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Cratzz
Posts: 10
Location: Sweden
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Posted: Fri, 25th Dec 2015 01:50 Post subject: |
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After a while you learn the map, or atleast the most important parts. When progressing the missions there is alot of back and forth, so learning the map follows with that naturally. The lack of map bothered me less and less. Maybe so to for some of you.
Couldnt´t help myself so played through the Alpha-build before, best Game-experience iv´e had, and the best Fallout-game i have played too. GOTY baby!
Character Builder btw:
http://underrail.info.tm/
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Posted: Fri, 25th Dec 2015 02:01 Post subject: |
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ixigia wrote: | Mister_s wrote: | How the hell do you guys keep track of where you are and where you've been without a damn map? I'll just shelve this and hope they implement a map. I'm losing a lot of precious gametime. |
Yup, I thought I'd never say it, but the situation truly is.. quite overwhelming. No breadcrumbs for some Hansel 'n Greteling either
I'm using these: http://www.underrail.com/wiki/index.php?title=Zones , alt-tabbing whenever I feel lost to have some sort of idea, though I haven't invested many hours in the game yet (the evil backlog's fault), and I'm not sure they're actually useful. It's something though! |
Thanks Ixi, that will sure help for the moment. As i probably will finish the game before a real map will get implemented (if at all).
@Cratzz
And yes you get used to the map layout while playing. But i can't remember every corner with those multiple zones, if i take a break for even one day. Sure, i can remember important locations, but not those little shit holes where a quest character might be located.
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Posted: Fri, 25th Dec 2015 13:42 Post subject: |
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Do you mean the size of the pistol, thus cost of AP, has influence on the effect of the perk? I thought it was a fixed 2 AP reduction.
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Posted: Fri, 25th Dec 2015 17:45 Post subject: |
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Well, finished it. Goddamn, that last boss was HEAVY.
Ending is a set of slides like Fallout (the good ones), detailing what effect your actions had on a faction or settlement.
Neat!
sin317 wrote: |
typical jew comment
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Posted: Fri, 25th Dec 2015 19:13 Post subject: |
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Version 1.0.0.4
Throwing nets will no longer work on targets that are immune to immobilization
Fixed the area transition error that occurred after the final fight in certain situations
Fixed a few unreachable containers in Deep Caverns as well as one stuck enemy
Minor map glitches
Some more typos/spelling
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Posted: Fri, 25th Dec 2015 23:54 Post subject: |
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I finished the gang war, hoping someone would drop a nice armor, but no luck. How the hell can I handle the acidic dogs in the Old Junkyard? I can't find an armor against acid anywhere.
Can someone give me tips for a hood pistol? Is my damage output OK for lvl 7, DEX 10 and Guns 45?
Spoiler: | |
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Posted: Sat, 26th Dec 2015 00:17 Post subject: |
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Which XP level do you guys recommend playing, classic or oddity?
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Posted: Sat, 26th Dec 2015 00:20 Post subject: |
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The creator had the oddity system in mind when designing the game, so I'd say oddity.
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Posted: Sat, 26th Dec 2015 00:21 Post subject: |
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You're right, didn't even give that a thought. I'll try it out it like that then. ^_^
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Posted: Sat, 26th Dec 2015 01:06 Post subject: |
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@Mister_s
My damage is minimal higher with a crossbow.
One dog is easy for me: Open with aimed shot and then kneeshot and keep kiting it around corners.
As soon as there are more than one enemy, i have to make use of traps to not get fucked. Traps are a godsend are dirt cheap. So at least invest 10 points so you can use bear traps.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Sat, 26th Dec 2015 02:00 Post subject: |
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Oddity is definitely the way to go. Pretty great system.
Mister_s wrote: | Do you mean the size of the pistol, thus cost of AP, has influence on the effect of the perk? I thought it was a fixed 2 AP reduction. |
Now that I actually look at it again, it was actually a flat 3 for all so I guess they didn't update the DEX part of the wiki even though it says they changed Gunslinger from 3 to 2.
http://www.underrail.com/wiki/index.php?title=Dexterity
The reason I said equivalent of 5 DEX is because 10 DEX + Gunslinger is 9 AP with 5mm where as you need 15 DEX for that without Gunslinger.
Last edited by djaoni on Sat, 26th Dec 2015 02:40; edited 1 time in total
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Posted: Sat, 26th Dec 2015 02:37 Post subject: |
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djaoni wrote: | Oddity is definitely the way to go. Pretty great system.
Mister_s wrote: | Do you mean the size of the pistol, thus cost of AP, has influence on the effect of the perk? I thought it was a fixed 2 AP reduction. |
I thought so too, but the wiki shows different AP changes from Gunslinger depending on size. Wiki might be outdated, maybe? |
I'm not super fond of the Oddity system.. it seems great but it forces you to take lockpicking and electronics. Seems like bit of an oversight on the developers part.
Not that you can really play the game without either.
Anyone played with classic XP yet? how is difficulty/grinding monsters?
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Posted: Sat, 26th Dec 2015 02:42 Post subject: |
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I haven't tried classic yet, but it sounds like it's just fine for combat characters, so it should be fine for all but stealth basically.
I just like Oddity because it rewards exploring and looting shit along with the occasional XP from combat(looting corpses).
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Posted: Sat, 26th Dec 2015 08:33 Post subject: |
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Posted: Sat, 26th Dec 2015 17:09 Post subject: |
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You must go to the area, where at the top left is a trapdoor down to that robot compound, and on the right exit to another location in some house.
At the south side are two locked doors to another courtyard. Kill the enemies (4-5 dogs, 1 mutant). Throw a grenade afterwards to lure out some NPC if your lockpicking is too low.
Like i said before, traps were a must have there for me.
Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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Posted: Sat, 26th Dec 2015 17:27 Post subject: |
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You mean the underground compound with the sentry bots and turrets right? The room with the ladder has two turrets and two sentry bots. Even with armor piercing rounds and EMP grenades I can't take on all four at the same time.
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Posted: Sat, 26th Dec 2015 19:22 Post subject: |
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Mister_s wrote: | You mean the underground compound with the sentry bots and turrets right? The room with the ladder has two turrets and two sentry bots. Even with armor piercing rounds and EMP grenades I can't take on all four at the same time. |
If I remember correctly, I simply walked back out of the room (out of sight of the turrets) so the sentry bots would run to me. This allowed me to kill them very easily.
Then I waited a few turns and ended combat, so I could heal myself fully and get ready for the turrets.
Then I get close to the door, begin combat, and kill the two remaining turrets.
It's good that you have EMP grenades left, they'll help a lot with the turrets.
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Posted: Sat, 26th Dec 2015 21:41 Post subject: |
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Heh, I like seeing the bugs I posted (especially endgame ones) get fixed in one of the hotfixes
And fixed really fast, sometimes on the same day! Now that's quality assurance.
sin317 wrote: |
typical jew comment
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Posted: Sat, 26th Dec 2015 22:13 Post subject: |
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I did it, with a lot of kiting and bear traps. Thanks Bob. I'm buying every fucking bear trap I can from now on.
Navigating Core City without a map is a huuuuge PITA. I'll just start playing Life is Strange and hope a map will be patched in one day.
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Posted: Sat, 26th Dec 2015 22:37 Post subject: |
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Core City is actually not that complicated, the levels are pretty flat so once you go everywhere you pretty much should have no problems with the lay of the land.
Now the wilderness areas or the passages, that's a pain in the ass if you want to go somewhere specific, but a GREAT incentive for exploring. You might discover whole abandoned Biocorp outposts that way, which may or may not later be used for quests.
sin317 wrote: |
typical jew comment
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Posted: Sat, 26th Dec 2015 22:42 Post subject: |
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The presence of a world-map which clears as you visit areas would not exactly detract from exploration. Why would it? You still need to explore. It's just frustrating to search for areas you've already been to, especially since most of the zones are very small and have multiple exists. A map with custom notes is a must for this game IMO.
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Posted: Sat, 26th Dec 2015 23:08 Post subject: |
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I still can't understand why there is no map in this game. Did the dev left it out on purpose?
As in theory it should be really simple to implement: The game just takes some kind of screenshots of the actual state of the current zone. And then only the zone name and exits to other locations have to be marked.
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