Ol' Willy
Arcane
This one is taken by Jasede and, judging by his experience, it's not so much fun.nothing is more challenging than throwing knives
This one is taken by Jasede and, judging by his experience, it's not so much fun.nothing is more challenging than throwing knives
Yeah, ballistic ones. I'm playing Energy Pistols (evolved into "death by one EMP grenade jacked-up on electronics" type) build and it's already kinda easy. Those crits truly wreck stuff. Poor Carni died from two laser crits in one turn. From what I've seen, regular pistols kinda suck and it would be a nice challenge.And what kind of pistols? The ballistic ones? They're viable, but take a long time to get going and have a bad early game, as no merchant save for Blaine sells Rapid Reloaders pre depotA. I've finished the game with a crit/special attack Hammerer build and it was very good past midgame. I do recommend getting at least Temporal Manipulation psi for Contraction and LTI to reduce cooldowns.
I have this in mind - inspired by Master Exploder from Arena. Blast Suit as the main armour (yes), offense - heat based PSI, tons of grenades and mines, defense - inflated health pool and shields.How gimmicky do you want them?
Of course. Now I can't play anything below it. Thanks for the input, and I think all your points are absolutely mandatory, but:On dominating?
This actually sounds dope. You think you could make this work with the unique Electric armor added in expansion?How gimmicky do you want them? I suggest a psi tranquility Psychokinesis crit build, focusing on Electrokinesis. Crit% comes from specced Psychostatic Electricity. Haven't tried it personally.
A psi beetle tac vest would be better, but it would work. Having no stealth hurts, and it has a 40% armor penalty, but it's doable. Powerful, even.This actually sounds dope. You think you could make this work with the unique Electric armor added in expansion?
A psi beetle tac vest would be better, but it would work. Having no stealth hurts, and it has a 40% armor penalty, but it's doable. Powerful, even.This actually sounds dope. You think you could make this work with the unique Electric armor added in expansion?
Ol' Willy That's just the nature of Underrail, or rather Dominating difficulty. Glass cannon builds are superior to tanks. By forgoing any type of passive defenses (armor, dodge/evasion) and by specializing into offense with just a dash of CC, it's possible to out-kill enemies and avoid ever getting hit. Armor is also less effective because there exist enemies who deal damage which ignores armor (mind control psi enemies).
Sykar This imbalance exists on both Normal and Hard, it's just that it's much more noticeable on Dominating due to increased amount of enemies and their higher damage output. It's mostly this way due to how overpowerd stealth is. It enables glass cannon builds to position themselves favorably and deliver devastating alpha strikes, sometimes ending combat in one turn. Together with higher mobility they can abuse enemy AI and map chokepoints.
However, in some fights, namely the Praetorian Warehouse mission and Beach defense, tanks have an easier time. Those maps have few or no chokepoints and enemies don't come in all at once, making it hard to control the battlefield. Armor/HP tanks are viable, but more challenging.
I see no problems with that. Tank builds are very close to vanilla Fallout 1 gameplay: Power Armour, Turboplasma Rifle - you stand in the middle of the room, laugh at pathetic attempts to hurt you and melt stuff with eye-shots. Glass cannons require more thinking: prepare the battlefield with traps, think about approach and retreat routes, think of crowd control, prevent enemies from attacking you and move smart.And instead of actually addressing the issue Styg went the lazy route and just bloated the numbers some more.
No.And instead of actually addressing the issue Styg went the lazy route and just bloated the numbers some more making it even more vital to have strong alpha strikes because a horde of enemies can turn almost any character into mincemeat during one turn.
No.And instead of actually addressing the issue Styg went the lazy route and just bloated the numbers some more making it even more vital to have strong alpha strikes because a horde of enemies can turn almost any character into mincemeat during one turn.
Build a tank right and it's unstoppable. Albeit slower to play. Tank builds are not bad by any means. It's just that glass cannons are "optimal" and imo, more fun due to being more mobile.
What "issue" are you even talking about? Tanks having a harder time? Dominating difficulty being too hard?
While it's very true, there are few bilocating enemies in the game (discounting Goliaths). Despite the fact that they like to cast Spatial Bullshit on themselves, they die in two bursts or one good grenade.Oh and tanks are bad once you get any Lurker with TC on board. Double Bilocation wrecks any tank far harder than anything else.
The argument that the game is not hard once you know what you are doing is retarded. And in the very next sentence you say that the game is hard because some enemies are hard to deal with. And you really think what's making builds overpowered is crafted gear? That's your take?No.And instead of actually addressing the issue Styg went the lazy route and just bloated the numbers some more making it even more vital to have strong alpha strikes because a horde of enemies can turn almost any character into mincemeat during one turn.
Build a tank right and it's unstoppable. Albeit slower to play. Tank builds are not bad by any means. It's just that glass cannons are "optimal" and imo, more fun due to being more mobile.
What "issue" are you even talking about? Tanks having a harder time? Dominating difficulty being too hard?
Rofl. Hard. Underrail has little to do with skill. It is all about knowledge and how willing you are to cheese the shit out of it. Dominating is not hard. It is merely obnoxious and makes the game world less believable. Hard would have sufficed if Styg would have bothered to adjust crafted gear down a few notches. That is the real crux of the problem.
Oh and tanks are bad once you get any Lurker with TC on board. Double Bilocation wrecks any tank far harder than anything else.
Sykar This imbalance exists on both Normal and Hard, it's just that it's much more noticeable on Dominating due to increased amount of enemies and their higher damage output. It's mostly this way due to how overpowerd stealth is. It enables glass cannon builds to position themselves favorably and deliver devastating alpha strikes, sometimes ending combat in one turn. Together with higher mobility they can abuse enemy AI and map chokepoints.
However, in some fights, namely the Praetorian Warehouse mission and Beach defense, tanks have an easier time. Those maps have few or no chokepoints and enemies don't come in all at once, making it hard to control the battlefield. Armor/HP tanks are viable, but more challenging.
Glass cannons require more thinking: prepare the battlefield with traps, think about approach and retreat routes, think of crowd control, prevent enemies from attacking you and move smart.
If you have to spam consumables the build you're using is probably weak.
Very strange statement.If you have to spam consumables the build you're using is probably weak.
Short answer: who knows, because the devs keep patching the requirements.Finished Expedition. The Black Sea is awash in the blood of pirates and natives alike, the main game will soon follow.
Now, what do I need to tap into all the checks and story beats my apsychic soldier could not witness?
10 Will, nothing less?