Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Underrail: The Incline Awakens

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
I wholly disagree. AR tin can with crafting skills is absurdly strong, even after the ver. 1.0.4 invention of the "unconditional special attack," transparently intended solely to nerf AR burst attacks (which was needed, as the damage was insane). Stealth with crafting is just as strong, in very different ways. Both have their weaknesses.

Stealth without crafting would be less strong than either. In my latest playthrough, I very clearly remember that crafting specific fine-tuned SMGs with crafting-maximized damage and precise AP cost thresholds and tradeoffs took my build not only to the next level, but beyond. Good luck buying the perfect complementary gear for your character sheet plan without crafting skills—you'll never find it. The game hasn't changed enough in six months (or since pre-release for that matter) for this to have altered substantially.
The ability to start combat on your own terms, the AP/MP boost from contraction, cooldown reductions from limited temporal increment and the ability to essentially gain an extra free turn (with all the AP bonuses and buffs included) with stasis is stronger than slightly lower AP cost and 2 more shots in a burst. Not to say the latter is not strong because it is, but it's nothing more than a DPS increase, which has nothing on the sheer tactical utility of stealth alone. No crafting builds can also take an advantage of unique guns, which, while inferior to crafted guns, make the difference smaller. I'd rather have an SMG build using uniques than can stealth rather than the other way around. ARs and SMGs already have crazy damage outputs, they will notice the damage decrease less than having no ability to turn invisble.

Tanking is situationally better than stealth, but all in all a build with stealth has a major advantage through the whole game over a build that does not. A lot of tanking is done with non-crafted gear anyways - cans should not leave home without their tesla suit and CAU armor.

Crafting is still up there as one of the strongest things the player can and should invest in, but it's not the strongest one anymore. The gap between found/looted stuff is not as big as it used to be, both stealth and temporal manipulation are a much bigger no-brainer investment that makes every build an order of magnitude stronger. Except pure psi - ironically, it doesn't benefit from TM as much.
 

Blaine

Cis-Het Oppressor
Patron
Joined
Oct 6, 2012
Messages
1,874,785
Location
Roanoke, VA
Grab the Codex by the pussy
I'll give you that—I haven't run a tank since before those armor suits were added. Since I played Stealth Spec Ops SMG last time (and spear riot armor guy before that), I'm about due for a tin can playthrough.

I despise Temporal Manipulation and will never touch it. Not only is it clearly contextually overpowered—as evidenced by its a la carte inclusion in so many meme builds that often have nothing else to do with psionics—but in a titanic act of irony, it was used as the excuse to nerf the rest of the psi skills.

The psi skill nerf was odious in two ways: 1.) it's mechanically obnoxious and introduces annoying micromanagement, and 2.) it makes psi powers feel (and function) less like futuristic mental powers and more like Vancian magic spells from medieval fantasy games.

I hate it, and anyone who defends it is an asshole. I can give Styg a pass because, as the creator, he's way too close to his own creation to judge it properly, in much the same way that it's inadvisable for someone to copy edit his own novel. The rest of you have no excuse and are just terrible people.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
I'll give you that—I haven't run a tank since before those armor suits were added. Since I played Stealth Spec Ops SMG last time (and spear riot armor guy before that), I'm about due for a tin can playthrough.

I despise Temporal Manipulation and will never touch it. Not only is it clearly contextually overpowered—as evidenced by its a la carte inclusion in so many meme builds that often have nothing else to do with psionics—but in a titanic act of irony, it was used as the excuse to nerf the rest of the psi skills.

The psi skill nerf was odious in two ways: 1.) it's mechanically obnoxious and introduces annoying micromanagement, and 2.) it makes psi powers feel (and function) less like futuristic mental powers and more like Vancian magic spells from medieval fantasy games.

I hate it, and anyone who defends it is an asshole. I can give Styg a pass because, as the creator, he's way too close to his own creation to judge it properly, in much the same way that it's inadvisable for someone to copy edit his own novel. The rest of you have no excuse and are just terrible people.

To be fair it is not even a good Vancian system, if I had to make a comparison I would compare this version to a castrated and gutted 4th ED D&D and this version was a massive :decline: compared to ANY of the other editions and was hated by most for good reason. It also did not really change anything of real substance apart from pure PSI but added lots of boring, idiotic and utterly uneccessary tedium.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
s evidenced by its a la carte inclusion in so many meme builds that often have nothing else to do with psionics

I mean, that's most of the point. TM is basically psi for non-psionics.
I love it myself. I think the game plays much better with it.
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
Skill points are tight for many builds if you take all the needed (all checks) social skills.
 
Last edited:

Major_Blackhart

Codexia Lord Sodom
Patron
Joined
Dec 5, 2002
Messages
18,402
Location
Jersey for now
The fact that the pre-release thread started in August of 2010, 11 years ago, and we're still going on about it, shows how awesome this game is and how dedicated a developer Styg and co. really are.

You bitches are just bitches.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
fTNh26U.jpg
 
Joined
Jan 1, 2011
Messages
617
I'm okay with the innervation nerf but the barrel fires are what get me. Like half the humans in the game now have their own fire so they get huge resistances to cryokinesis/orb for free for no other reason than fuck metathermics. I just wanted to freeze things.
 

Ol' Willy

Arcane
Zionist Agent Vatnik
Joined
May 3, 2020
Messages
25,878
Location
Reichskommissariat Russland ᛋᛋ
This is not true for a lot of what can be considered "crafting" and there are exceptions. If we consider something like modern firearms, a lot of the most influential inventors were also good shooters because it takes a good shooter to know what works and what doesn't. Jerry Miculek for example hold various world records and has also invented several firearm modifications. It doesn't take a lifetime of practice to make a rifle grip, it takes a lifetime of shooting to know what makes a grip good. Kalashnikov had no formal engineering education and did not spent most of his life as a firearm designer prior to the AK. Though Underrail doesn't model that either since there's no relation between combat and crafting skills.
On January 1, 1982, when Barrett was photographing a river patrol gunboat on the Stones River near Nashville, Tennessee, he created an award-winning picture that made him start thinking about the .50 caliber cartridge because of two Browning machine guns mounted prominently on that boat.

Since no commercially available .50 caliber rifle existed at that time, he decided to make a semi-automatic weapon. With no background in manufacturing or engineering, Barrett sketched a cross-sectioned, full-size rifle, adding different components to it. Once he decided on the concept, he approached some machine shops with his drawings. They told him that if his ideas were any good, someone smarter would have already designed it. However, this did not diminish his determination.

A few days later, Bob Mitchell, a tool and die maker and machinist in Smyrna, Tennessee, agreed to help. After their regular job responsibilities, the men would start working on Barrett’s ideas, sometimes laboring together all night in a one-bay garage using a small mill and lathe. Barrett also found support from a sheet metal fabricator who allowed him to visit the owner’s shop and work directly with one employee, Harry Watson. The resulting gun was the shoulder-fired Barrett rifle, which was created in less than four months.

While fine-tuning the first prototype rifle, Barrett began designing a second prototype that featured an improved and sleek exterior and other improvements learned from the first prototype. He made a video of the first prototype being fired, then prepared the second prototype so it would sit on a table. He displayed the latter at a Houston, Texas, gun show where three people gave him deposits to make a rifle for them. With a limited amount of money, Barrett set up a small shop at his residence in a gravel-floored garage. He began by building a batch of 30 rifles, mainly because the two wooden gun racks he made in his father’s cabinet shop held 15 rifles each.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
normie, do you want to explain yourself as to why my post was rated with "cuck"? In a coherent manner if possible, although it is brave of me to assume you are capable of it.

Sykar, what part of my post was "shit"?
 

Parabalus

Arcane
Joined
Mar 23, 2015
Messages
17,503
normie, do you want to explain yourself as to why my post was rated with "cuck"? In a coherent manner if possible, although it is brave of me to assume you are capable of it.

Sykar, what part of my post was "shit"?

Edgelording, somehow using a ton of consumables instead of TM makes them more prestigious.
 

Sykar

Arcane
Joined
Dec 2, 2014
Messages
11,297
Location
Turn right after Alpha Centauri
normie, do you want to explain yourself as to why my post was rated with "cuck"? In a coherent manner if possible, although it is brave of me to assume you are capable of it.

Sykar, what part of my post was "shit"?
:nocountryforshitposters:
So you do not get the idiocy of the statement that TM is for "non-psionics"? It is precisely that reason that it is so potent without any real investment that it is the most overpowered discipline. If balance where a thing this discipline should be much more heavily reliant on WP and skill level, especially Stasis.
 

Trashos

Arcane
Joined
Dec 28, 2015
Messages
3,413
I occasionally receive ratings of extreme disagreement by normie, and I never see any post describing the disagreement. So, I am legit curious to see whether he has the gift of articulation or he is just a mental midget with some buttons near his fingers. Come on, normie, don't be shy. Let us see what you 've got.

EDIT: Just as I suspected.

Sykar, all the discussions I remember from the time when TM was about to show up were about how it would be support psi for all builds. Obviously, it can be used with psi builds too, but it consumes important psi for them, while for the non-psi builds it just consumes some HP and AP. Clearly, its best function is for non-psi builds.
 
Last edited:

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,350
Regarding TM, I only ever use it the exact same way for every build - is it different for you guys?

Get up to 35 for Increment, then 55 for Haste, and then possibly 70 for Stasis. Use Haste every single battle interchanging with Adrenaline, use Increment for your most important skill/grenade, use Stasis as failsafe.

I've never found any of the other skills really worth using, and it almost seems like at this point taking TM is less of a choice than a default thing that you do, like using Adrenaline.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom