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Underrail: The Incline Awakens

Tigranes

Arcane
Joined
Jan 8, 2009
Messages
10,355
I feel like Heavy Duty has spoiled me. In the original game, you knew tin can ARs were smashing, but it felt reasonably comparable to go for a fast knifer/glover, cave wizard, TC sniper, energy pistol crit boy, power fist boy, and so on.

Now, I think you can build up alpha strike nukers of such strength that you literally one-click entire groups of enemies on Dom with one bang, and it feels much weaker to do anything else.

If you do a Heavy Guns build, for example, you can pick up any crusty LMG near Junkyard and shred everything in Depot A (whereas only certain builds could breeze Depot A without grenades before due to limited resource options); then right after that you pick up Thumper, and you can delete entire groups with one or two thumps; then you can get a Fusion Cannon around lv16 and you've essentially got a Plasma Beam with far better range, damage and AOE that can delete anything and everything up to endgame, including one/two-shotting Naga groups. It felt very underwhelming to play around with shotguns, knives, or psi after that.

This would be a complaint, except Underrail's always been about setting up alpha nukes and the fusion cannon is pretty damn fun
 

Strange Fellow

Peculiar
Patron
Joined
Jun 21, 2018
Messages
4,253
Steve gets a Kidney but I don't even get a tag.
Made it to the medical centre. Not sure how to feel about the verbose verbosity of visionary visions, but the automatons are cool and remind me of Serpent Isle. In fact, a lot of this expansion reminds me of Serpent Isle. It's a lot more structured and linear than the main game, with more ambitious storytelling, and of course there's the whole naval expedition theme. It's a fun change of pace. Next playthrough I might actually have to invest in the nerd talky skills. They seem a lot more useful in the expansion.

Anyway, just now I javelined some robotman and the electricity damage ricocheted onto a friendly robotman turning him hostile. Good bye, 40 minutes of progress. :negative:
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,705
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
I feel like Heavy Duty has spoiled me. In the original game, you knew tin can ARs were smashing, but it felt reasonably comparable to go for a fast knifer/glover, cave wizard, TC sniper, energy pistol crit boy, power fist boy, and so on.

Now, I think you can build up alpha strike nukers of such strength that you literally one-click entire groups of enemies on Dom with one bang, and it feels much weaker to do anything else.

If you do a Heavy Guns build, for example, you can pick up any crusty LMG near Junkyard and shred everything in Depot A (whereas only certain builds could breeze Depot A without grenades before due to limited resource options); then right after that you pick up Thumper, and you can delete entire groups with one or two thumps; then you can get a Fusion Cannon around lv16 and you've essentially got a Plasma Beam with far better range, damage and AOE that can delete anything and everything up to endgame, including one/two-shotting Naga groups. It felt very underwhelming to play around with shotguns, knives, or psi after that.

This would be a complaint, except Underrail's always been about setting up alpha nukes and the fusion cannon is pretty damn fun

This was me after using The Fusion Cannon

48d.png
 

BruceVC

Arcane
Joined
Jul 25, 2011
Messages
10,228
Location
South Africa, Cape Town
Made it to the medical centre. Not sure how to feel about the verbose verbosity of visionary visions, but the automatons are cool and remind me of Serpent Isle. In fact, a lot of this expansion reminds me of Serpent Isle. It's a lot more structured and linear than the main game, with more ambitious storytelling, and of course there's the whole naval expedition theme. It's a fun change of pace. Next playthrough I might actually have to invest in the nerd talky skills. They seem a lot more useful in the expansion.

Anyway, just now I javelined some robotman and the electricity damage ricocheted onto a friendly robotman turning him hostile. Good bye, 40 minutes of progress. :negative:
Its interesting reading updates from someone playing the same game as me at the same time and having similar experiences

Thats one thing that still causes me to restore, I use PSI electricity and it can harm allies and they turn hostile in the middle of a battle

Its happened to me several times and especially when the AEGIS camp gets attacked

I have just learnt to save before complex battles with allies
 

Corvid

Novice
Joined
Sep 4, 2013
Messages
27
I have just learnt to save before complex battles with allies
I appreciate the save system a lot. Actually quick quicksave, keeps one previous quicksave, autosave on area change, keeps one previous autosave. Fast, unobtrusive, all I need in 98% of situations. I only used named saves for when I knew serious shit or a faction fork was about to come up, plus once a day in case of major fuckup.
 

BruceVC

Arcane
Joined
Jul 25, 2011
Messages
10,228
Location
South Africa, Cape Town
I have just learnt to save before complex battles with allies
I appreciate the save system a lot. Actually quick quicksave, keeps one previous quicksave, autosave on area change, keeps one previous autosave. Fast, unobtrusive, all I need in 98% of situations. I only used named saves for when I knew serious shit or a faction fork was about to come up, plus once a day in case of major fuckup.
Agreed, what I have also done a few times is leave the active screen in battle to heal

But the problem with that is the enemies are always waiting for me and the aggro doesnt go away and they always win the combat initiative and attack first when I come back

So in many cases its better not to run away but rather get killed and restore and try something better around combat strategy
 

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