oneself
Arcane
I love locusts. They are so fun and engaging.
The primary decision in a mana system is that I have a finite, common resource, and so I must play a zero sum game, and decide which skills should eat up that mana. One of cooldowns' primary differences from mana or even Vancian is that the costs become totally disconnected. (Conversely, Underrail mitigates this through scarcity of AP.)
"Mana on an individual ability basis" just makes zero sense whatsoever in this conversation.
Underrail already has mana for PSI. If you add stamina for e.g. melee attacks and it doesn't interact with psi points(like luka suggested) they are disconnected. The more colours you add, the closer you get to cooldowns.
It doesn't make much sense.
OK, I see where you're coming from. I wasn't talking about adding mana to Underrail, though. I don't fundamentally have a big problem with cooldowns in Underrail, and if we were changing it it would be a more systemic overhaul than just tacking on 'stamina'. That wouldn't make any sense and I can't imagine anyone arguing for it.
More generally, I do maintain that there are better ways to have meaningful costs and tradeoffs, and that Underrail is an example of successfully mitigating cooldowns' flaws rather than cooldowns making UR fantastic. Adrenaline is a good example of how there's a unique and sensible consequence that adds a different kind of decision-making. I'd also be interested in someone's idea earlier about how there's limits on spamming certain types of actions in a given turn.
More like Fallout 2.so who did spears better? underrail or aod?
Very true, andnot like its first fallout related oddity but expedition introduced geckMore like Fallout 2.so who did spears better? underrail or aod?
Speaking of which, Expedition has so many similiarities with Fallout 2.
You have the spears, the healing powder, the tribals, the brahmin (bison), the car that runs on energy cells and has a big trunk, the muties that used to be quite hostile but now have a large town that's friendly, the...
- Metathermics isn't great. It's very good early on when Cryokinesis is your best ability. And Thermodynamic Destabilization is your way for dealing with crowds before you get Locus of Control. But after that it is rarely used. Maybe droppable.
- The build lacks a way to fight machines. The robot spam in parts of Expedition is nearly unbeatable in combat for this build. Fighting 8+ 700 health robots with near immunity to mechanical, heat, and frost damage just isn't possible. And the crowded rooms in some areas make sneaking very hard. It would be good to have a backup plan if caught while sneaking.
This is where Metathermics and Thermodynamic Destabilization come into play. Mark a Strongman, drop a Proxy and send a crit Tele Punch into his face. Doesn't matter how much they resist when each punch hits for 1k+. This was usually enough to kill him and the rest of the pack that I funneled into a corridor. Only enemy during Expedition that gave me some issues were the Protectors, but nothing that stopped the game.
I know your build was primarily about sneaking but Metathermics ended up being really good for my Dominating psi run.
It really needs a travel map for the jetski though.More like Fallout 2.so who did spears better? underrail or aod?
Speaking of which, Expedition has so many similiarities with Fallout 2.
You have the spears, the healing powder, the tribals, the brahmin (bison), the car that runs on energy cells and has a big trunk, the muties that used to be quite hostile but now have a large town that's friendly, the...
- The build lacks a way to fight machines.
But was it really necessary? Could they have been designed differently?
But was it really necessary? Could they have been designed differently?
I feel that 25% of character HP is way too cheap for that. If you are 3 Con build, you shouldn't get hit at all anyway, and TM gives you a tons of possiilities fo rthat in exchange for 25% HP that never actually will be spent.
It really needs a travel map for the jetski though.
so i just bought the phaser jet ski.
it's fast!!!
The primary decision in a mana system is that I have a finite, common resource, and so I must play a zero sum game, and decide which skills should eat up that mana. One of cooldowns' primary differences from mana or even Vancian is that the costs become totally disconnected. (Conversely, Underrail mitigates this through scarcity of AP.)
"Mana on an individual ability basis" just makes zero sense whatsoever in this conversation.
Underrail already has mana for PSI. If you add stamina for e.g. melee attacks and it doesn't interact with psi points(like luka suggested) they are disconnected. The more colours you add, the closer you get to cooldowns.
It doesn't make much sense.
Just have one bar for everything like in my system.
And no boosters either, just accelerators like this one https://www.underrail.com/wiki/index.php?title=Psionic_Accelerator
But was it really necessary? Could they have been designed differently?
I feel that 25% of character HP is way too cheap for that. If you are 3 Con build, you shouldn't get hit at all anyway, and TM gives you a tons of possiilities fo rthat in exchange for 25% HP that never actually will be spent.
Plus, the feats have no will requirement. For many builds it's just a 55-60 skill point investment (plus one or two feats) with effectively no other downside.
Ok, but you still lost it, right?
- Metathermics isn't great. It's very good early on when Cryokinesis is your best ability. And Thermodynamic Destabilization is your way for dealing with crowds before you get Locus of Control. But after that it is rarely used. Maybe droppable.
- The build lacks a way to fight machines. The robot spam in parts of Expedition is nearly unbeatable in combat for this build. Fighting 8+ 700 health robots with near immunity to mechanical, heat, and frost damage just isn't possible. And the crowded rooms in some areas make sneaking very hard. It would be good to have a backup plan if caught while sneaking.
This is where Metathermics and Thermodynamic Destabilization come into play. Mark a Strongman, drop a Proxy and send a crit Tele Punch into his face. Doesn't matter how much they resist when each punch hits for 1k+. This was usually enough to kill him and the rest of the pack that I funneled into a corridor. Only enemy during Expedition that gave me some issues were the Protectors, but nothing that stopped the game.
I know your build was primarily about sneaking but Metathermics ended up being really good for my Dominating psi run.
Good to know. I couldn't try this, since I had no Electronics or Biology skill for the Expedition, so no good Headband. And I think I would need to be higher level or have more Will anyways to do enough damage with the Telekinetic Punch. But it seems like the Destabilization wouldn't be enough by itself to blow up the others. Strongmen have 70% mechanical resistance and 90% heat resistance. Something like 450 effective would be needed, right? Follow up with a MK III plasma grenade?
Drink the Juice, stack Temporal Distortions on him and Stasis on the next turn (when TDs staccs have 1 turn left to trigger) to put more staccs of TDs on him.Have decided to get rid of the natives to avoid future invasions, but I'm stumbling upon Magnar. Any idea how to get rid of his ghost as a psi build without the torch yet? It seems most vulnerable to fire, but I'm not sure it's enough to kill him.
i just went straight to their village on cleanse them, they never appear anymoreDoes Aegis camp defense get progressively harder? I am on my fifth defense and there seems to be more of them now, and Skaeder are.. different.
I don't remember it being like this.