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Topics - Greep

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1
Suggestions / Unrealistic mode
« on: December 27, 2015, 09:01:03 pm »
Simply put, this would ball up all the things that a lot of player find annoying, but might take away from the flavor of the game.  Would be a setting like classic/oddity

1) No weight limit.  Personally I just dump lots of guts and components on the docks/foundry merchant/ railroad

2) Scopes can push accuracy above 95%.  I only played sniper build once because of all the savescumming.

3) Trader's buy everything, but at half price

I'm sure others can think of some other things that would be nice to ball into this mode ;D

2
Suggestions / Difficulty modifications
« on: December 24, 2015, 01:04:55 am »
So, most of the recent nerfs and all have been based on epeli/me/felix and other people abusing the crap out of certain builds.  However, the game is now hitting people who have played for the first time and they're finding not a single build working well for them on the steam forums!  Because only the most extremely optimized builds work now.

Changing difficulty is not helping them, because difficulty actually isn't very helpful:  It doesn't matter if you can use health hypos every other turn if your shooting accuracy is 10%.  So I suggest doing a full do-over of the difficulty system as people are finding the game unplayable.

Step 1) Rename difficulties so that people actually play on the easiest difficulty without getting their egos bruised ;)  I tell people to just play on easy and they just don't do it lol.  So basically,

easy -> normal
normal -> hard
hard -> very hard.

Just change that string on the menu and default the cursor to easiest diff ;D  Jedi mind trick.

Step 2) Rebalance difficulties to allow builds to be more flexible:  so

Normal (used to be called easy):  20% buff to accuracy of all types, +3 DT and 10 DR all around, double psi maximum and regen, 4 Bonus attribute points. +2 starting feats, +10 skill points/level (30 at start) + all existing health/hypo bonuses

Hard (the current normal):  10% Buff to accuracy, 5 DR all around, +50% psi  regen, 2 bonus attribute points, +1 starting feat, + 5 skill points/level (15 at start) + all existing health/hypo bonuses

Very hard: Same as current hard.

3
Suggestions / Infinite Arena
« on: April 19, 2015, 05:18:34 pm »
After becoming invictus, why not have the arena keep giving you battles but with more and/or harder opponents?  Probably randomly generated and from a seed list created at game start so you can't scum your way to fighting only sets of opponents your character is good at.

4
I mean really now.  I should've broght more rifles, these are going to go bust sooner or later.



Serious note: why isn't eidein getting on the elevator?  Or is the plot railroaded so you're the one who has to go down.

5
General / Spray and pray: Aiming to miss
« on: April 02, 2015, 09:23:08 am »
So, now that it pays to just ditch the sniper and dual wield an assault rifle with the new feats and components, I've noticed something really weird: it pays to aim for low percentage targets with bursts when there's a crowd most of the time!  The reason?  Underrail has a very strange way of handling burst misses.

It seems like when you miss with a burst attack, every time you miss a target it tries to attack anyone in your burst cone.  The result is that if you have 4 opponents the odds of missing altogether are very low.  As such, rather than waste bullets finishing off a close target at a chance to hit of 70 (you'll kill him after 3 shots and the rest go to waste), it's usually better to attack the far off guy with a chance to hit of 15!

With this tactic and commando and hornets, you can sometimes take out 4 guys in one turn because you get ~27 bullets and they're all going to hit something.  If you have 9 AP hornets and can toss a grenade and a premeditated pyrokinesis as well in the same turn... (27x2 + 15 + 0 = 69).. well... you get the idea.

6
General / [spoilers]Finding That Guy
« on: April 02, 2015, 01:07:24 am »
Okay so eiden just never stays still -.- lydia wanted me to talk to him and I can't find him anywhere... I've run into him by the fountain and the biology investigation place, but now that I need to find him I can locate him anywhere.  Can he literally go anywhere or what?

7
General / Black eel rampage
« on: April 01, 2015, 10:01:54 pm »
So I enter junkyard docks and.. black eels everywhere start attacking me for no reason.  Towards the end game.  Has this happened to anyone?  Does pissing the protectorate off cause this if you allied with them to take out the scrappers?

8
General / Tchort quest, stuck
« on: April 01, 2015, 10:18:35 am »
So, I managed to get stuck on the very first quest in the new update -.-  I just can't find this figurine... I went west to the lunatics, they open fired and.. that's it.  Went to both floors, one of the guys was a named npc called vanga but no figurine, and no key to the room in the northwest of the area.

9
Suggestions / Request Supersteel Quality
« on: March 30, 2015, 04:52:04 am »
Sooo... I just spent 3000 charons for a 62 crafting difficulty supersteel piece when my character has 92 effective mechanics (85 natural).  I'm just going to drop it on the floor.

It technically has a use as armor plating, but at that cost for a single piece I was hoping for something I could use as a main ingredient.  The difference between it and a tichrome reinforcement of the same quality is 1 extra mechanical resistance and 2 less heat, so it's basically the same thing.  Not to mention it is outright worthless for weapons crafting at that quality.

So it would be nice if either

A) Crafting difficulty of material received = effective mechanics (so 92 here), with a maximum based on level

or

B) Crafting difficulty = your choice, with higher quality costing more charons.  Give a set of dialogues letting the player choose a charon amount and crafting difficulty (shouldn't make them infer it from quality xD).  Example:

2500 (80)
3000 (100)
3500 (120)
4000 (140)
etc..

With the upper limit being based on the upper limit of vendors based on your character level (so for my level, about 110/100 quality/difficulty?)

On a related topic, I've noticed it's.. not even that great.  I've only tried metal armor, however.  Comparisons of similar quality armors without reinforcement

Tungsten steel (60 diff):

strength req: 9
Major resistances: 61 mechanical + 26 heat + 28 energy = 115 total
Mech and Energy: 89
Armor penalty: who cares

Tichrome (63 diff):

strength req: 8
Major resistances: 43 + 37 + 55 = 135
Mech and Energy only: 98
Armor penalty: 55

Super (62)

8
57 + 23 + 50 = 130
Mech and Energy only: 107
50

It's very slightly better than tichrome when you consider only mechanical and energy (and slightly worse against grenades).   When you consider you can make alloys by using different ingredients or rearranging armor (tichrome armor with tungsten helm + boots, or tichrome armor with tungsten reinforced plating), the only advantage is the actual points which is isn't so great, and a teensy bit of armor penalty.

Edit: after doing the exact math, it is pretty good, but again, only considering equal qualities  >:(

10
General / Assault rifle build kinda crazy?
« on: March 29, 2015, 07:34:50 am »
So after getting bored of test running psi since I've done psi too many times, I tried the new assault rifle build.

It is... crazy.  The thing is, assault rifle heavies were pretty good before 1.14.  Now that we've got thick skull, concentrated fire(!!!), a better full auto, juggernaut, expertise(super bursts!!!)... it's feeling quite overkill.  And I don't even have commando yet :/  I forgot to eat burgers all throughout depot A on account of just annihilating everything.

Anyways, if I can burst dreadnoughts from full health I'll let you know but... it is looking like that's gonna happen.

11
General / Critical Power?
« on: March 28, 2015, 09:44:29 pm »
I think the wording on this is confusing me.  Does this mean bonus damage on snipes with 300% bonus damage will now be 300 + (300-100)*1.5 = 600% extra damage?  Or more like 1000% when you factor in sharpshooter and a few other bonuses.

12
General / Blitz + fancy footwork
« on: March 27, 2015, 10:30:07 pm »
I think this one slipped past the playtesting ;)

Edit: OTOH getting 800 movement points sounds pretty fun...

13
Suggestions / High int = skills
« on: March 27, 2015, 09:11:48 pm »
So, I've suggested somewhere that int should work similar to dex for skills, with above 5 base giving 5 skill points for each point.  However, I think this is a pretty good idea, so I'll expand on the reasoning for why this particular amount and why it does not make for prohibitively powerful or unvaried builds.

-Reason for implementation:  Most new players seem to enjoy the stealth builds, judging by every builds topic.  Stealth builds generally have a surplus of ability points and a deficit in skills.  With heavy armor, you can reasonably play the game with only three or 4 skills; with stealth builds, you have to balance crafting (5 skill choices), subterfuge (5 more), defense (2 more), combat or psi (2 or even 3 per build are useful).  That's not even counting the fluffy diplomat skills.  That's a lot!  And since stealth builds are arguably harder to play than just bulldozing things in a tin can, I think they deserve another option for designing builds.

Additionally, int currently serves no purpose.  Literally.  All skills are linked to some ability score, with will actually being linked to almost as much as int.  However, those abilities also do something, even at high levels.  High Strength and Con have vital importance to heavy builds.  High agility can profoundly influence the defensive capabiltiies of light armor builds that have locus of control, as well as increase snipe damage on a pure sniper, as well as giving enough movement points to hit and run people.  Dex and perception also profoundly influence damage on most builds.  And all of them have feats at medium or high levels.

Intelligence.. really doesn't do anything.  It should have some affect like the other skills where "If I add more points I get something extremely important"


-Reason for "above 5":  This effect should only apply to intelligent focused builds, i.e. crafting, diplomat, subterfuge.  As such, it should not give "cheap shot/expose weakness" builds any benefit at all unless they want to further develop into int.  It actually works out quite nicely, since a single int after those int feats lets the additional skill benefit kick in, giving no "breakpoint" for which int is much more powerful.

-Amount:  Most builds have about 4-7 "core" skills (stealth, evasion, combat, feat skills) which profoundly increase their ability to perform, with additional skills only being "nice".  Therefore, I believe the amount should be pretty high.

At a one int per one slot, this amounts to 3 skills at 8 int, which is great, but also means over half of the skills are not used, allowing for varied builds at even very high int.  Even builds with 10 int will not be able to, for example, take all the speach, subterfuge skills, or craft skills.

Additionally, this will never result in the theoretical "cannot spend all skill points" as that would require 22 - 8 = 14 bonus skills, or 19 int, which would take only be possible at level 36.

-Build variety:  This would only significantly affect two build types: stealth pure melee and stealth pure sniper (stealth psi will probably end up going con).  In other words, builds where a high intelligence and variety of skills feels right, and builds that are already have to invest tons in subterfuge.  Even if these builds go 10 int, they will still hurt for skill points!

All other builds cannot afford a very high int, and would only be able to afford one or two extra skill slots, but due to the 5 int requirement, most will choose 0 extra skill slots.  How much above 5 they choose is what may actually add even more build variety, as there is now a new option to explore on the ability point range.

Edit: hrm.. now with 1.14 out... I can still see the need for this as int above 7 does nothing whereas other less useful abilities like agility above 7 does something (movement and evasion).  But perhaps the numbers could use work, like instead of "int above 5 = 5 skills" it could be "int above 7 = 6 skills"  But the original numbers could work too *shrug*

14
General / Gotta love enrage
« on: March 16, 2015, 05:05:07 am »


Reminds me of this :D

http://www.giantitp.com/comics/oots0448.html

Incidentally, that battle involved a lot of weird tricks :D


15
General / Leave no witnesses, broken?
« on: March 15, 2015, 02:07:26 am »
So, I'm in foundry prison, trying the mission with a combat oriented player.  So... Everything is dead, the turrets, the people, the camera;  Foundry prison is one giant smoking crater.  I wipe the cameras even though all the cameras are smashed to be sure.  I Kill todor and the other prisoner just for testing purposes.

I leave the room and get attacked.

I'm confused.

Edit:  Ended up being able to talk to him anyways after mentioning saved foundry :D  But still, it feels like the leave no witnesses thing is misleading.

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