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Messages - mattu

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46
Good to know, thanks Epeli.

47
I can't download 1.0.4.15.

I'm not sure if this is a bug or just me being a bonehead. No one else has complained so I suspect the latter.

I have GOG Galaxy configured to download using the Experimental channel. The version I get is 1.0.3.20B2, not 1.0.4.15.

Has anyone else been able to get 1.0.4.15 from GOG Galaxy? Are you using the Experimental channel?

Thanks for any suggestions.

48
Versatility might be a trap. It's funny, because when I first saw it I thought it was OP, especially with the likely option of juicing it via specialization points. But now that I've thought about it for a while, I'm not sure I'll ever try it. Having attack points that aren't backed up by feats isn't all that appealing.

It might be a good choice for newbies who haven't figured out the systems yet, letting them try lots of things without having to actually spread themselves thin on skill points. Probably not that many newbies trickling in at this point, although I still hope to convince my brother to give it a proper try one of these days.

I might ever take Versatility on a melee character to give myself backup ranged options. To me this feels like the most advantageous use of Versatility. But more likely I'll just keep putting a few points in Throwing and chucking grenades. (Looking forward to a sword and board character once the expansion lands.)


49
General / Re: 1.0.4.15 foodstuff price puzzle
« on: December 22, 2018, 06:35:19 pm »
A big increase in food prices was deliberate. See the changelog here: http://underrail.com/forums/index.php?topic=3742.msg21225#msg21225

Quote
Cost of food increase by an order of magnitude

I'm not on experimental yet, but if you are seeing a factor of 10 difference, this sounds exactly in line with the changelog.

50
General / Re: skill point / build ? for a relative UnderRail noob
« on: January 31, 2018, 07:50:57 pm »
Well, I will echo what others have said: this build isn't well optimized for combat, and you're going to be doing a lot of combat. Underrail is a combat game, first and foremost. Pumping Persuasion and Intimidation will give you more dialogue options, yes, but if you think you're going to silvertongue your way out of all the tough fights . . .

Quote from: Jules
My name's Pitt. And your ass ain't talking your way outta this shit.

I would recommend either crossbows or psi, not both. From the emphasis you're putting on dialogue, psi probably makes more sense. Crossbows are very fun, but they really want a dedicated build (traps being an acceptable side investment).

Seconding the idea that this suboptimal build might be happier on Easy. If you found WL2 on Ranger not-too-hard, you have some notion of tactics and can probably finish the game on Normal with this build. Probably. Some areas may be very tough. You might hit a wall at some point, possibly when you're most of the way through the game. You've been warned.

I can't tell you much about skill checks, although I can tell you there is a Mechanics check near the end of the game, currently at 120 I think, that lets you skip a tough fight. One this character might really want to skip. Something to consider.

Anyway, welcome to the game, it's great. You may find that you have time for more than one playthrough after all.  ;)

EDIT: just remembered that same fight that you can skip with Mechanics ~120 can also be skipped with a high enough Persuasion check, don't recall the # but this char would probably have it.

51
General / Re: Sledgehammer build
« on: January 10, 2018, 06:51:34 pm »
I think DOMINATING will be extra-super difficult with 0 stealth--some fights are going to be very challenging if you can't control when they start--but someone will do it and make it work, maybe that's you.

I agree that if you're going sledge you probably want to pump STR.

You noted this already, but I don't see much point in Quick Tinkering for only the tail end of the game. I'd find a way to bring it in earlier or give up on it altogether. It's hella good, but you don't have to have it.

Effective Traps of 169 seems really high, and I doubt you've got the Chemistry (or whatever) to support that level of traps anyway. Be careful not to overspend.

I would take Grenadier earlier. I threw soooo many grenades on DOMINATING, and I was over and over waiting for the cooldown to expire on them. I took Grenadier late on that char, but it was a mistake to wait so long. Very valuable on DOMINATING.

Other little things I'd do differently but these are the things that leap out at me.

52
General / Re: No-crafting exploration build?
« on: January 08, 2018, 02:32:04 am »
You should know that Underrail is a combat game. Lots of combat (or use of stealth to avoid it). You do need to build around the idea of fighting, or you'll have a bad time. It's not all about fighting, but expect quite a bit of it (stealth can be an alternative to a lot of fights, but not to the point of neglecting combat abilities).

If you really want to minimize crafting as much as possible, don't play crossbows. Crossbows are largely about shooting "special" bolts and you really need to be able to craft these. Crafting special bolts is simple and straightforward (unlike some other crafting in UR), not very onerous, and probably not a big deal for most anyone who likes this kind of game . . . but if you have a particular aversion to crating, crossbows may not be for you. On the other hand, crossbows are fun to play, maybe you can get over this aversion w/ regard to special bolts.

You will want to look at the feats available and plan your character around feats. Most of your character build revolves around the feats you choose. Fenix is referring to the Marksman feat when he talks about the 5 DEX requirement. Yeah, you really want that on an xbows char. Likewise Special Tactics. Have you seen http://underrail.info.tm/build/ ? I wouldn't try to plan out your full character in advance, but you can see what all the feats and feat requirements are there.

Psi is a good build if you don't like crafting. There is some cool craftable stuff for psi chars, but you can get by without it, at least as well as other builds.

I would take a lot less PER and more CON on a PSI char. Most of the secrets that are revealed with high PER are loot, and pretty ordinary loot at that. I can think of one "cool" exception, maybe there's a couple more, but I wouldn't bend my whole character around 1/2/3 things like this. You can see 99+% of the game with 3 PER. You probably will not see 99% of the game on your first playthrough anyway. It's a big world.

If not obvious, I wouldn't take Snooping either. Let that go and take something you'll use all the time (like Sprint) instead. You can play a high PER char another time and see those few things you missed.

You will have some issues with traps if you go low PER. There is a workaround for this if you decide you need it. Figure it out or ask for help.

You can get by with 3 CON, but  I think you'll probably be happier if you go somewhat higher. Going to 6 CON opens up Fast Metabolism which is nice, especially if you have a psi character with a big psi bar (for example from the Meditation feat).

The only reason I'd take 7 AGL is if I wanted Interloper, otherwise 6 is enough. From what you've said, Interloper might be fun for you, it is a very noticeable boost to stealth (and stealth is extremely well done in Underrail). If you want to play a thief, well, with Interloper you can steal everything that isn't nailed down and sometimes pry up the nails as well.

(But note, if you make a psi character most of your feats should go toward improving your psi (Premeditation is essential), you can take Interloper but don't get too distracted at feat picking time.)

If you want to take Persuasion (not a bad idea given your interests), that goes well with a high WIL psi character. Don't get sucked into taking all 3 social skills though, that's too costly.

You get enough skill points to max out 8 skills. You can spread them around a little and support more than 8, but if you spread them too thin, you'll just be inadequate at lots of different things. You can probably support 10, 11, maybe 12 different skills. Not 15 or more, which I have seen people try to do. You should have at least one offensive skill that you max every level.

Good luck. There is a lot of story in Underrail, but you have to kind of pay attention and connect the lines/fill in the blanks for yourself. Usually there's not straight-up lore dumps like you get in other games. (However, just to tempt you onward, there is a big lore dump at almost the end of the game, filling in a huge amount of backstory, and it is just awesome, really well done.) Enjoy the game.

53
General / Re: Death Crawlers amd the Rathound King
« on: January 03, 2018, 06:06:20 pm »
Glad the easy thing worked. You will have to fight crawlers/death stalkers eventually, be warned.

54
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 03, 2018, 03:31:49 am »
It's...different. I'm note exactly sure it is possible.

Yeah, I have some doubts myself. At least for myself. But I've seen people do the impossible in games often enough to suspect that someone will be able to make it work.

55
General / Re: Death Crawlers amd the Rathound King
« on: January 03, 2018, 03:26:51 am »
I believe that guy lives up in a little spur at the NE edge of the map, and won't come down if you don't wake him up. So my first advice would be to try "a knife stealth grenade thing" and, even if you have to fight, you may be able to leave him resting (knife fighting is silent or nearly so). Possibly get seen deliberately by the rathounds and draw aggro up away that SE corner so the fight is even farther away from his home.

If you have to fight him, I agree with harperfan7. Flashbangs, bear traps, tasers, also molotovs. Caltrops can also work, although may be hazardous to you as well. They may be stupid enough to walk into bear traps as long as that's the shortest path to you, even if there is another way around, not sure. They're bugs, not too bright, so I think it's likely. I usually relied on molotovs and flame resistant gear myself.

56
General / Re: Post your experiences with the new Dominating difficulty!
« on: January 02, 2018, 03:20:24 am »
Once I tried playing this game on DOMINATING. Never again.

Finished my DOMINATING playthrough just now. A few spoily remarks below are in ROT-13.

Most of the fun for me was seeing the new things and having the "are you fucking kidding me???" moments. There were quite a few of those and I loved them all. Silent Isle, the guards around the Hanging Rat, gur arj yhexref gung unat bhg va gung pbaarpgvat mbar, the Lunatic shopping mall, ARKE power station, the Tchort fight. More I don't remember offhand. Very cool to have these crazy scenarios to work through. I spent most of an afternoon on the Lunatic shopping mall.

The revised Eye of Tchort is pretty awful. Maybe too much, if there is anything that might be too much I think this would be it. I did get used to it, though. Really glad I [possibly significant spoiler even for experienced players] qvqa'g unaq bire qrgevghf gb gur gpubegvfgf, I wasn't thinking about long run consequences at the time, but boy that was a good call.

I liked that I was pushed to use some new tricks. I never bothered with the doctor's pouch on a non-psi char before, it was my default belt here. Never used riot armor before (well, excepting CAU), made and used some here, quite handy. Ate a lot of burrower burgers that I never bothered with before. My build was energy weapons, and usually I stick tightly to my build concept, but here I used chem pistols and an assault rifle in places. Threw many, many, many grenades. (One thing I should have done differently is take Grenadier earlier.)

Other people have said that DOMINATING feels like playing the game for the first time again. I had a little of that feeling. Wasn't always sure what the solution to a problem was, or if my character would even be able to find one. And there was quite a bit of straight up new content, too. Great stuff.

All that said, DOMINATING is a little too hard and grindy for me to want to play on it regularly. Awesome place to visit, don't think I want to live there. From what I've heard, the new Hard is notably harder than the old Hard, so it may be my sweet spot. I'll try that out on the next (chem pistols) playthrough. I will probably try a heavy armor playthrough on DOMINATING at some point, since I feel like no-stealth tank is a substantially different experience than my usual stealthy approach. I'll be interested to hear what others say about heavy armor on DOMINATING in the meantime.

Thanks much to Stygian for making all these new stuffs available. This was a fun way to spend my holiday time off. Looking forward to the expansion.

57
General / Re: Where to find Advanced Catalyzing Belt???
« on: January 01, 2018, 06:46:47 pm »
I've seen them in shops, very rarely. I believe Derica had one once and also the vendor at the end of the Jack QS questline. This was on DOMINATING but I would be surprised if difficulty matters.

Hilf is talking about someone else. Someone you meet earlier than your guess. Maybe it's not guaranteed on that NPC, but I got one that way, and so did my son, I suspect it's guaranteed.

58
General / Re: Quick Pockets
« on: January 01, 2018, 03:33:49 pm »
I've taken it several times, although it's not a high priority feat.

It can be a life saver to swap in an item and take an action with that item on the same turn. Also very tempting if I have a character that uses caltrops. Caltrops + Taser chews up a lot of slots.

I'll probably take it on my upcoming chem pistols char, since the catalyzer belts don't give any extra utility slots.

59
A few suggestions:

If you want to try DOMINATING, I recommend playing on Hard next, not Normal. DOMINATING is something else and if you haven't even tried Hard yet . . . well, I'd love to be a fly on the wall watching it happen, but I think you may be a little traumatized.

Why not try something different like melee? You can play a stealth/subterfuge melee character. Unarmed/fist is very strong (still). I thought knives were hella fun, not as strong, but fun.

I think your build is fine. Me, I'd do feats quite a bit differently, but SMG is very strong and you can do whatever sounds fun.

I wouldn't worry about crits on grenades at all, myself. I'd rather have Sprint than Three Pointer (or Ballistics, or Clothier, for that matter).

Most people would say Gun Nut isn't worth it, but part of the idea is to move points off INT and into some other stat. If you're going heavy crafting high INT regardless, I think it's fine.

I've been talked into the idea that SMG chars should pump DEX and not PER. I don't know offhand the sweet spots for DEX on SMGs--I'll leave that to someone else.

IMO you could do with quite less Chemistry (Mark IV grenades probably enough) and more of Mech/Elec/Tailoring. But you are probably fine with max 112 in everything. You do not actually need to craft the very best components you find. Q130 is not that much better than Q115. (I get sucked into spending time on this over and over again, so I know the attraction. Do as I say, not as I do.)

Other thoughts:

If you're already taking all that Chemistry (even to Mark IV) and already have Pack Rathound I'd put more points into Traps and blow me up some Lunatics.

49 is a crazy place to stop on Biology--one more point and you can extract Taurine to make Focus Stim, which is awesome.

Have fun!

60
General / Re: Best XP system with Dominating
« on: December 27, 2017, 02:29:22 pm »
I'm with Fenix. It might be kind of fun to see how ludicrously fast you level using Classic on DOMINATING, but I wouldn't want to actually play a whole game that way.

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