Csimbi wrote: ↑Thu Nov 09, 2023 3:42 pm
So, how is Heavy Duty?
Can it be played on its own or it it an extension of the base game?
(I don't have this DLC.)
It's an extension of the base game, it adds a new skill, Heavy Guns, and new weapon types as well. Grenade Launchers for normal Guns skill, 25mm and 40mm grenades for the launchers, Light Machine Guns and Miniguns for Heavy Guns. Miniguns with their unique rev-up mechanic really favors heavy armor builds, there's even feats to turn armor penalty above 50% into more damage and strength requirements into Mechanical damage resistance, into being an immobile turret that chews up everything foolish enough to engage said Minigun user. LMGs are in the 9mm and .44 calibur types, less damage but they allow a more mobile character. I have an Ergonomic Muzzle 9mm 100-Round Ratchet that with the Full-Auto Feat and Mag Dump feats, and some specialization points in them, spit out a whopping 15 shots per burst and that's at a base 25 AP per burst. 30 bullets for 50 AP with two bursts is more bullets than any other gun in the game apart from a revved-up Minigun after a few turns, I've wiped out entire spawns of enemies like Lunatics and Ironheads in just one or two bursts with more than half the enemies being outside my line of sight simply because of the nice 42-47 degree spread angle. It chews through ammo and durability almost as much as it chews through enemy health bars.
The DLC-specific area, Dark Territories and the Compound are, hoo boy, the enemies there are the meanest encountered in the entire game, period.
[Link] That is from someone who helped beta test the DLC and they confirm that through the spawning patrols, multiple weapon-type using enemies, the buffs, and their special armor giving them lots of movement points, are the ultimate test for any build especially on the harder difficulties. Also, new enemy types with some pre-existing groups will use the new weapon types, like Ironhead Heavy Gunners, and unique boss enemies such as Master Exploder will use new weapon types as well, Master Exploder for example will use a Milcore MGL that fires 40mm grenades and is even greater when refurbished. In fact, all the new uniques are absolutely great, especially when refurbished. The special unique found in the DLC's specific area can actually be disassembled and crafted, and it requires a whopping 130 weapon skill and 50 AP to fire, but it's the Heavy Guns equivalent of an AOE Plasma Gun, only it does Energy and Electricity damage instead of Energy and Heat, so it's even better since Electricity isn't as resisted as often as Heat.
The music is just amazing too, but that's normal for Underrail. No new psi abilities though, but at least Styg didn't nerf psi any further so there's that I guess.
The DLC is only $7.99 USD and I highly recommend it.