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Topics - Hazard

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Bugs / LMGs with 80-round belts have wrong inventory icons
« on: November 07, 2023, 01:38:04 pm »
Belt-fed 80-round LMGs incorrectly display the same belt length in their inventory icons as LMGs with 50-round belts. This seems to apply to both crafted and non-crafted weapons.

2
Bugs / A small graphical issue with the Pretorian Peacekeeper armors
« on: November 01, 2019, 12:25:42 am »
During some of the sniper rifle attack animations, the rifle's stock clips partially through the helmet on both Peacekeeper armor types.

The attached image is one of the sprites where this is visible.

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General / Smart Modules on ARs and SMGs now useless?
« on: January 17, 2019, 10:51:55 am »
Smart Modules may not be quite as pointless as Extended Magazines, but not by much, IMHO. Assault Rifles have only three feats/special attacks that benefit from the damage boost, Aimed Shot, Rapid Fire and Point Shot. SMGs have one more, in the form of Kneecap Shot, but SMGs are so thoroughly focused on burst fire that there's very little reason to not build around that. With ARs you can go for single shots, but in that case you want to maximize your critical hit chance and damage, which means using one of the crit scopes and a Rapid Reloader on a 9mm Chimera.

So, is there really any reason to take a Smart Module on ARs and SMGs, instead of a more useful attachment?

4
I was trying out a small graphical change in the Core City residential area, shooting at NPCs and looking at the animation change I've done. At one point, I started taking sniper fire from an unseen opponent. I've had enemy snipers shooting from 14 tiles, or just outside sight range, a few times before, but I always thought it was just part of the line of sight weirdness that sometimes occurs in Underrail. This time however, the sniper firing at me was nowhere near the sight range limit, but several tiles beyond that. After some quick testing it became clear that as long as the sniper had joined the combat, by me walking inside his aggro range or a stray burst hitting him, he could shoot at me without moving from as much as 20 tiles away, or the maximum sniper rifle range.

This certainly doesn't seem like intended behavior. I'm playing on Hard, in case that's important.

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General / Does anyone actually use Extended Magazines in crafting?
« on: December 17, 2017, 09:54:07 am »
Because I sure can't see why I would ever, under any circumstances, want to use one instead of some of the other, vastly more useful enhancements.

First of all, we have two weapon slots. In most situations, this significantly reduces the need for reloading. Some loadouts, like assault rifle + sniper rifle, may occasionally not be able to properly employ one of the weapons (you get swarmed by melee enemies, for example), but as long as the player initiates combat on their terms, that shouldn't be a common problem.

Secondly, Bullet Strap Belt exists, and it brings the AP cost of reloading from 15 down to 4. That's almost nothing. There are good competitors for this equipment slot, though: Doctor's Pouch is excellent, and you may also want to use either Utility Belt or Trapper's Belt, depending on you build. It's not a no-brainer choice, but for burst-fire builds Bullet Strap Belt does make Extended Magazine essentially pointless.

And thirdly, the actual effect of Extended Magazine is pretty weak, only increasing maximum capacity by 6 or 7 (depending on whether the increase is 20% or 25%) at best, if base capacity is 30 rounds. One more burst per reload, basically. Really underwhelming, considering the previous two points.

So, in my humble opinion, both Extended Magazine and Extended Rifle Magazine are in need of a significant buff.

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General / Sixth utility slot?
« on: January 17, 2017, 05:31:53 pm »
I have this feeling in the back of my head that what I'm about to ask has a totally obvious answer and my brain is simply malfunctioning, but, uh... how exactly does one get access to the sixth utility slot? Two are available for everyone, the utility belt provides two more and the Quick Pockets feat gives one extra. That's five... and then there's the sixth slot which seems to be impossible to open.

 :o

7
General / Retrieve ICPD quest - how to talk to Duff?
« on: January 15, 2017, 10:13:42 pm »
So how exactly does this quest currently work (1.0.2.2 experimental branch), and is it bugged in some way? After talking to Luben and going to the area where Duff is, I can't approach him, instead his girls tell me to beat it. This is how I remember it working before 1.0.2.2, so your options then were either killing them or presumably sneaking and pickpocketing if skilled enough. Going by the patch log there should now be a way to peacefully speak with Duff, but I can't see how that's supposed to be done.

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General / Detecting stealthed enemies
« on: January 08, 2017, 09:37:20 pm »
Is it just me, or is it basically impossible to detect stealthed enemies before they attack without being in stealth mode yourself? My current character is level 12 with Paranoia, 13 Perception and +50,5% detection goggles. Together these add up to a detection value of 222, but I'm still unable to spot anyone in time before they initiate combat. As far as I know, there are no other ways to boost the detection stat any higher apart from leveling up, so it kinda seems like high detection alone is utterly ineffective.

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Suggestions / Spec Ops for assault rifles?
« on: January 04, 2017, 12:22:07 pm »
I've been wondering, would it be horribly overpowered if Spec Ops reduced assault rifle burst cost from 300% to 250%? If we ignore Commando, this would allow smaller caliber rifles with Rapid Reloader 2 bursts in a turn, even 3 with an Adrenaline Shot and 2 bursts for some higher caliber ones when paired with Adrenaline. A substantial increase, but SMGs could still get way more lead down range... I haven't thought about this very thoroughly though, so feel free to shoot the whole thing down.

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General / NF F2500, where is it?
« on: January 01, 2016, 09:33:05 am »
I've come across almost all other unique weapons, and all other assault rifles, but this one is eluding me. Has anyone found it, and if so, is it any good?

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Bugs / [1.0.0.1] Hit chance changes after reloading a save
« on: December 22, 2015, 03:56:20 am »
I stumbled upon something a little weird.

Upon entering the area and aiming at an enemy:




And then after I save on the same spot and reload, CTH goes up:




Initiating combat doesn't change the hit chance at all. If I leave the area and come back again, it reverts back to 63%.

12
General / A question about vision and weapon ranges
« on: November 04, 2015, 05:28:08 am »
I bought the game a while ago (seems very promising! ;) ) and just now started playing, and one thing that strikes me as odd is the low vision range, only 13 tiles. I'm yet to leave the starting area, but I've been reading the wiki and searching the forums, and so far I haven't found any mention of vision range or ways to improve it. Can it be increased? And since sniper rifles have a max range of 20 (this is in tiles, correct?), how are you going to take advantage of it if there's no way to see nearly as far?

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