10
Bugs / Re: Ice Tower debuff bug
« on: August 06, 2021, 07:33:01 am »
That's not technically a bug. 100% DR vs. anything also provides immunity to DR lowering effects. This was added a long time ago to prevent killing "unkillable" NPCs (Six, Tanner, Beast, Arke Cameras, etc.) with things like corrosive acid.

11
Bugs / Pneumatic hammer incapacitation doesn't make enemies lose sight
« on: August 06, 2021, 07:26:41 am »
Unlike all other incapacitation sources in the game (pretty sure I checked all) pneumatic hammer doesn't drop detection to empty orange eye. It stays at full red, meaning it's impossible to restealth until it drops to orange after about 2 turns, if the target is still incapacitated. Doesn't seem intended.

12
Bugs / Commando Specialization - negative AP and more!
« on: February 23, 2021, 12:44:01 am »
Commando with 3 specialization points should award 9 AP after killing an enemy with a burst. This is what usually happens, but there's a few weird interactions with other AP sources that make it award less AP or even take AP away from the player. There's only two that I was able to find out and reproduce without fail:

1. If the weapon has a rapid reloader, triggering its AP bonus within the same burst as commando (but before commando, not after it) causes commando to award only (burst AP cost - rapid reloader AP bonus). Example:

The player has an SMG that has a base AP cost of 8 with the rapid reloader equipped. 7 after the DEX reduction. This means their burst AP cost mentioned above is 14.
The SMG also has a 25% chance of giving the player 4 to 8 AP on each shot.
The player uses their 9-shot burst, the rapid reloader gives them, say, 6 AP on the 2nd shot. The enemy is killed on the 6th. The player should be awared 9 AP regardless of what the rapid reloader gave them - but, because of the bug, will only get 8 AP instead, because 14-6=8.

Picture of this actually happening in-game:
https://i.imgur.com/n4uOBBQ.png

Note: This would not happen if the 6th shot killed the enemy, but one of the remaining 3 shots triggered the rapid reloader AP bonus after the kill. In that case, 9 and 6 AP would be awarded.

2. The same will happen if one gets the rapid reloader refund with a sniper rifle (or by using Dragunov) while having the shooting spree active. Since the rapid reloader bonus can easily get over the burst cost of an SMG, this can result in negative AP "bonus" from commando. Example:

The player has the same SMG equipped, but also the Dragunov in the other hand. The player activates Shooting Spree, uses Aimed Shot with the Dragunov, kill the enemy - 30 AP is refunded by Shooting Spree, 15 from rapid reloader. The player then switches to the SMG and gets a kill with one burst - since 15 AP is more than the 14 AP required to burst, the player is awarded -1 AP, which does in fact reduce his total AP by 1.

Picture:
https://i.imgur.com/TSikaRg.png

Note: This doesn't happen without shooting spree active. No idea why.

13
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 14, 2020, 08:06:05 pm »
It's a pity that from what I've seen on my previous play, I found bullet casings to be very-very rare.
There's a 30% chance to get a spent case in your inventory each time you shoot. You could go as far as buying ammo from traders, then shooting it all at the SGS range to get more cases.

14
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 14, 2020, 07:42:37 pm »
Also, taking the high damage output of sniper rifles into account, the 7.62mm Micro-Shrapnel rounds does seem more devastating. Also made up of materials that are perhaps one of the easiest to access.
It is quite good for increasing damage with non-crit hits. It may even be worth making before you get your hands on AP ammo blueprint. But once you can actually make AP ammo, you're much better off using your spent cases on that, being able to use AP without worrying about conserving it is much better. You will probably have it much sooner with mercantile, too.

It's kind of demoralizing to hear about the enemy number increase though considering I plan on playing Oddity this time. Not much to do about it I guess.
Oddity is the better system regardless of how many enemies there are. But hey, the more enemies, the sooner you will max out their oddities, so you will level up a bit faster on oddity as well.

15
General / Re: Sniper sidearm (why pistols are underrated)
« on: May 14, 2020, 07:24:45 pm »
As for our rifle, the approach is the exact opposite. We can ditch the Spearhead for a Rapid Smart Corsair 12.7mm with AA scope
Sorry, but that's a terrible idea, unless you are trying to handicap yourself to make the game A LOT harder. The ability to shoot twice with spearhead with base 50 AP and 3 or even 4 times with bonus AP is an overwhelming advantage compared to just once or twice with other sniper rifles. Especially on DOMINATING, which throws really big swarms of enemies at you. Smart A-A spearhead can easily 1-shot almost everything in the game, with the exception of only a few boss enemies on DOMINATING, so you will be essentialy cutting the amount of enemies killed each turn in half. And there will be a lot of them on DOMINATING. Really, a lot.

and boost the whole thing with Gun Nut (which benefits Corsairs the most).
Gun Nut is a pretty bad feat in general. The DPS increase is minimal and unreliable due to only increasing the upper damage range. It's an especially bad feat for sniper rifles, since they are not about sustained DPS, they are about reliable 1-shots. Increasing the upper damage range won't make them more reliable in any meaningful way since the lowest possible damage will stay the same.


With it's much higher move and shoot penalty, Strafe would no longer make a difference and can be switched for further damage overkill with Blindsiding.

But why would you want even more overkill? That's investing into wasted damage that doesn't benefit you at all. The only way it could benefit you is if you wanted to kill all DOMINATING bosses in 1 shot, but that's hardly worth giving up the ability to shoot twice which is much more important 99% of the time. Or if you wanted to see big numbers just for the sake of it, I guess, but it won't make the actual game any easier.

Contaminated rounds seem so good, although I never used them yet.
They're rather bad, actually. 20-60 bonus damage is nothing for a weapon that reaches into thousands and only shoots once per turn. The cloud of toxic gas is also not much help, since you will 1-shoting everything anyways. Contaminated rounds would work much better with any gun OTHER than sniper rifles.

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