Popiel
Arcane
Fuck me this game is so good. I'm playin' it for the first time in ages (I excused myself with coming addon I waited for the expansion of course) and I'm havin' a blast. Devs have my eternal salutes.
How do I go about getting to that Graveyard Mcgufifn thing y'all were talking about? I got the drawing from Yngwar and spoke to the Ferryman but there was no option to show it to him? Did I miss something? Do I need to talk to him after I see the Monument?
The Reef Glider? Who'll buy it? Ray and Squeezer won't. Haven't tried Boulder, and I honestly don't know how and when will he shows up.You can also repair and sell a Lemurian jet ski.
Super steel isn't even that good. I rolled 12 of them and only got 1 that was of 114 quality and the rest were below 100.I just blew over 30,000 charons on my house, and I don't even have any of the turrets or the bot yet.
Wait, was I supposed to be saving up for Super Steel?
Fuck, I haven't even started the expansion yet. How the shit am I going to afford a jetski?
On the other hand, good money sinks are a great thing.
I think Ray does some goofy thing where he doesn't want it but later changes his mind, just to keep things interesting.The Reef Glider? Who'll buy it? Ray and Squeezer won't. Haven't tried Boulder, and I honestly don't know how and when will he shows up.You can also repair and sell a Lemurian jet ski.
The pirates?
I mean the options weren't there. My character acted like he doesn't bring any jetskiI think Ray does some goofy thing where he doesn't want it but later changes his mind, just to keep things interesting.The Reef Glider? Who'll buy it? Ray and Squeezer won't. Haven't tried Boulder, and I honestly don't know how and when will he shows up.You can also repair and sell a Lemurian jet ski.
The pirates?
Just found the Rejects for the first time in Tchort University. Crazy this game always has new stuff to find. Anyway to actually get them out succesfully without massacring the Tchortists?
Dragunov is actually invaluable. IDK if people use it as much as me, but its low AP cost allows you to get off a Snipe and Aimed Shot in the same term with all your AP. This is ridiculously strong whether you're trying to kill one tough enemy or take out two enemies in a strong group. This coupled with Sprint allows you to reposition, and if you have meditation, you can also do some good PSI combinations. IDK if you can craft a sniper rifle with a similar/lower AP cost, but if you can't, it's hands down one of the best uniques in the game.Are any of the unique/"purple" weapons worth it by the time you run into them (unless you rely on metagame knowledge to beeline there, avoiding enemies, early in the game, I guess)?
Other than the Jackknife, of course, which is useful for boosting Lockpicking & Traps when you run into things you can't open/disarm.
I recently found the AWF bolt-action sniper rifle, which was strictly inferior to my Harbinger (aside from having lower AP, but not low enough to shoot twice anyway), Balor's Hammer could be better than regular hammers, but has an absurd weight of 50 and requires 20 Strength to use properly, I found some not!MP5 thing that is inferior to my assault rifles and not silenced anyway. The only one I didn't even bother evaluating was a Power Fist, so I can't comment on that one, because I'm not using Melee.
I don't play the game without Persuasion just because off all the "satisfying" ways you lose out on when it comes to certain Quest lines. I'm really weird about stuff like that though, and certain builds that are reallly fun just can't budget it in, so it all depends. I'd recomend playing through the game with a build that can use persuasion, and than playing through the game again with a new build without persuasion, as you'd have already seen all the good stuff.So are persuasion, intimdation and mercantile "required" skills for story reasons and/or do they give enough to be invested in?
Are any of the unique/"purple" weapons worth it by the time you run into them (unless you rely on metagame knowledge to beeline there, avoiding enemies, early in the game, I guess)?
Other than the Jackknife, of course, which is useful for boosting Lockpicking & Traps when you run into things you can't open/disarm.
I recently found the AWF bolt-action sniper rifle, which was strictly inferior to my Harbinger (aside from having lower AP, but not low enough to shoot twice anyway), Balor's Hammer could be better than regular hammers, but has an absurd weight of 50 and requires 20 Strength to use properly, I found some not!MP5 thing that is inferior to my assault rifles and not silenced anyway. The only one I didn't even bother evaluating was a Power Fist, so I can't comment on that one, because I'm not using Melee.
Story reasons, not entirely. Like any proper RPG worth their salt, Underrail can be finished regardless if you invest in diplomatic skills or not. Heck, you could use Persuasion in a situation you perceive as the 'best' outcome to have, but it turns out not really. Having said that, like ItsChon said, Persuasion could might be one way to get what you *want*, so it's actually up to you to decide whether you want to be talky or not. Me, personally, I've been quite satisfied with the content I experience in the DLC as a persuasive character so far.So are persuasion, intimdation and mercantile "required" skills for story reasons and/or do they give enough to be invested in?
What were the graveyard coordinates again? Someone posted them in this thread but I can't find them, and I don't really want to dick around Native Land looking for it.
The unique fist weapons all have some pretty nice things going on. Unique shotguns are good too (except the joke one, but it's obviously meant to be bad). The unique acid pistol is great too, though it does have its drawback. If you can work around that it's vastly superior to normal acid pistols.Are any of the unique/"purple" weapons worth it by the time you run into them (unless you rely on metagame knowledge to beeline there, avoiding enemies, early in the game, I guess)?
Well, the Dragunov still seems to be bugged, just it's a bad bug. It doesn't have a scope. Every other rifle gets bonuses from a scope, but it doesn't.These weapons used to have bugged properties that made them more useful and unique, like no STR requirement on the Dragunov, or no penalties for moving, but that's all gone now.
The Dragunov doesn't have a STR requirement on purpose, same with the movement thing.The unique fist weapons all have some pretty nice things going on. Unique shotguns are good too (except the joke one, but it's obviously meant to be bad). The unique acid pistol is great too, though it does have its drawback. If you can work around that it's vastly superior to normal acid pistols.Are any of the unique/"purple" weapons worth it by the time you run into them (unless you rely on metagame knowledge to beeline there, avoiding enemies, early in the game, I guess)?
The rest aren't that exciting. MP5 is nice considering how early you get it though. Dragunov can be too.
Well, the Dragunov still seems to be bugged, just it's a bad bug. It doesn't have a scope. Every other rifle gets bonuses from a scope, but it doesn't.These weapons used to have bugged properties that made them more useful and unique, like no STR requirement on the Dragunov, or no penalties for moving, but that's all gone now.
What were the graveyard coordinates again? Someone posted them in this thread but I can't find them, and I don't really want to dick around Native Land looking for it.G12. From Joint Security Headquarters in F12, go east. Landing your jetski requires you to go south from there, though, to F11.