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Messages - MirddinEmris

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1
General / Re: underrail.info
« on: February 25, 2022, 12:39:41 pm »
I remember using that generator years ago. I've got some killer puzzle for you guys: https://underrail.info/mutagens/?seed=1645712052602

What so killer about it?

2
General / Re: 30-40 hour beginner's review (very long and intense)
« on: December 13, 2021, 01:15:41 pm »
This is the most schizo thing i have read in a while. And i visit image boards. Very entertaining, but the author probably shouldn't skip his meds like that.

3
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 26, 2021, 02:54:14 am »
>I would even say that the OP's document overestimates the TiChrome's ability to fight multiple enemies
I'm really not, see pic related.
Balor's took a painful long time to kill all of this and had to rely on grenades for spawn control.
With TiChrome tabi this encounter would have been a breeze, but I ignored tichrome tabi and got punished by it, kind of
Turns out at 95% mech damage reduction multiple hit attacks hurt like a fuck

And yes TiChrome tabi hammers are good yet so resource intensive.
Like a high maintenance girlfriend.

>Unless those are particularly weak enemies like locusts or burrower spaw
I mean, that's more or less what i was talking about. Yes, in this case TiChrome is noticeably better. Basically, if you kill it in one swing of TiChrome, TiChrome is better, absolutely. But that is not what i experience in most situation. For example, for beach attacks where there are plenty of invaders, i would take either Balor or Tungsten.

Even so, i would take both, Balor in one hand and TiChrome in another for this particular fight on your screenshot. TiChrome is better vs spawns, but it is also worse vs burrower warriors.

4
General / Re: 16 TiChrome Tabi builds, possible nerf and discussion
« on: July 25, 2021, 05:39:14 pm »
I would even say that the OP's document overestimates the TiChrome's ability to fight multiple enemies. Unless those are particularly weak enemies like locusts or burrower spaw, i always preferred to use either tungsten or preferably Balor regardless of wherever i am light or heavy armor.

As it has been metioned, 10 AP leftover for regular hammers is very useful for various purposes, like using medicine or moving, but what is most important, 10 can be used to recharge your hammer. All the calculation of comparative damage seem to assume that you can just attack continuously, but that is not true. With electroshock and core being of relatively similar quality, it take around 4-6 swing to deplete your hammer's battery, which means that TiChrome hammer had to be reacharged on average every 2 turns, so in reality we are not talking about 3 attacks per turn, but more like 5 attacks per 2 turns if we are keeping up electroshock. For regular hammers this is not as problematic, since you can just recharge with those leftover 10 AP. If we also account for Pummel that costs 10 AP too, then it's even less favorable comparison for TiChrome. around 15 attacks over 6 turns for TiChrome vs 12 attacks + 2 pummels (they give half of base mechanical damage but full electrical damage, so i don't know proper rate of conversion between pummel and regular attack)  over 6 turns for Tungsten. And yes, you can lower the AP cost of Pummel, but that has an opportunity cost that regular 20 AP hammer does not have.

I have playes a lot of hammerers and in the end i mostly prefer 20 AP ones especially Balor.

5
General / Re: Protectorate vs Free Drones from RP perspective? (Spoilers)
« on: December 28, 2019, 02:57:26 pm »
I think the best choice RP wise in this case is to retrieve train without violnce if possible (persuade option) and then not to be involved in this questline any further. It's basically terrorists vs opressive government, neither side would be appeling much to a such character, since both would require you to get your hands pretty deep in blood.

6
General / Re: Two major complains
« on: September 14, 2019, 12:19:23 am »
Good suggestions, i would put them in to actual Suggestions part of the forum.

7
Suggestions / F1 help screen improvement.
« on: September 13, 2019, 04:49:49 pm »
Should include new elements, like game speed control.

8
Suggestions / Mechanical pistols improvement
« on: September 13, 2019, 04:11:13 pm »
Now it's not a secret that mechanical pstols right now suck. Here are my though on what can remedy the situation somehow.

1) If we compare SMG vs Pistols shot byt shot we will find that same caliber SMG has much lower AP cost and only slightly lower damage, so even if you don't use burst fire, you can seriously outdamage pistols with smg just by simply attacking the target. If we use burst fire, we leave pistol in the dust. Just by swapping AP cost of similar caliber smg and pistols we go a long way of making them viable weapon. We also nerf SMG a bit, but they will be pretty strong even so (though may use some slight damage increase to offset the nerf). Since the pistols will have a lot less AP cost, Steadfast Aim can be returned to 1% for 1 AP after 10.

2) Pistols seem to be made with the critical shots in mind, so slightly buffing their critical chance (say by 5%) and critical damage (by 25%) across the board we can solidify their role. Right now even if you manage to get you critical chance high, you main source of damage bonus is Sharpshooter feat and 25% from hammerer, making their crits very unimpressive even with Critical Power.

3) Hammerer probably shouldn't have such big range. It would be fine to nerf the upper damage along with rising lower. Right now it feels like playing roulette. Being more reliable would be good.

4) Introducing some crafting components would be a nice idea, since right now a pistols don't have good one outside of smart module and perhaps rapid realoder (which is double edged sword, since it alse reduces bonus from Steadfast Aim).

5) New feats that would introduce new styles of using pistols. For example:

  - Full Akimbo. If oyu have two firearms pistols equipped, shooting one will reduce the AP cost of the next attack from second pistol by 5.

  - Adjustment Fire. Each next shot against same target with same pistol while in focus will increase the accuracy by x% and damage by y% (not sure about the numbers on that one)

6) Reduced AP cost for equiping them. Stacks with Quick Pockets.

Not all of those ideas have to be implemented, it's just a collection of suggestions on how to improve what is currently the weakest weapon in the game.

9
Suggestions / Re: New Feat: Gunsmith
« on: September 08, 2019, 10:00:49 am »
Without any kind of penalty it would so ridiculously overpowered that it would be a must-have feat for all gun builds, and would even further widen the already immense gap between craftable weapons and found weapons.  Doesn't matter if it would require 7 INT and 120 Mechanical, an additional slot at no penalty would be worth moving around points.  Too powerful by far.

EDIT: OTOH, if it only applied to gunpowder pistols...

I wouldn't call it ridiculously overpowered. It will be a nobrainer obviously, but the power it gives to you directly proportionate of the power of the possible components. And it's not all that great. Yes, you will be able to make muzzled, smart rapid ARs, which compared to current meta means you have occasional damage increase from smart module. Maybe even just increased precision on bursts instead of smart module. Think of available components and think that for most of the firearms you use like two of them constantly and the rest you use precisely never because they suck compared to the usual choice.

No come to think of it, it's not even a nobrainer for many builds, since most of the components provide benefits that aren't worth investing a feat.

10
General / Re: Stealing from Ray's Shop
« on: September 05, 2019, 10:25:13 am »
So, it seems impossible to steal a jet ski from Ray's shop. I'm talking about the good ones inside. The ones outside can be stolen.

I was actually able to drive the Devastator out of Ray's shop without any camera turning orange or red. No NPC saw me either. So, I was fully expecting to have succeeded, but there appears to be a fail safe. So far as I can tell, moving one tile past the gate always triggers hostilities, even if the cameras stay green and you don't drive the jet ski past any core city NPCs.

Has any one been able to steal one of the good jet skis? Or is it as impossible as it seems?


It seems to me, you get into the sniper's guy field of vision. Try to wait a bit and sail off when no one can see you

11
Suggestions / More secrets
« on: August 23, 2019, 01:10:57 pm »
Please add more secret areas and passages into vanilla and expansion game. Right now, there are too few of them and that makes feats like Snooping not really attractive. If there would be more secrets and persception checks boosted by that feat, it owuld be more useful and exploration in general would be a lot more interesting. A lot of additional high checks (12+) would be nice too, to be mostly for characters with good Perception scores and giving more benefits (like being able to sneak around some tough battles and so)

12
I was playing on dominating. I basically took the feat for fighting against groups of 8+ enemies, where it was likely to have an effect, especially since I was playing with 3 CON and light armor. So when I say it was strong, I mean it was strong fighting against large groups, since I wasn't looking for it to be useful in other situations. After all, fights with fewer enemies were pretty easy.

Anyways, the feat was disappointing before I got Death's Grin. Or maybe my luck was poor. Either way, I stopped leveling Intimidation since I thought it wouldn't provide further benefit, so my effective skill (with Death's Grin) was only 105. I don't know if dominating raises enemy resolve. Maybe it does, but I was playing a sword/knife build, so it was pretty easy to kill 4-5 enemies each turn. And that meant 4-5 chances to apply fear so the feat felt pretty reliable against large groups.

Good to know, thanks for the info.

13
Kinda makes the feat not all that attractive, since not only the 15% chance is low by itself, the enemy can resist it too.

I found it to be pretty strong with a certain item. It let me handle large groups very differently. I could just run into 10 or more enemies, knowing that if I killed 2-3 of them, I probably wouldn't have to worry too much about the return fire for one turn. The AoE for the affect seems pretty large.

What difficulty? I know that death grin increases the chances, but on hard and dominating enemies are generally stronger too and probably will resist it more often.

14
Kinda makes the feat not all that attractive, since not only the 15% chance is low by itself, the enemy can resist it too.

15
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 22, 2019, 07:22:54 am »
Quote
Underrail is not an MMO. It's perfectly fine to have for some build to be more powerful than others.

A good point about having several different playstyles that have different powerlevels, though imo power should be compensated by complexity of the play, so you shouldn't have one that is both powerful and easy (in a tactical sense) to play.

Also there is a point where power gap actually reduces variety by some options being so ridiculously OP, that you are screwing yourself for not using them. Now builds that use temporal school are noticeably more powerful than those that don't and i don't think it's a good thing for other weapons.

There is also the point that you shouldn't have something very weak in your game (like mechanical pistols that are now reduced to being an init bonus passive clothes that take weapon slot), because it also affect variety in a sense that it matters.

So while i agree that you don't need to make everything same in the pwoer level eprspective in a single player game, you also shouldn't make something much more powerful than any other option.

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