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Underrail Anonymous 04/20/2025 (Sun) 18:34:42 Id: f8bf33 No. 1179821
Let's have an Underrail thread. Post your favorite build and discuss how much you dislike Styggers tendecy to nerf all fun out of every exploitable mechanic. Cry about what filtered you if you dislike the game. Claim your favorite music track. Which faction you join in every playthrough. And last but not least post hopes and dreams for the upcoming sequel.
Ehh, at some point Styg beefed up that final boss fight since he had dudes posting their clears where they used a high-powered Snipe to instagib it or how they raped it hard with Psi.
>>1210280 I killed the final boss in 3 shots with my shotgun build without doing the mutagen puzzle or destroying the tanks, did you have the 3p green shells for shotgun ammo because that's what I used. I don't play on Dom though just hard mode. >>1211338 Only on Dominating giving them an inflated HP boost
>>1179821 I just started the Heavy Duty dlc quest and it's fucking me up. I'm on normal difficulty playing a pure metathermics build and I'm finding that I can't win some of these fights without cheesing because I can't recover psi fast enough mid combat. Is this something I should come back to after doing the final boss and getting a veteran feat or is my build just too trash for this?
>>1217029 You want to avoid killing them if possible. Also bring The Juice
Many anons have said that psi nerf nuked the playstyle and made one perk or another bad, but it really changed nothing about how psi is built and in fact it's only gotten a bit stronger since then. What the nerf DID accomplish is overcentralizing your spell selection, optimal psi gameplay is the exact same before and after, but you can't freely mix in fun utility spells that otherwise suck without sacrificing your damage output anymore. EK/NO spam, mania cryo orb/fireball, TM in general, that's all you'll see now. >>1196294 >Adding inhalers didn't add anything, they are abundand and just waste your time after fights. Styg has said he "balances" through tedium. Which is crazy because you can easily remove most of that tedium with a cheat engine table and speedhacking away the progress bar every action has.
>>1209760 >>1208549 There's a mod that enables all exclusive content (so you get all optional dungeons too) which include both the retard gypsy and the cool mutant.
You don't need to mod the game to get rid of the gypsie bitch, there's a file in the game's folder you can delete which gets rid of her so its always Booth who shows up in your playthrough.
>>1228967 What do her trinkets even do, does anyone know?
>>1235718 They don't do anything.
>tell myself I'm not going to play a stealth sniper in this game because that's what I always end up doing in fallout >start out with a heavy armor assault rifle build >halfway through junkyard I'm hiding in shadows and using a sniper rifle I picked up somewhere as a "backup" why can't they make these games so that starting every fight with one guy instantly dead isn't obviously op?
At best a few of them MIGHT provide you a small enough boost it falls within margin of error, but at least half of the charms apparently couldn't be proven to do anything at all. She's a conwoman gypsy.
>>1236164 If anything, Underrail turns it up to eleven due to how powerful crowd control is both ways. >start a fight by instagibbing one or two enemies >use AP until you only have enough left for one flashbang >incapacitate everyone and pick the rest off one by one >if you need to make everything extra dead, pepper the area with crawler poison caltrops and gas grenades Same thing with incap, stun, mental breakdown or even just immobilization being an almost guaranteed death sentence for the player even on Normal.
The most optimized way to play has always been being a stealthy glass cannon and wiping out the enemies before they can even react. Especially because of initiative since the enemies always have way more than you even if you are a dex build so they all gank you if you walk into their view to fight always resulting in your death.
>>1207263 yeah I'm hype sounds like he listened to feedback and he's going even more autistic with it
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>>1207263 I didn't even know they had released more Infusion stuff. I've played some casual roguelikes like TomE4 and DCSS, and like pseudo real-time simultaneous turns or whatever it's called, so it seems promising. Either it'll be great or a complete clusterfuck. Hacking and lockpicking changes also seem like fu >Now, you may think I've gone off the deep end with these features, but I intend to go even further.
Anyone know how to fix the game so it can have true fullscreen? I use a pirated version and I'm not sure what to do other than change the dpi settings and that's annoying
>>1179821 Has the developer ever said why he hates modding so much?
>>1260201 Legit autism. He wants people to play the game his way. He even patched out the dev console as soon as people figured out how to enable it.
>>1260201 >>1262509 What a fucking faggot lol. How does he not realize that mods are what keep the game alive, well after the game is abandoned by the devs?
>>1268008 Because he's a fucking autist
>>1179821 >discuss how much you dislike Styggers tendecy to nerf all fun out of every exploitable mechanic He is an antifun nigger. What a fucking faggot, man. I don't care what that retard says, Classic murderhobbo full unpatched psy is the way to play.
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Whelp. 4chan is dead; I'm here now.
>>1269008 As are we all.
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>>1244714 >Especially because of initiative since the enemies always have way more than you even if you are a dex build so they all gank you if you walk into their view to fight always resulting in your death. I really hate this, but the random arbitrary penalties that are applied to the player's initiative piss me off a thousand times more. Whenever I'm feeling cute and make the mistake of starting in any way except manually entering turn based mode from stealth I get to scroll up the death screen's combat log and discover a -10 or -100 applied to my initiative roll. Fucking bullshit.
I'm going to talk about a few different things in this post: 1. grenade launchers 2. heavy guns 3. energy rifles 4. weapon damage in general You've confirmed energy rifles for infusion, and mentioned adding a fusion cannon, so I assume you will do the heavy duty weapons as well. I know infusion will have different mechanics, but I still want to go over what is wrong with them in underrail 1 so we're on the same page. To start with, grenade launchers are turbo busted. Regular grenades are already strong, but with nade launchers we can shoot multiple per turn with no CD, and with scaling damage and critical hits. Three-pointer let us have critical hit explosions, and I know Nagas can crit with their blasts, but letting NLs crit like any other weapon seems ridiculous, and scaling damage doesn't seem right either. Just letting people shoot multiple nades per turn is already pretty strong, so I suggest having a set damage range for a particular kind of nade (like with regular grenades), and the characters skill merely determining accuracy; this means the components of a grenade launcher don't matter much but that's a lot smaller problem than letting them be so busted. If you insist on them being able to crit, just give them an equivalent of three-pointer. To end this point: Eidein has a video of him killing the arena masters sewer boss fight with thermobaric nades; those guys are in blast suits, have impossible evasion, and boss hp and he still managed it. That ought to be impossible. Next, heavy guns. The main problem here is that ARs are already strong enough for anything in the game (and frankly are pretty overkill already), so there's just no reason to have an even stronger weapon and then an EVEN STRONGER weapon beyond that (if there was just ONE minigun, a unique, that'd be fine, but you have four frames/two calibers/three engines; all for a weapon that will virtually never get to shine). With the possible exception of the compound, theres just nothing that justifies it. Tchort on dom can be killed with a single AR burst and he's by far the tankiest enemy in the game. So either you'd need to add even bigger and harder fights (which you've already said the game has too-big fights already; too many enemies acting per turn which slows the game down too much) or you'd need to lower player damage overall so that the heavy guns take up ARs old place. Energy rifles: kinda the same problem here; if I can 1hko pretty much any enemy with a plasma pistol, what do I need a plasma rifle for? I once had the idea that energy rifles could give us line attacks like plasma beam, but I get the feeling that's not what you intend. So I think the proper course is to rebalance player damage overall. ARs should be the moderate-but-leaning-towards-"heavy" (and also longer range; a fight against multiple enemies in melee should be practically impossible for an AR imo) choice for the middle of the road soldier, which means you should reallllly struggle to handle the tankiest enemies and biggest fights with an AR. In underrail 1, you can easily, I repeat EASILY kill nagas or tchort or whoever with a lowly knife; I've seen a video of sheepherder killing a naga with a shiv. IMO that should be impossible, and to beat one with a knife at all I think you should need an optimized experienced build, a high-end knife, and every edge you can get (blasting cap, corrosive acid, EW-stacking, multiple damage bonus sources, etc). The weapons that feel in the right place to me are hammers, spears, and sniper rifles which btw most people consider to be the worst weapons (outside of metal gloves and crowbars). Swords are close to being right but I know firsthand how easily you can buff up and chop down even the big robot enemies without much trouble if you know what you're doing. People will complain: "If I can't kill a naga with a knife, why would I ever play a knife build?", but knives ought to be a weapon choice for characters that aren't generally too combat oriented; your thief type characters for instance, characters who can stealth/hack/run/whatever past the really tough enemies. Whereas your LMG build isn't generally going to be some ninja or james bond infiltrator type character. Another factor is when a given weapon type becomes available; perhaps instead of "minigun builds", a heavy ranged tank character just upgrades throughout the game from (starting gun type) > assault rifle > lmg > minigun. What would justify a lmg over an AR? What would justify a minigun over an lmg? What would justify a really optimized minigun build? or a plasma rifle.
>>1272045 ARs, LMGs, and Miniguns all kneel to dexSMG.
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>>1272291 I dont think so. They're close though. The main weakness of smgs is the shorter range and they cant deal with really tanky enemies as easily. They're probably about like swords where you can zip around killing an entire map in one round, but thats a lot of effort; the AR can do it from one spot *if* the targets are reasonably bunched up and in the open. These pics are a mostly (but not totally) optimized noncrafter unique-weapon build, with no lube, and no psi. I played an optimized crafter TM AR build once and it just couldn't lose; I would pick a direction on a map and burst and everything in that direction would be dead. The neat thing is that a dex smg build likely has 7 str, so if you just take conc fire it's an AR build too. SMG in one hand, heavy AR in the other is the optimal loadout for smg builds.
>>1272337 Concentrated Fire needs 8 perception though.
>>1272559 thats true suck it, barrellets
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Is there anyone here that's played a pistol build? Which of these looks better? Both would be using a grenade launcher primarily, with the pistol just being for initiative rolls and then cleanup. The idea is only to pair juggernaut with high initiative, not specifically to be an armored pistoler. Also, pistol selections for these? Since neither has critical power I should go with Falchion or Neo-Luger right? Or Wyatt's Magnum?
>>1272045 Imagine if the dev wasn't such an enormous faggot and all of these balance tweaks could be done via mods.
>>1272045 >those guys are in blast suits, have impossible evasion, and boss hp and he still managed it. That ought to be impossible. No it shouldn't. The entire game's character building is based around making your weapon so powerful you can partially disable or entirely ignore its weaknesses. There are exceptions where the entire weapon sucks and you can't really do that, like hammer, but that's only one example. And Underrail is already established as the kind of game where you build one thing, not where your character has to be able to use everything; if you try to make a build like the latter it's complete ass because of how limited your feat slots are, and the few weapons that don't require massive investment to be good are things like shotguns and GLs, both "overpowered". Grenade launchers can't be fixed with a few number tweaks, they are intrinsically broken. >you'd need to lower player damage overall so that the heavy guns take up ARs old place This is an issue with Sty'g balancing overall, he only plays on normal so it's mind boggling how he hasn't tuned anything down. Though I'd rather be too powerful and have the choice to gimp and challenge myself, rather than be forced to be a weak piece of shit for most of the weapon roster with a few choices obviously being the strongest. >Energy rifles: kinda the same problem here; if I can 1hko pretty much any enemy with a plasma pistol, what do I need a plasma rifle for? Energy rifles will probably be tooled more towards unconditional attacks rather than dex scaling and special attacks. Same deal as with pistols and ARs. Plasma pistols also sucked outside of >knives ought to be a weapon choice for characters that aren't generally too combat oriented Oh, you're one of THOSE. This is not the genre for you. Your ideas of "balance" and "fun" are antithetical to CRPGs.
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>>1317336 Heard you were talking shit!
>>1317336 Shotguns aren't overpowered? I've never tried to play a shotgun build but whenever I've tried to equipping one it just ate all my AP to do zero damage because all of the pellets get blocked by armor threshold. It's notthing like GL where you can just equip one with zero feats and dominate the game.
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Why does my MP and movement speed keep climbing higher and higher for no reason? Is this a known bug? I have 35% armor penalty from a 50% tacvest - nimble and I'm wearing +19MP kevlar tabis. I have no idea what's causing this. I'm playing on a linux system with the game installed on an NTFS drive.
>>1348966 You're probably black


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