Yeah, if it says "firearms" it's only regular guns.Fuck... I got Rapid Fire on my Energy Pistols char and then realized it only works with guns that shoot bullets. I was really hoping to use it with my plasma pistol.
Yeah, ARs require 6. And if I know I'll continue to use ARs, I'll bump STR up the next time, right now I can use the Regalia. I suspected that SMGs would be the poor man's AR.
Time is split into smaller discrete units to allow more precise control over AP costs. So the AP per turn number is larger. And I think that turns in Underrail represent a slightly longer time period than they did in Fallout. (I don't really remember how the TB/RT conversion worked in Fallout Tactics.)
Time is split into smaller discrete units to allow more precise control over AP costs. So the AP per turn number is larger. And I think that turns in Underrail represent a slightly longer time period than they did in Fallout. (I don't really remember how the TB/RT conversion worked in Fallout Tactics.)
Underrail isn't balanced more like Fallout because it isn't Fallout. Besides, Fallout also had gimmick builds that could perform over 10 attacks per turn.
Eyestabber and others, I went with a mostly Sniper Rifle build in the early stages, but how should I be working out my second weapon?
In other words, I began with a 5/7/7/3/10/3/5, boosted DEX and INT, and I've been focusing on stealth/sniping - but when battle starts you want to be able to switch to another weapon for versatility. I've experimented with whatever pistols, SMGs and ARs (rathound regalia = 6STR) I can find, all to decent-ish effort, and I've just crafted an electroshock pistol that I've toyed around with. It's hard to know what to plan for because I'm not sure what kind of chemical/energy weapons I can get (and I didn't even know at the start those are pistol only). I also haven't been getting any burst-oriented feats.
Is it worthwhile to continue bumping electricity and/or chem and develop energy/chem pistols, or is it better to latch on to SMGs and/or ARs for bursting when shit hits the fan?
Currently level ~13 in Core City, Dragunov if I want 2 sniper shots per turn but I also have a high damage sniper and high crit chance sniper to rotate. I have ~75 mechanics, ~50 elec/tailoring, ~25 chem/bio, but it's hard to know which ones to jack up. Hell, focus stim requires 50 bio right? I've never even seen one.
Well, you probably realised by now that the sniper rifle is great for alpha striking, but a terrible weapon for sustained engagement. The obvious choice is the AR since it's just one extra STR point away from the 5 required by sniper rifles. Sniper/AR have great synergy since they rely on roughly the same things. Pistols are good since you have decent/high dexterity. Because their per-shot damage is high and their AP cost is low, they might just be the perfect tool for finishing off an enemy wounded by a regular sniper shot. SMGs...NO. I only used SMGs in the alpha and I remember disliking them very much. Lowest per shot damage in the game = DT shuts you down hard. You'll end up burning tons of AP bullets just to stay relevant. Energy pistols might be a very interesting choice since their high AP costs means you won't be able to fire them more than twice anyway, so the difference between mid and high dex is none whatsoever.
Dude, I'm just using Fallout as an example of turn length. Saying "Underrail is not Fallout" is complete fanboy nonsense. I did not follow the development of the game and was wondering why Styg went with longer turns. Have there been versions with shorter turns? Even longer turns? How many iterations of the turn based system were there?
Have you guys seen this yet? A good chance to get direct answers from Styg without the layer of fanboy cultists as middlemen!
Crowbars are heavy. Deal with it.3. The strength threshold for crowbars should be lowered to 5, or more flimsy vent grates should be added.
What about melee attacks? Why shouldn't crates block those too?8. Cover system. Standing behind a box should reduce your chances of being hit by ranged attacks from that direction.
Crowbars are heavy. Deal with it.3. The strength threshold for crowbars should be lowered to 5, or more flimsy vent grates should be added.
In that case it would be TOO good. what do you want - obliterate Carnifex guy in one or even half of the turn? )Fuck... I got Rapid Fire on my Energy Pistols char and then realized it only works with guns that shoot bullets. I was really hoping to use it with my plasma pistol.
The most distorted vision of pistols I have seen ITT.Pistols? Per shot damage is high? AP low? In what game is this?
Critpower? Electro-Stygsend-pistol?It then struck me that why would I ever want to do plasma when .44(with normal, AP, or explosive ammo) is a lot better.
Enjoying this game so far but I do have one criticism to make.
IT WAS FUCKING 86 PERCENT TO HIT YOU FUCKING COCK SUCKING PIECE OF SHIT!!!!!
Things I would like to see in the inevitable underrail expansion/sequel
1. More combat only and Psi only quests. The current game is skewed in favor of stealth roles, just because of all the shortcuts available to them. Many quests are a bitch to complete as a combat specialist. Mind control should be used in dialogue checks too.
2. Intimidation should scale from strength as well as willpower, and spikes on your armor should raise your intimidation.
3. The strength threshold for crowbars should be lowered to 5, or more flimsy vent grates should be added.
4. Some more melee weapons would be nice. A shock lance that can attack two tiles away would be cool. Shotguns could be an interesting option as a sidearm for characters that did not pump perception.
5. SGS credits should be used by default in places that take it.
6. Merchants with high quality goods that travel from zone to zone, junk buyers that will buy anything at 30% it's value.
7. Armor changing character appearance.
8. Cover system. Standing behind a box should reduce your chances of being hit by ranged attacks from that direction.
Things I would like to see in the inevitable underrail expansion/sequel
1. More combat only and Psi only quests. The current game is skewed in favor of stealth roles, just because of all the shortcuts available to them. Many quests are a bitch to complete as a combat specialist. Mind control should be used in dialogue checks too.
2. Intimidation should scale from strength as well as willpower, and spikes on your armor should raise your intimidation.
3. The strength threshold for crowbars should be lowered to 5, or more flimsy vent grates should be added.
4. Some more melee weapons would be nice. A shock lance that can attack two tiles away would be cool. Shotguns could be an interesting option as a sidearm for characters that did not pump perception.
5. SGS credits should be used by default in places that take it.
6. Merchants with high quality goods that travel from zone to zone, junk buyers that will buy anything at 30% it's value.
7. Armor changing character appearance.
8. Cover system. Standing behind a box should reduce your chances of being hit by ranged attacks from that direction.
1. Combat is NOT fucking favored towards stealth roles, like.. at all. Dude you need to improve your rpg skills. I've played PSI, I'ved played sniper, melee, traps, but never stealthys.. and I'm literally plowing through on HARD.
2. Kind of agree
3. Same
4. Shotguns could be nice, yes and more options, but the game made by 1-2 guys, maybe in the future
5. Nah, diversity in currency is cool and makes sense.
6. There's enough merchants with high qual stuff at it is. Different zones have different merchants, specific for their zone. It fits.
7. That's already in the game, no? Wearing different kind of armors displays that.
And considering that the Steam version of Underrail is also DRM-free, and can be launched through .exe completely bypassing Steam...Am not particularly pleased to admit the big pimp has won me over, but i have seriously had enough with them. You know how many months after its release D:OS's editor was bugged for GOG? Months! I had to torrent a steam rip to be able to play it. So fuck them
Do quests for scrappers and black heels, do lucky knife quest, and im guessing youve done all extra objectives from quests that came before. you can find 1 x2 oddity killing a couple hoppers.