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Underrail: The Incline Awakens

Joined
Jan 1, 2011
Messages
588
Bison leather, Sea Wyrm Leather or a Tac Vest with a good quality panel.
Heartbreaker leather too. Wyrm is great for fighting natives but it does nothing against bio damage. Heartbreaker helps against locusts/spitting spiders which is good. And other heartbreakers, but you don't have much reason to fight them once you get a good quality skin.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
First playthrough Hard/Oddity, every subsequent one DONIMATING/Normal.

like when he implemented the psi nerf no one asked

People have been asking for wizard nerfs since release, probably even earlier as well.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
24,752
Location
Reichskommissariat Russland ᛋᛋ
Chemical Assault Unit Armor + Biohazard Boots + Coretech Tactical Respirator = 100% acid and 100% bio resistance with minimal penalties (compared to the alternatives), a few bonuses, and okay mech resistance. The serpents will still poison you (try Irongut),
With this setup, Wyrms and Heartbreakers become completely harmless; Lepers can still get you but they are melee only and thus, avoidable. Locusts become way less of a threat; I tested this setup on DOM SI build and even with below 30% HP it was possible to tank them a lot
 

ciox

Liturgist
Joined
Feb 9, 2016
Messages
1,298
So it still takes til level 21 for you to be able to dissassemble items without breaking them, great.
Like I said before, the fix for that feat is to store a little more data on items, such that disassembling does not change the durability of items, because it's stored on the disassembled components.
Then maybe the feat can actually work properly and you can stop having a goofy DBZ beam duel, between the minmax exploits you can do with the feat, and the nerfs that try to counter them.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,504
Well, fully specced disassemble is really powerful. Fix weapons without kits, changing components on the go, not to mention the money you make doing it with any loot you come across. Wouldn't take it to dominating though.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,504
Well, fully specced disassemble is really powerful. Fix weapons without kits, changing components on the go, not to mention the money you make doing it with any loot you come across. Wouldn't take it to dominating though.

:nocountryforshitposters:

Most dominating builds require min maxing, taking disassemble would get in the way. It is really powerful, not so on dominating.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,535
See it as any other QoL feat except for 5 spec points which can be borrowed from critical power for example. No big deal.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
24,752
Location
Reichskommissariat Russland ᛋᛋ
I would say, if you play AR/SMG/Shotgun build, full-specced Disassemble is a must; doubly so if you play on Classic (it comes earlier, with Oddity you'd have to suffer with repair kits for much longer) and if you rely on non-crit damage (non-crit AR build on DOM runs out of durability faster than it runs out of ammo). I never was a fun of durability systems in any games, so the way to circumvent it in Underrail is much welcomed
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,535
By the way, it's still possible to get metal plates out of metal armor so abusers still might save lots of space. And metal boots cannot be disassebled at all, kinda weird.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,664
Location
Roanoke, VA
Grab the Codex by the pussy
People have been asking for wizard nerfs since release, probably even earlier as well.

"People" have also been asking for an automap since release, but they were wrong to ask, Styg was misguided to waste man-hours on it, and its implementation was pure decline, regardless of how fancy it looks or how nifty it is on a technical level. Nor was the automap needed for Expedition—on the contrary, a visual map only serves to emphasize what a small puddle the place really is once you've explored the extent of it. The map can be ignored, but sadly, few have the willpower or motivation to do so.

Even if the opinions of wrongheaded idiots carried any weight at all, the overwhelming majority reaction to the psi nerf has been negative, as you are well aware; and Temporal Manipulation, as you are also well aware, has by itself allowed for builds that are far more powerful than pure psi ever used to be. In a greater sense, relentless "balancing" of RPG mechanics systems in a vain quest for total build parity never creates more fun, but only saps it away; furthermore, the options for super-overpowered builds are only ever narrowed. They cannot be eliminated entirely, except in a Sawyerist system that isn't any fun at all no matter what you try.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,664
Location
Roanoke, VA
Grab the Codex by the pussy
Imagine my surprise that normie disagrees.

You're the clearest case I've ever seen of someone who needs to go back to 4chan. Although you've shown a glimmer of insight by realizing that far better discussions are to be had on the Codex, as well as good taste in enjoying Underrail, you're still one of them in most respects—an unassimilated immigrant. You want your electric toaster and your iPhone, but you also yearn for Sharia law and a caliphate. The Codex has been filling up with too many yous of late.

Ah, well. The decline of the Codex itself has been inevitable since long before dozens and dozens of "X is now playing Fallout 4" statuses appeared in the official Codex Steam group a few years ago. There's no getting away from entropy, not even in pure escapism.
 

Twiglard

Poland Stronk
Patron
Staff Member
Joined
Aug 6, 2014
Messages
7,237
Location
Poland
Strap Yourselves In Codex Year of the Donut
You're the clearest case I've ever seen of someone who needs to go back to 4chan. Although you've shown a glimmer of insight by realizing that /v/ and /vg/ are filled with the lowest common denominator, and good taste in enjoying Underrail, you're still one of them in most respects—an unassimilated immigrant. You want your electric toaster and your iPhone, but you also yearn for Sharia law and a caliphate. The Codex has been filling up with too many yous of late.

Give him a break. His aptitude of the English language is laudable. He's an inspiration to us all.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,535
"People" have also been asking for an automap since release, but they were wrong to ask, Styg was misguided to waste man-hours on it, and its implementation was pure decline, regardless of how fancy it looks or how nifty it is on a technical level. Nor was the automap needed for Expedition—on the contrary, a visual map only serves to emphasize what a small puddle the place really is once you've explored the extent of it. The map can be ignored, but sadly, few have the willpower or motivation to do so.
I don't think that adding map was necessary, but people got what they wanted and I'm glad for them. Ideally, something like a big check whether or not to play with auto-map at the start next to choosing xp system would be great. After all, the game still has all the direction descriptions and Expedition has its own coordinat system no less. Ironman mode would be welcomed as well.
Even if the opinions of wrongheaded idiots carried any weight at all, the overwhelming majority reaction to the psi nerf has been negative
Eh, the good part hell if not majority of those negative reactions were due to simple fact of drastic changes to the single player game so much time sinse release which is undestandable. Not to mention many cave wizards psi-enthusiasts are simply biased and cannot/don't want to see the positive effect of the nerf (much more diversity to psi-related builds for one). As for TM, it's busted yeah and should be nerfed :D like 5 fewer AP from contraction and creating a workaround for AI regarding stasis.
 
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Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
"People" have also been asking for an automap since release, but they were wrong to ask, Styg was misguided to waste man-hours on it, and its implementation was pure decline, regardless of how fancy it looks or how nifty it is on a technical level. Nor was the automap needed for Expedition—on the contrary, a visual map only serves to emphasize what a small puddle the place really is once you've explored the extent of it. The map can be ignored, but sadly, few have the willpower or motivation to do so.
I don't think that adding map was necessary, but people got what they wanted and I'm glad for them. Ideally, something like a big check whether or not to play with auto-map at the start next to choosing xp system would be great. After all, the game still has all the direction descriptions and Expedition has its own coordinat system no less. Ironman mode would be welcomed as well.
Even if the opinions of wrongheaded idiots carried any weight at all, the overwhelming majority reaction to the psi nerf has been negative
Eh, the good part hell if not majority of those negative reactions were due to simple fact of drastic changes to the single player game so much time sinse release which is undestandable. Not to mention many cave wizards psi-enthusiasts are simply biased and cannot/don't want to see the positive effect of the nerf (much more diversity to psi-related builds for one). As for TM, it's busted yeah and should be nerfed :D like 5 fewer AP from contraction and creating a workaround for AI regarding stasis.

Illusion of diversity. The reality is that everything the current "restricted" builds can do the old PSI build could to, too. PSI has now a very shallow learning curve where you are usually just take around 1-2 schools and run with the same load out and whatever you lack you can make up for with throwing for example and what do you get in return for the new vancian system? All niche psi abilities are now useless since the opportunity cost is too high and a mind boggeling amount of needless tedium. /yawn
The fun of old PSI that I had actual flexibility in combat. The nerf to Berserk for example was all that was needed. That and nerfing PSI boosters. Meanwhile ARs are as powerful as ever, more powerful than PSI with less tedium, and no nerf in sight.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,535
PSI has now a very shallow learning curve where you are usually just take around 1-2 schools and run with the same load out and whatever you lack you can make up for with throwing for example
Like many other builds. It's fair.
The fun of old PSI that I had actual flexibility in combat. The nerf to Berserk for example was all that was needed. That and nerfing PSI boosters. Meanwhile ARs are as powerful as ever, more powerful than PSI with less tedium, and no nerf in sight.
Too much flexibility. As for ARs - yeah they're powerful yet at the same time AR build is one trick pony ergo
rating_sawyer.gif
in a sense even compared to castrated psi builds.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,442
"People" have also been asking for an automap since release

Comparing nerfs to widely recognized OP mechanics (making the game harder) to a QoL feature (making the game easier) makes no sense at all.

the overwhelming majority reaction to the psi nerf has been negative,

Because of the added busywork, not the loss of power.

Again, even if you consider that the nerf was done badly, or that the current result is worse, doesn't mean that PSI shouldn't have been reworked.

super-overpowered builds are only ever narrowed

PSI didn't even have builds before, because there were no tradeoffs necessary.

Meanwhile ARs are as powerful as ever, more powerful than PSI with less tedium, and no nerf in sight.

It's not really about the total power level - wizards just didn't play by the rules everyone else did.
There were no long-term resource drains and you always had the entire arsenal at your fingertips. Along with only one important attribute, so it was entirely braindead.
 

CHEMS

Scholar
Joined
Nov 17, 2020
Messages
1,504
Psi builds were broke as fuck before the update. They had NO drawbacks at all and plenty of tools in their arsenal for everything the game could throw then. Their resources literally grew on the floor, since you only needed boosters to gain back your PSI. Cheap and easy to make at early game, plenty to loot during mid and late game. No wonder people got so butthurt when styg nerfed psy.
 

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
The correct criticism of psi change is that it adds meaningless busywork to a game that already has quite a lot of meaningless busywork - and where some of that busywork can have benefits, this one not so much.

Doesn't make much sense to harp on about flexibility or power levels, because psi remains extremely powerful & flexible either way.
 

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