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Topics - SadBaxter

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General / Where to in, act two?
« on: May 13, 2015, 12:54:41 pm »
Just reached act 2 in this game at last (well, it's not explicitly stated to be such but it feels like it) and I'm kind of paralyzed by indecision insofar as options go. I've got camp hathor, the battery plant, core city and the faceless all to choose from, plus now I can go exploring some of the previous dead ends with explosives.

What did you guys do first at this point? Camp hathor and the battery plant seem to be sidequesty areas whereas dealing with the faceless seems to be the way the story progresses, am I right to assume that?

The lack of an ingame map isn't helping, and although the one on the wiki is helpful it's still confusing trying to fit everything together...

2
Sometimes it's actually really annoying having allies in combat because they just end up stealing the exp for your kills, it'd be nice if this didn't happen.

I mean there might be an argument that this would be an exploit in the case of hacked turrets or whatever, as that's an optional thing, but fights like the eels/scrapper quest where you're forced to have allies can be frustrating.

... Actually now that I think about it I would really like an option to take on the entire enemy base all by yourself actually.

It'd be fun as heck! Plus it's an opportunity for fun dialogue. I remember the first quest in Stalker SoC had an option to take on all the enemies in an abandoned car mechanic's yourself and I've always taken it whenever I played. One man army kinda situations are fun as hell.

3
Suggestions / Replace Napalm C in incendiary bullets with magnesium
« on: May 10, 2015, 10:56:44 am »
60 chemistry is a big investment, 40 is more manageable. Plus, magnesium was and probably still is quite a common filler for incendiary ammunition in real life, which I know has no bearing but still.

4
Bugs / Carrier vests don't count as armor parts
« on: May 03, 2015, 04:21:21 pm »
And thus I can't sell them to merchants who are looking for armor parts.



I assume this is a bug, unless they're a seperate/different category of item.

5
Suggestions / Safe houses/storage areas
« on: May 02, 2015, 01:06:39 pm »
It'd be nice to be able to buy/rent/earn places to stash your gear in places other than your room in SGS. In elder scrolls style games finding cool home bases and laying all my stuff out carefully was a lot of fun, although engine limitations and the fact that you can craft anywhere kind of removes most of the benefit/need for that kind of thing, but having safe storage spots and a place that's "Yours" might be cool, although not a priority.

6
Bugs / Cliff's girlfriend quest.
« on: April 30, 2015, 11:13:48 am »
If you can't save Cliff and upon meeting jenny decide not to give her an antidote and let her die/kill her yourself then the quest will remain active but unable to be completed forever. It's very unlikely that you'd ever end up in that situation and it's not a major issue, but I'm just wondering whether quests have contingencies for if they become incompletable at some point during them.

7
Bugs / Incendiary grenades and exp for kills
« on: April 30, 2015, 06:31:16 am »
Has the issue of enemies killed by incendiary grenades and not awarding EXP for the kill been reported already? If not I'd like to talk about it



Here I am in the cliff's girlfriend quest burrower area, and I decide that throwing a molotov grenade to start off the festivities would be an excellent idea.



The area is now awash in flame, and I picked off a spawn to start combat as my initial throw didn't catch anyone in its area of effect.



And now? Well a burrower spawn wandered through the flame, died, and didn't actually give me any credit for killing him. Is this intentional behavior or a bug?

8
General / Question for the devs with regards to underrail and realism.
« on: April 29, 2015, 12:14:05 pm »
I'm going to try and keep this brief because I don't want to write a long, rambling dissertation on something that isn't hugely important

Now firstly I'm not saying that realism=better, and that is all I'm going to say on that, but is there any intention of having realism insofar as internal consistency within the setting of the game, and the features of real life that are within the game?

I'm asking for the sake of knowing whether suggestions based on real-life things are worthwhile or unwanted (things like a kevlar balaclava being unlikely to be effective, but a ballistic face mask made from kevlar being an almost identical item materially and in application), and whether things like the confusing situation with weapon caliber are going to persist into the release version of the game.

Realism tends to be a contentious realm of discussion in games and I'm fully aware that this is a videogame and neither designed nor intended to be an accurate model of real life, It's just that some things (like weapon caliber) can be confusing if you try to apply existing knowledge, and I'd like to know whether this is intentional and going to remain as such or will be/can be changed.

That's all.

9
Bugs / 0 damage taken, still losing HP
« on: April 24, 2015, 02:01:03 pm »
So I've noticed a rather odd issue in playing lately. Despite having huge DT (for the point in the game I'm at at least), and the combat log saying I'm taking 0 damage, whenever I get hit, on ANY hit, I take at least 1 point of damage from my HP, and I have no idea why. It goes away if I close the game and reload, but then it came back again for some reason.

I think it might be an issue with the sturdy vest? My character's wearing a tactical vest with a sturdy vest as the base and I've never seen it  happen with tactical vests that use other vests as a base.

Not really sure how I can help troubleshoot or reproduce this sorry, but I'm willing to help however I can.

10
General / Smart modules and burst
« on: April 24, 2015, 01:10:52 am »
So after a bit of experimenting it seems like smart modules are kind of good when combined with burst fire, much moreso than the attachments that are designed to improve burst fire (foregrip, compensators, etc.). Smart modules provide a straight up increase to damage, and the amount they improve damage by is far greater than the amount that burst precision mods increase accuracy. I did a little playing around in the firing range and while I don't have any hard numbers left (didn't take screenshots), even when one burst fire assault rifle with a compensator+scope was hitting well ABOVE its stated accuracy (54% hits compared to 44% indicated accuracy), a smart version of an equal quality assault rifle was doing much, much more average damage despite only hitting 39% of the time. I think it was nearly twice as much.

Just an observation in my constant quest to optimize things in my games.

11
General / Are point shot and rapid fire worth it?
« on: April 22, 2015, 01:34:02 pm »
They /seem/ handy but I'm not sure whether they're quite worth it when there's more useful stuff for my current assault rifle/sniper character, especially all those burst fire feats.

Also is expertise working correctly? It's not indicated in the combat stats window, which I'm guessing is because the damage in combat stats is the base damage and expertise is only added on non-critical attacks but still.

12
General / How does the falchion differ from the neo luger?
« on: April 20, 2015, 02:41:27 am »
Is the falchion like the hawker? Or more like the hammerer?

13
General / Is opportunist+execute worth it on a pistol build?
« on: April 19, 2015, 10:01:52 am »
I've already got kneecap shot but I was wondering whether those abilities were triggered by a kneecapped target, if that was the case then I'd certainly grab them as aimed shot->kneecap->execute could be a devastating 3 shot combo.

Also how much does expertise increase damage per level? How much does a regular level up affect your damage per level for that matter?

Also also, It seems like getting armor sloping has a lot more utility than ballistics in terms of lategame armor crafting. At least the value of tactical vests is mainly in that it provides huge mechanical resistance early game when combined with the 3x guns bonus, but that the components don't scale terribly well with quality. I'd get gun nut before either of them of course but just wondering.

14
Suggestions / Combining goggles with a balaclava
« on: April 19, 2015, 01:47:17 am »
Might be nixxed out of the box due to balance or whatever, but it'd be nice to be able to combine goggles with a balaclava. Whether that'd be by adding a separate goggles-only slot which is available only when wearing a balaclava/other compatible headgear item, or adding a goggles slot to the standard balaclava recipe.

I've also wondered whether it was planned to allow metal helmets to have goggles added in place of the visor slot but that doesn't seem to be happening, and I can understand why.

15
General / Random sniper rifle comparison data
« on: April 08, 2015, 06:00:08 am »
So, firstly this data is probably useless as an absolute comparison as the damage values were gotten with the gun nut feat so the upper damage range is 20% higher on everything, and I also only calculated crit damage for Anatomically-aware scopes, but I was calculating it for my own purposes and figured someone else might find it useful. I'm assuming most people who will be crafting guns will also be getting gun nut anyway. The frame qualities are almost identical, the corsair and reaper were both 69 quality but the harbinger was 67. It appears that an equal quality harbinger and reaper frame might produce the same base damage range

crit%b is critical damage bonus (assumed to be % OVER 100%, so a 150% damage bonus is a 250% increase on a regular damage roll, which might be wrong), crit%c is critical chance, av+crit is the average damage of a regular shot (average damage increased by crit chance times crit bonus, giving average damage assuming random crits), and av crit damage is the average damage a critical hit does, important for people who use aimed shot a lot.
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All critical damage calculations are based off a critical already being an extra 100% of a regular damage roll, so a 150% critical damage bonus equals a 250% increase in damage.
Name   Caliber  Dmg    Av  crit%b crit%c Av+crit   Crit rng  Av Crit Dmg
Corsair   7.62mm: 32-96  64    150%    10%    80       80-240       160     
Corsair    8.6mm: 37-113 75    150%    10%   93.75    92.5-282.5   187.5   
Corsair   12.7mm: 43-129 86    150%    10%   107.5   107.5-322.5    215
Harbinger  8.6mm: 49-89  69    150%    11%   87.975  122.5-222.5   172.5   
Harbinger 12.7mm: 56-101 78.5  150%    11%  100.0875   140-252.5   196.25 
Reaper    7.62mm: 42-77  59.5  175%    10%   75.86   115.5-211.75 163.625
Reaper     8.6mm: 50-91  70.5  175%    10%   89.88   137.5-250.25 193.875

Corsair   7.62mm: 32-96  64    150%    10%    80       80-240       160         
Reaper    7.62mm: 42-77  59.5  175%    10%   75.86   115.5-211.75 163.625

Corsair    8.6mm: 37-113 75    150%    10%   93.75    92.5-282.5   187.5   
Harbinger  8.6mm: 49-89  69    150%    11%   87.975  122.5-222.5   172.5 
Reaper     8.6mm: 50-91  70.5  175%    10%   89.88   137.5-250.25 193.875

Corsair   12.7mm: 43-129 86    150%    10%   107.5   107.5-322.5    215   
Harbinger 12.7mm: 56-101 78.5  150%    11%  100.0875 140-252.5    196.25

I don't know whether it'll help anyone, but I figured someone might appreciate it who knows. Interesting to see some of the patterns emerging, that corsairs always have the highest average damage, but reapers are slightly better for the same caliber.

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