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Messages - hilf

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1
General / Re: Help with high making CON build?
« on: August 19, 2017, 02:00:55 PM »
You can also grab Survival Instincts to boost your crit chance if things go wrong (or if you make things go wrong on purpose). It synergises with Stoicism.

With SI you might be able to use certain trick - use morphine when on low life (<30%). Sounds crazy but:
- you'll be immune to mechanical damage and highly resistant to others;
- Fast Metabolism boosts healing received;
- you only need  over 1/3 HP to survive;
- lower max HP from PSI pill is actually an advantage here;
- mechanical damage reduction (Stoicism, Conditioning etc.) works on Morphine withdrawal effect!
It's possible to do this even on hard with Adv. Health Hypo.
Oh, you'll need enough Biology to craft Aegis, 60 IIRC.

Blast Cloth works vs Thermodynamic Destabilization. Can be useful for melee.

2
General / Re: Help with high making CON build?
« on: August 15, 2017, 09:51:35 AM »
If you're going to put so many points in CON you can go PSI and still have a lot of HPs. You'll also gain:
Stoicism - stack nicely with other damage reduction sources, including Lifting Belt;
Fast Metabolism - more healing;
Force Field - 25 Psychokinesis (you don't need more to make good use of it); a barrier that can shield you from ranged attacks and make your enemies close distance so you don't have to; good for slow melee;

Other PSI abilities that can help with survivability are Disruptive Field, Cryo-Shield and Pseudo-spatial Projection. Not to mention crowd control.
You can also support your hammer strikes with Psychostatic Electricity. You'll need 30 Psychokinesis for Electrokinesis.

I'm not posting exact build because i'm lazy i believe building character yourself is very fun.

3

EMP grenades/mines are a very hard counter to shields- not only do they render shields completly useless, they actually punish you for using them by dealing damage equal to half the capacity drained. So it's not like the counter doesn't exist, it's just that it's heavily underused. I think the best solution would be to let more common enemies throw EMP grenades and maybe add more EMP mines in the world
Poor energy pistols, electroshock weapons and Power Management :(
PM at least can be reverted to its former glory and avoid collateral damage but i don't see how weapons can be protected.
Still, it would be cool to see EMP nades on enemies that player can fight regardless of his choices.

Maybe we need something new like Pulse Gun/Pulse Ammo/Pulse Bolts that only work vs shields. Perhaps only vs activated shields.

The problem with both approaches is that they may simply not fit certain enemy types. But i'm sure Styg will find a proper solution!

4
Will info about all Specializations be optionally available at char creation just like it is for feats?

5
Why is horizontal development gone?

What are you referring to exactly?
This:
Quote
The reason I decided to prevent certain aspects of character from scaling beyond level 25 is to avoid having the character outscale the content at his current main storyline progression just by raw character power. Because we'll be expanding the game horizontally in this expansion (and probably in the future) we need to take special care to still provide adequate challenge to the player while also allowing them to improve some aspects of their character.

It's not just skills that keep growing, Specialization will ad to character power as well.
One more question: are we going to get another attribute point at lvl 28?

6
Why is horizontal development gone?

I love the idea of Specialization.

7
Bugs / Re: Ambush disabled by saving.
« on: August 09, 2017, 02:54:00 PM »
I think it isn't actual Ambush bug - it is something general with engine, you can see number of THC are changing upon reload in many cases.
I think Fenix is on the right track.
I just checked and you guys are right. Same thing happens without Ambush. Moreover, with Night Vision Googles active THC does not change.

It means the problem affects all ranged weapon users and stealthers.

8
Bugs / Re: Ambush disabled by saving.
« on: August 05, 2017, 12:56:35 PM »
I couldn't find this problem being mentioned neither here nor on steam forums.

I did mention it in my pistolero build, i was just ... too lazy to report a bug :-[

9
Bugs / Ambush disabled by saving.
« on: August 05, 2017, 07:35:51 AM »
1. Download a save https://www.dropbox.com/s/t0dzm9w2gt42izg/SaveDisablesAmbush.zip?dl=0
2. Aim at armory guard. THC should be 89%.
3. Quicksave.
4. THC is 75% :(
5. Quickload.
6. THC is back to 89% :)

Same with manual saves.

10
General / Re: Circular Wave Amplifier capacity
« on: August 03, 2017, 08:11:47 PM »
Amplified shields have one not so obvious disadvantage - they're good at blocking all damage per hit. It is both an advantage and a disadvantage.
If you're not Tranquility psiker you don't want your shield to block all incoming damage. Why? Damage that goes through shield will be reduced by your armor's DT. The more attacks that threaten your HP the better use of your DT. DR is irrelevant here because it does not care about number of attacks but sum of damage.
There's one more thing - the sooner you'll lose HP the sooner you'll use health hypo and the sooner hypo's cooldown will start ticking. It some scenarios it can save your life.

There's no need for shield to go down before any HPs are lost (except with Tranquility). It only needs to go down before all HPs are out.

11
General / Re: Am I screwed?
« on: July 08, 2017, 05:51:11 AM »
Throw a granade, perhaps. Sound attracts people.

Just make sure not to hurt anyone :)

12
Suggestions / Re: More satisfying Arena fights?
« on: July 02, 2017, 10:26:05 AM »
Hint: if you kill an enemy with a DOT (i use capital 'O' in this acronym just like everyone is using capital 'P' in 'DPS') you'll have entire round to loot him.

13
General / Re: Ambush - Is This Thing On?
« on: June 27, 2017, 02:04:02 PM »
It does with pyro pistol so there's no reason it should not with pyro bolts.

14
General / Re: Profitable crafting recipes ?
« on: June 06, 2017, 05:36:08 PM »
Coslie from steam forums did some research:
http://steamcommunity.com/app/250520/discussions/0/1291817837625196247/

Quote
As of Version 1.0.2.4

For -most- items :
The value of an item equal the sum of it's parts times a multiplier.
Multiplier varies by item type, and sometimes by the number of optional parts.
The specific part is irrelevant, the only thing that matters is the value.
I did not look at consumable items, their costs seem to be fixed and arbitrary.


Optional parts      0   1   2

Leather         2.25   2.25   2.5
Tac Vest      3   3   3.6
Riot         3   3   3.6
Helmet         2   N/A   N/A   
Metal*         3.3   < 3.3   <3.3
Boots**         2   2   N/A
Chem Pistol      3   N/A   N/A
Energy Pistol      2   2   2
Psi         2      
Taser         2   N/A   N/A   
Shield***      1.5      
         
Pistol         3   3   3.6
SMG****         
A/R****         
Sniper****         
X-bow         3   3   3.6
Glove         2   2   2
Hammer         2   2   2
Knife*****      < 1   <1   <1


Sry for bad formatting. Check steam thread for better one.

15
General / Re: What country is Underrail set in?
« on: June 03, 2017, 10:58:29 AM »
On the Steam description it says "Life on Earth's surface is not possible and people live under a vast metro system"
That excludes Poland :)

So Poland cannot into metro too? o Kurwa!!
There is some metro in Poland now, but only in capital city and is not vast.

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