HansDampf
Arcane
- Joined
- Dec 15, 2015
- Messages
- 1,547
It is done.
Played on Normal, which may have been a mistake? It seemed the right choice at the beginning given the game's reputation. It even says, Normal is "the way it's meant to be played". I got the impression that Hard would be ideal for a second playthrough, and Dominating was reserved for autists. Psi + Grenades + Crossbow probably wasn't the most beginner-friendly way to play either. But not long after Depot A, I was r00flestomping most of the fights anyway, with few exceptions. It's a weird balance. If the enemy got the initiative, I could easily die in 1 turn or lose a lot HP and get stunned/incapacitated. Lesson learned: Always suspect enemies around the corner and enter combat mode before moving forward. That way, I could always get the first move and effectively win most fights in 1 turn. One grenade would take care of most enemies. With Premeditation and Special Tactics I got two actions for free. And anyone who's still standing gets Frightened. The End. The Arena was also a joke thanks to Frighten alone. Even Tchort's tentacles can be Frightened. Now I'm not sure if I should choose Hard or Dominating for second playthrough (+ Expedition). I strongly doubt I could have survived Deep Caverns on Dominating.
- It was still fun building and developing my character. There are so many possibilities, I haven't even seen half of it. Next time I'm going to play something more classical with Guns and Armor crafting.
- Great atmosphere. Cool setting. Dumb plot resolution. Mysteries are answered with bigger mysteries and sequel bait. That's forgivable. I didn't buy the game for the story. But I grew tired of all the "What can you tell me about X" info dumps.
- A crafting system that's not shit?
- Backtracking isn't that bad when you disable autosaves on screen transitions. Saving takes longer than loading the next screen.
- Deep Caverns was the best part of the game. I was lucky to be a coward and explored every safe area before moving into Tchort territory. By the time I went there, I already had everything I needed. I can see how Deep Caverns could get frustrating if one expects to finish it in one evening.
- Throwing is bs. There is always a 10% chance of missing, and when it happens it's never just one or two squares off. The grenade will either land at the other end of the map or right in front of your feet. Thanks, game.
- I wonder what the completion rate is. I know, you are all hardcore in this thread. But most people don't finish their games, and Underrail has so many traps that should stop even more dedicated gaemers (by modern standards). Many will quit during the first hour because they can't build a half-decent character and are used to more handholding. Depot A will stop most of the rest. Of the few people that do manage to push through, some will eventually lose interest because the game is so long and rl gets in the way. And the tiny percentage that makes it to Deep Caverns will rq and complain on forums about the Mutagen puzzle. Only no-lifers will finish the game.
Played on Normal, which may have been a mistake? It seemed the right choice at the beginning given the game's reputation. It even says, Normal is "the way it's meant to be played". I got the impression that Hard would be ideal for a second playthrough, and Dominating was reserved for autists. Psi + Grenades + Crossbow probably wasn't the most beginner-friendly way to play either. But not long after Depot A, I was r00flestomping most of the fights anyway, with few exceptions. It's a weird balance. If the enemy got the initiative, I could easily die in 1 turn or lose a lot HP and get stunned/incapacitated. Lesson learned: Always suspect enemies around the corner and enter combat mode before moving forward. That way, I could always get the first move and effectively win most fights in 1 turn. One grenade would take care of most enemies. With Premeditation and Special Tactics I got two actions for free. And anyone who's still standing gets Frightened. The End. The Arena was also a joke thanks to Frighten alone. Even Tchort's tentacles can be Frightened. Now I'm not sure if I should choose Hard or Dominating for second playthrough (+ Expedition). I strongly doubt I could have survived Deep Caverns on Dominating.
- It was still fun building and developing my character. There are so many possibilities, I haven't even seen half of it. Next time I'm going to play something more classical with Guns and Armor crafting.
- Great atmosphere. Cool setting. Dumb plot resolution. Mysteries are answered with bigger mysteries and sequel bait. That's forgivable. I didn't buy the game for the story. But I grew tired of all the "What can you tell me about X" info dumps.
- A crafting system that's not shit?
- Backtracking isn't that bad when you disable autosaves on screen transitions. Saving takes longer than loading the next screen.
- Deep Caverns was the best part of the game. I was lucky to be a coward and explored every safe area before moving into Tchort territory. By the time I went there, I already had everything I needed. I can see how Deep Caverns could get frustrating if one expects to finish it in one evening.
- Throwing is bs. There is always a 10% chance of missing, and when it happens it's never just one or two squares off. The grenade will either land at the other end of the map or right in front of your feet. Thanks, game.
Or was it because my character was female?