For the majority of the game, sure, but for deep caverns I'd take the psi reinvigorator over both of them and that one requires fishing.For best Psi drug, Trance, you dont need fish. For 2nd best psi drug, Focus stim, you also dont need.
Didnt read any further.
Do you mean night vision goggles? You make those with the standard goggles blueprint.Is the part to make night vision device (little tube with green dot) completely missing from the game? Couldn't find it anywhere during 20 levels of playthrough, only know how it looks from the wiki.
I mean this http://www.underrail.com/wiki/index.php?title=Image_Intensifier_TubeDo you mean night vision goggles? You make those with the standard goggles blueprint.Is the part to make night vision device (little tube with green dot) completely missing from the game? Couldn't find it anywhere during 20 levels of playthrough, only know how it looks from the wiki.
Is the part to make night vision device (little tube with green dot) completely missing from the game? Couldn't find it anywhere during 20 levels of playthrough, only know how it looks from the wiki.
Yea, Nightvision is critical to have good hit chances. Stealth characters have it best here because when you start combat by pressing Enter you can switch out gear for free before you do first attack. I usually went around with my detection goggles or stealth balaclava and would switch to my smart night vision goggles before starting combat to get that bonus to damage of special attacks.You definitely want to use NVG in no-light areas at least. FWIW in the last fight my crossbowman's accuracy against enemies was 40-50% -- with NVG, this jumped to 95%. It does drain batteries quick, but the fight should be over (or you should retreat to a safe spot) before that becomes a problem.
Does anyone know if light conditions also affect melee attacks?
Makes sense. I noticed enemy crossbow users hit me more often when I am in melee range than away from them. Seems 10% for melee range is much less than distance+lack of light one.Does anyone know if light conditions also affect melee attacks?
Probably not.
I *think* the range/light modifiers of precision work so that each tile of distance (or it could be the precise distance as float rather than # of tiles) between you and the enemy reduces your hit chance and lack of light increases the penalty per tile (the lighting is tile-based). Night vision counters this penalty completely (huge effect esp. in dark areas at long ranges) and melee doesn't have it to begin with.
Makes sense. I noticed enemy crossbow users hit me more often when I am in melee range than away from them. Seems 10% for melee range is much less than distance+lack of light one.
Did a bit of experimentation with traps to figure out the answer to the question I posted earlier. Here's what I learned, if anyone is curious:
- However, there is one important exception: if an enemy is capable of disarming a trap but should not be capable of detecting it due to the combination of your Traps skill and the Trap Expert feat, he will detect it anyway. For example, without Trap Expert the stealthed crossbow bandit on the way from SGS to Rail Crossing can disarm traps up to a skill level of 99 and detect them up to 107. If you have 96 skill and Trap Expert, he'll detect a trap upon placing it, even though its detection difficulty should be the equivalent of a trap placed with 120 skill.
crafted items are way better than whatever you can find, knives aren't different in that aspectAre the best knives in the game findable or craftable?
Honestly, Trap Expert is worth it just for the quick arming time. Combined with a trapper belt and decent stealth, you can basically place traps 1-2 tiles from enemies and retreat before they detect you. Plus it makes pre-trapping an area way faster and less aggravating...
I have a hunch that a lot of enemies would've avoided my traps in the last fight (and made things significantly tougher) if it wasn't for Trap Expert; also, Quick Tinkering is only available every 12 sec out of combat, kind of a pain if planting 5-6 traps at a time before a major encounter.Honestly, Trap Expert is worth it just for the quick arming time. Combined with a trapper belt and decent stealth, you can basically place traps 1-2 tiles from enemies and retreat before they detect you. Plus it makes pre-trapping an area way faster and less aggravating...
Or you could just use Quick Tinkering. Trap Expert is worthless.
crafted items are way better than whatever you can find, knives aren't different in that aspectAre the best knives in the game findable or craftable?
- Based on comparing minimum detection thresholds with and without Trap Expert, detection difficulty appears to scale linearly with the Traps skill, and Trap Expert confers the same advantage to detection difficulty as having 25% more points in Traps. However, there is one important exception: if an enemy is capable of disarming a trap but should not be capable of detecting it due to the combination of your Traps skill and the Trap Expert feat, he will detect it anyway. For example, without Trap Expert the stealthed crossbow bandit on the way from SGS to Rail Crossing can disarm traps up to a skill level of 99 and detect them up to 107. If you have 96 skill and Trap Expert, he'll detect a trap upon placing it, even though its detection difficulty should be the equivalent of a trap placed with 120 skill.