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Underrail: The Incline Awakens

jungl

Augur
Joined
Mar 30, 2016
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it probably makes pure psi wizards a little harder to play and barely affects someone with little investment in psi(one or two schools). But holy shit does this neuter psi hybrid builds that were fun to play but not optimal for anything above normal difficulty due to their weak start and reliance on getting a variety of psi powers online to have their spread stat investment pay off.

I guess stygs wants people to only use 1-2 schools completely maybe forget about metathermics school and use op grenades instead for aoe damage needs.
 

Stavrophore

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Well it was silly that you could squeeze all PSI schools with one char. Thought control is basically a no brainer, you can use it standalone. Psychokinesis is good support school, metatermics is main offensive damage dealer[beside some specced neural overload], and temporal manipulation is also support school.
 

ciox

Liturgist
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Feb 9, 2016
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I did because I have a working backup so I can try the "oh hi I upgraded your RAM" version now.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
This might be a pretty big nerf to snipers.
Spearhead sniper rifles will now have base action points of 32 (up from 30)
Rapid reloaders takes off 20% of the AP cost. 20% of 32 is 6.4. 32-6.4 is 25.6. If the AP cost is rounded up, that means you can't fire the Spearhead two times in a turn now. With the Dragunov nerfs, Snipers are big piped this update. Kind of a shame, since I'd hate to be RNG screwed out of firing twice per turn just because my rapid reloader/Dragunov didn't proc.
 

ciox

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This might be a pretty big nerf to snipers.
Spearhead sniper rifles will now have base action points of 32 (up from 30)
Rapid reloaders takes off 20% of the AP cost. 20% of 32 is 6.4. 32-6.4 is 25.6. If the AP cost is rounded up, that means you can't fire the Spearhead two times in a turn now. With the Dragunov nerfs, Snipers are big piped this update. Kind of a shame, since I'd hate to be RNG screwed out of firing twice per turn just because my rapid reloader/Dragunov didn't proc.

Yes, removing guaranteed two shots per turn is the whole point of the change.
The curious part is why RNG is involved, important procs like pneumatic hammer damage+stun happen reliably every few hits, but not this one.
 

ItsChon

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Steve gets a Kidney but I don't even get a tag.
This might be a pretty big nerf to snipers.
Spearhead sniper rifles will now have base action points of 32 (up from 30)
Rapid reloaders takes off 20% of the AP cost. 20% of 32 is 6.4. 32-6.4 is 25.6. If the AP cost is rounded up, that means you can't fire the Spearhead two times in a turn now. With the Dragunov nerfs, Snipers are big piped this update. Kind of a shame, since I'd hate to be RNG screwed out of firing twice per turn just because my rapid reloader/Dragunov didn't proc.

Yes, removing guaranteed two shots per turn is the whole point of the change.
The curious part is why RNG is involved, important procs like pneumatic hammer damage+stun happen reliably every few hits, but not this one.
But why? People still had an incentive to use some of the bulkier sniper rifles when it came to one shotting important targets, so I don't think it's a matter of balancing out all the Snipers. Was the Sniper class really that OP before all this?
 

ciox

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This might be a pretty big nerf to snipers.
Spearhead sniper rifles will now have base action points of 32 (up from 30)
Rapid reloaders takes off 20% of the AP cost. 20% of 32 is 6.4. 32-6.4 is 25.6. If the AP cost is rounded up, that means you can't fire the Spearhead two times in a turn now. With the Dragunov nerfs, Snipers are big piped this update. Kind of a shame, since I'd hate to be RNG screwed out of firing twice per turn just because my rapid reloader/Dragunov didn't proc.

Yes, removing guaranteed two shots per turn is the whole point of the change.
The curious part is why RNG is involved, important procs like pneumatic hammer damage+stun happen reliably every few hits, but not this one.
But why? People still had an incentive to use some of the bulkier sniper rifles when it came to one shotting important targets, so I don't think it's a matter of balancing out all the Snipers. Was the Sniper class really that OP before all this?

Well, everyone was crafting Rapid Spearheads and this is the solution drafted for it.

There's a buff effect from this change on other guns too but it seems pretty light, you'll get an extra burst only if you were very close to the breakpoint already, as you need perfect RNG to gain AP equal to the cost of firing a shot, but it could be a noticeable buff for bullet pistols, especially heavy ones.
 

jungl

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Mar 30, 2016
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Funny thing is this update makes underail even more grognard friendly which Iam guessing is not its intended goal. How the hell you expect new players to know what psi trees are worth speccing into? pathfinder has respec option I can't believe stygs never implemented character respec option.

Its hilarious how underrail rpg mechanics scare away and is more intimidating for people to learn then pathfinders ruleset with its dozens of archetypes for a class.
 

OSK

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Dammit. I just beat Depot A this weekend with a pure Psi build for a second time. I had to restart because I mistakenly assumed Underrail had cloud saves. :(
 
Joined
Jan 1, 2011
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621
So there's no reason to not use the bulkiest snipers? Beside adrenaline ofc.
7.62 spearhead/reaper or 8.6 reaper are still probably the best choices because of the rapid reloader buff. 12.7 rifles only get one shot even if reloader triggers, while 7.62 and 8.6 get two shots with it (and 7.62 gets 3 if you use adrenaline or contraction on top of that). Though that's a gamble since reloader is only 25% chance so you can't rely on it.
 

Stavrophore

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Found a sneaky way around depot A
https://www.twitch.tv/videos/398609044
You need effective stealth skill of 100 and above to pull this off. You also need 60 hacking. If you dont have hacking, your best bet is to kill sentries near the room with two plasma turrets, open one of the rooms near[55 hacking, 52 effective with junkyard surprise] throw emp nade into the plasma turrets, blitz into room[or use that ventilation shaft] steal the keycard from locker and gtfo to the room, before plasma sentry arrives.
 
Last edited:

Stavrophore

Most trustworthy slavic man
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Warpig never change

HEm1Xr6.png
 

Sykar

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Turn right after Alpha Centauri
Change the PSI slots to 1 + Int/2 and we are good.
isnt int given for cave wizards since you want to craft some tinfoil hats? Other stats would punish you more and actually force to make choices.

next update will bring failure to initiate combat with too low sneak score given encounter

At the moment you need int 15! to get all the slots. With this change you can unlock them with 10. Still a heavy investment but not ungodly much.
 

ciox

Liturgist
Joined
Feb 9, 2016
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Hmm, maximum of six ability slots, I wonder...

vCrXEMq.png
 

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