Blaine
Cis-Het Oppressor
Metal armor/SMG is the official RoboCop build, and quite viable if you also spec for grenades.
Id argue that all ranged builds play the same.
Shoot, backup and break LOS, shoot, backup and break LOS, ad inf, or overwhelm with dmg.
So that reduces energy pistol, chem pistol, pistol, smg, AR, sniper to the same style - gameplaywise same build.
Grenades are applicable for all builds. Shields are for everyone.
Defenses are too weak. Armor is irrelevant in so far as it only allows you to take minmal attacks without dying.
Crossbow trapfags are a bit different. Traps generally can be an interesting modifier but they also go for everyone and are useful at the lowest skillpoint investment.
Lets be generous and give melee 2 builds for different weapon type procs.
And Psi is all the same.
Voila, ~5 distinct playstyles.
Arguably only 3: shootist, melee, psi
Crossbreeds are gimped shit.
This is not entirely correct. While sniper rifles do generate quite a bit of noise and attract attention, their long range often allows you to kill isolated enemies and hide before anyone can reach your location. You can do that in the Ironhead base, it's just a bit harder to pull off.sniper rifles are deliberately made to be non-stealthy
The builds are properly differentiated IMO, even if you just look at guns
Pistol - no minimum skill, means it's very useful to have one on high difficulties vs. enemies that can Intimidate and reduce your hit chance to 10% with other weapons
SMG - no STR req at all, heavy DEX focus and the best SMG feat also needs AGI
Rifle - STR req, no DEX focus or AGI focus, gives you more freedom to spec the rest of your build or use heavy armors since you want STR
Sniper vs Crossbow - sniper rifles are deliberately made to be non-stealthy, while crossbows can snipe and are stealthy, with a crossbow you can repeatedly kill groups of 2 enemies in 1 turn (Aimed Shot + Snipe) without alerting anyone or even making noise, so you can often just kill everyone in a place like the Ironheads base in 1 turn, provided you find isolated groups or can isolate them during patrols so there's just 2 of them in one spot, because the rest never hear you and never take action, obviously you can't do that with sniper rifles that make noise
Blaine, I found an interesting merchant, I take it you were a backer?
Another thing you will notice while playing it is that movement IS a valid defense mechanics(especially when joined with sneak). Up to the point where I've actually finished game as glass cannon with movement as my only mean of defense.
I really never understood the Respawning complaints. It only happens to trash mobs, not the main encounters - and even they only do so once in a full moon.
This is an absolutely huge cRPG. Is every room you clear in what is essentially an underground wilderness with its own ecosystem supposed to stay empty forever?
From my perspective, if respawns are an issue at all, it's because they're always the same as the initial spawns in that room. It would better if the spawns shifted around to represent wildlife moving from area to area (including areas the player never sees), but that would require a tremendous amount of work. Keep in mind that sacrifices had to be made during development to save resources and man-hours, such as not implementing crawling animations for vent movement, an omission that was frankly explained to fans during development.
In a living world with an ecosystem, one person shouldn't be able to clear out all of the wildlife on a permanent basis. It just doesn't make sense. I'd rather have a limited, abstracted representation of the ecosystem's robustness than none at all. Believable world-building and atmosphere call for it.
You get to meet other rathounds again later, it is not necessary for the ones you have already killed to respawn in order to feel your power gains. Also, the "living ecosystem" argument is irrelevant. If the reason was that simple, then you could produce a living ecosystem by moving the respawns OUT OF THE WAY, so that you would only interact with them if you wished. This would also solve all potential issues with farming needed crafting materials and desired XP grinding in Classic mode.
To counter this level of arguments, I say that respawning enemies kill the joy of cleaning maps for good, and of opening convenient routes to various locations. But the worst part of respawning enemies is the absurdity of it all in terms of gameplay. If I want to walk from SGS to Junkyard, for example, I have to kill the beetle over and over and over and over and over till the end of times. That's not interesting gameplay at all. And that's only one example, there are several others too. If I do half a map and decide that I want to do the rest later, the enemies I have killed may* have respawned, and I have to do the part I have already done again. Why?!
*Fortunately, this doesn't happen in all maps. But it sucks in the ones it happens.
There's two types of people in this world, those who are combatfags, and those who are retarded.
Rating this game below a 9/10 cause of dialogue and writing proves it.
Underrail is the true renaissance of the TB CRPG genre.
>outletsSadly I'm not sure if we have a 9/10 or 10/10 from any outlets, would like to be proven wrong.
>outletsSadly I'm not sure if we have a 9/10 or 10/10 from any outlets, would like to be proven wrong.
https://www.metacritic.com/game/pc/divinity-original-sin-ii
https://www.metacritic.com/game/pc/underrail
Anyone who considers Decline Original Sin 2 to be better than Underrail doesn't know what the fuck they're talking about.
And the vast majority of complaints about Underrail were directed at difficulty, or masked as criticism of something else, but really it's just the difficulty the fags have a problem with.
Underrail is the true renaissance of the TB CRPG genre.
I can't brofist, but I would if I could.There's two types of people in this world, those who are combatfags, and those who are retarded.
Rating this game below a 9/10 cause of dialogue and writing proves it.
Underrail is the true renaissance of the TB CRPG genre.
Worse score than some western outlets...not surprised to see bitching about the difficulty.
Brutal NPC score.