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Messages - sheepherder

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61
Thanks dude. I was surprised it turned out to quite decent in the end.

62
A mechanical pistol build, using only 5 mm Hawker pistols. On Dominating.
Except for Newton and The Beast, no traps, damage dealing grenades or smoke bombs were used.
Did all the content – Apogee, Black Crawler, native bosses, 4naga etc. Haven’t done DC yet, but it’ll do fine there.

Check out my tiny BB... gun


Hawker with a 5 mm barrel can achieve 4 AP shots at 18 Dexterity. However, despite the cheap AP cost, the damage it deals over a turn is still abysmal.

Critical Nerf gun


At first, I thought of going the Special Attack damage bonus route that I went with a .44 Hammerer build a while back. But seeing how this build will be able to shoot ~30 times per turn, focusing on a damage bonus which would only apply to ~20% of shots seemed wasteful.
Another way to increase damage were Critical Hits. Dropping all special attacks allowed me to dump Perception, pick up Versatility and get 9 Constitution for Survival Instinct along with 18 Dexterity.
Now for critical chance:
  • 7% base, 7% Recklessness, 30% Survival Instincts, 5% Hardcore Chips (20 min duration), 15% Focus Stim (10 turn duration, easy to make, later can be used in practically every fight. Requires fishing tho.), 10% Infused Rathound Leather Armor, 18% Seeker Lens Goggles.
  • No Steady Aim because I’d only get 1,5% extra critical chance.
  • No Scrutinous because I’m at 3 PER.
  • This nets me 92% Critical chance.
Pea shooter? More like pee shooter

Crits don’t mean shit if the base damage is garbage. I learned that lesson after trying to play a shiv build. To fix that, I get every available damage bonus in hopes it’ll be enough.
  • I got Gun Nut for 15% upper damage range increase.
  • Joined Protectorate for Protectorate Firearm Omnilube consumable, which increases damage dealt by firearms by another 10% for 50 shots.
  • There’s Opportunist (with barely any ways to proc it) and Blindsiding, for situational damage bonuses.
  • Expertise helps during the time crit chance is still low and later it increases the damage of non crit shots. In DC it’s good against mushrooms.
  • 280 effective Guns from specced Versatility (which is what I’d otherwise get with max Guns and 13 Perception).
Playing with knives

Apart from 4 AP shots, 18 Dexterity also allows me to get the most value of specced Fatal Throw. A throwing knife cost is reduced to 10 AP and returns 27 AP on a kill, for a net total of 17 AP once per turn.
Unlike other guns, which often overkill enemies, the measly damage of 5mm Hawkers works very well with Fatal Throw. After bringing two or more enemies down to <25% HP, I’d throw a knife and kill two for the price of one, due to Split Snare feat which throws a knife at two targets within a cone, both of which not only crit, but also deal good damage because of Ripper. Throwing two knives at once also ensures I get at least one kill and get the extra AP.

Poor man’s Commando

After the latest patch, Rapid Reloaders have a 25% chance to restore 50% - 100% of the AP spent, once per turn. The AP it refunds is based on the base AP cost of the weapon, which in this case is 13. And since this build shoots so many times per turn, the proc is nearly guaranteed. Meaning a RR proc can get me up to 3 extra shots each turn.

The Carpal tunnel syndrome build

So with Contraction and Adrenaline, my AP is at 90, another 17 from Fatal throw and up to 13 from Rapid Reloader. Up to 120 AP per turn. 30 shots per turn. I will also be getting Rapid Fire, for two-ish extra shots.
A 5mm Hawker holds 20 bullets in its magazine, so to avoid wasting AP on reloading on my apha strike turn, I use two 5mm Hawkers.
Shots deal up to ~150 damage, for a 4800 damage per turn. Ideally. Unlikely. Which is something similar to what crit ARs can do per burst, 4 times a turn.
In reality, damage spread is wide, I miss shots and heavily armored foes cut down the damage dealt significantly.

Firing the smallest pistol in the world

The build consumes copious amounts of W2C ammo and Focus Stims and needs to have Contraction constantly online, but the end result is quite good. Up to level 20 I had to be extremely picky what encounters to do and which quests to go for, but after that, it got better. After level 26, 5mm pistols have no problems dealing with any encounters in the game.
5mm special ammo isn’t as good here as I thought it’d be. Much like other special ammo, the bonus electrical damage cannot crit. Crafting electrical ammo also consumes 5mm casings, a resource used to make W2C ammo.
An issue with Versatility builds is their poor-ish accuracy due to lagging weapon skill. To counteract that, I craft the 5mm Hawkers with a Laser Sight attachment, which provides a flat +10% bonus to accuracy. Once Versatility was fully specced, my accuracy was quite good.
Funny thing tho, the most times I've died with this build is from click-click-clicking an enemy, killing it and then I keep on clickin' its corpse, run up to it and open the loot, waste MP/AP and die like a bitch.

tl;dr: 5mm pistol not shit. After reaching level 20. Kinda shit before that.

Some videos of the build in action:

4naga fight. Quick and clean:
https://www.youtube.com/watch?v=4RBAQ1dMHqo

Fort Zenith. A challenging fight due to lack of ways to break LoS and no chokepoints whatsoever. There are two snipers which shoot from out of player field of view, two enemies who use EMPs, a dreadnaught and a bunch of heavily armored cans:
https://www.youtube.com/watch?v=2ZxlYi01zEk

The build:

https://underrail.info/build/?HgMQAwkDBQcywqAAwqAAAMKgTioAAE5ZDidaAAAAwosAAEorYsKjFyYxU8KHwohPKsKFUVxewrNyW-KouwPita4K378

63
Builds / The Fastest Hammer in the South - Hammer ninja glass cannon
« on: December 03, 2020, 12:04:22 pm »
I like BIG NUMBER and I like glass cannons. So I made a ninja hammer build with BIG MP and BIG AP, which allows it to attack up to 7 times a turn and deal the BIG DMG with its BIG HAMMER. No passive defenses whatsoever and barely any HP. Perfect.

Max Strength, Balor's Hammer build. A bit of a gimmick build.
Except for Newton and The Beast, no traps, damage dealing grenades or smoke bombs were used.
Played on Dominating. Did all of the content – Apogee, Faceless Commander, Black Crawler, native bosses, 4naga etc.
Fun as fuck to play. Can pop a locust hive in two hits. Enough MP to travel from Core City to SGS in one turn and have some to spare. Nice, nice, nice.
As far as glass cannons go, has a very smooth power progression. No crits because I didn’t want crits this time. Robots were an ass to deal with, tho.

BIG MP (over 200, 270 at endgame with all the bells and whistles) comes from:
  • 10 (11) Agility.
  • Sprint. With Infused Hopper Tabis, Sprint CD is 5 turns. With LTI, I will only spend ~1 turn not sprinting.
  • Hit and Run and Fancy Footwork. Hit and Run is a lackluster feat for the most part, but it manages to work here and performs surprisingly well. One neat little detail, is that the bonus MP from Fancy Footwork gets added after the MP from Hit and Run. Meaning, that later in the game, once the hammer reaches one-hit territory, it is possible to pop out of stealth, kill an enemy in one hit and gain 33 MP from both Hit and run and Fancy Footwork. This allows me to move from enemy to enemy and kill them one by one without having to waste Sprint/Contraction MP. This also works to refresh my MP after I use Blitz.
  • Contraction. Always on. Never off. Blessed be.
  • Strider. End game. Good for screenshots and to dab on Faceless Commander.
BIG AP (110 or 115) comes from:
  • Contraction. Always on. Never off. Blessed be. 150 effective Temporal Manipulation to minimize the chance for it to backfire. LTI spam and Future Orientation means it’s always off cooldown once duration runs out.
  • Blitz. 5 spec points and LTI spam for greatly reduced cooldown. Decent MP generation does not leave me stranded after use. Not a very good feat, but works well enough here.
  • Adrenaline or Vitality Powder.
The BIG AP is used efficiently:
  • Tranquility and spec points into Future Orientated means that LTI costs 0 AP to cast and thus saves me 10 AP every second turn.
  • Hammers need to wear lifting belt, so it costs 10 AP to use a psi booster. Therefore Muffled Psi headband cuts down on psi cost, which reduces psi booster usage.
  • Premeditation ensures that I can spend 100% AP of my alpha strike turn attacking, without having to use any AP on Stasis.
  • Pummel specialization reduces its cost to 0 AP.
  • The “up to 7 attacks per turn” part comes with an asterisk. It’s only possible with Vitality powder and most of the time I prefer to use Adrenaline, as the damage from Vitality Powder after-effect will break Tranquility. 6 full AP attacks and one free pummel costs 114 AP. 115 AP with Vitality Powder - 7 attacks.
The BIG DMG comes from:
  • MAX STRENGTH – BEST STRENGTH . +120% damage bonus additive with skill point bonus. 18 Base, +1 food, +1 Rathound Regalia.
  • Balor’s Hammer. 100-200 base damage. 20 STR requirement. Usable from level ~20 with Adrenaline.
  • Opportunist. Flasbangs apply Incapacitation. Dealing any damage to an incapacitated enemy removes Incapacitation status effect. But get this, the build excels at dealing single, BIG DMG hits. +25% damage.
  • Taste for Blood. Forget Bleeding wounds. That’s not how this build uses TfB. It’s a kill streak feat now. The more shit I kill, the better I kill. +5% damage for each kill, up to +50%.
  • Blindsiding. +15% damage after I exit stealth. Meh. I then cast Stasis with Premeditation to extend the damage bonus for another turn. Better. Stasis comes off CD in the middle of the fight and I have 10 AP to spare? Enter stealth, get the damage bonus, cast Stasis, still have the damage bonus after stasis ends. Good. Well, not really, but I’ll take it.
So, with the damage increase from skill and STR alone, Balor's Hammer deals 484-968 damage.
With 10 stacks of Taste for Blood it's 726-1452 damage.
And with the all the situational damage bonuses active it sits at a whopping 919-1839 damage per hit. And these aren't critical strikes, just regular attacks. BIG DMG.

A couple of videos of the build in action:

The 4naga fight under the Lighthouse. Against Nagas, Balors > any electro hammer.
https://www.youtube.com/watch?v=Lik3zKsWtRA

Tchort OTK
https://www.youtube.com/watch?v=uypLhRTDtxw

The Faceless Commander fight. One of the hardest fights in the game and my favorite part of DC.
https://www.youtube.com/watch?v=f_NTeRwsiPI

Øyensørm and friends get clobbered
https://streamable.com/59ax6r

The build:

https://underrail.info/build/?HhADCgMDBQYAcADCoCgAwqAAAAAAU20PQ1MAACPCiABcTysZOS0mEsKHR8KIPxMqPMKFwoHCtsKmKOKjkwXip5YF4rGgBd-_
Brutality and Intimidation are unnecessary. Paranoia is for the Initiative bonus, to get closer to 35, for the Faceless Commander fight.

I'd post some screenshots too, but there's no spoiler tag or anything like that to colapse big images, so they take up a whole lot of space.

64
Suggestions / Re: Some suggestions for mechanical pistols.
« on: November 11, 2020, 08:39:35 am »
I've played several builds focused exclusively on mechanical pistols and in my experience, on Dominating difficulty, the .44 Hammerer is quite good past early game, once Rapid Reloaders become more widely available. It's weaker than other firearm types, but not worthless and deals great damage late game. It relied on combination of both critical hits and special attack damage. 5mm Hawker on the other hand, struggled up until ~lvl20 and only became good at lvl26. I only used critical hits with it, no special attack damage bonus. I haven't used the other frames.

What pistols need, imo is a +damage% buff to beef them up early game. For example burst guns have Suppressive Fire+Opportunist combo which is available right off the bat. Shotguns have Sixth Shell. Chemical Pistols get Mad Chemist and the belts. Energy Pistols have Practical Physicist and High-Technicalities. Mechanical Pistols do not have a feat or a piece of gear which would increase their damage. Special attack damage bonus works, but for 5mm frames, which can reach attack cost as low as 4ap per shot late game, it would only work for ~20% of their AP.

65
Bugs / Re: Some bugs
« on: October 30, 2020, 11:15:42 pm »
Fixed for the next patch. Also, what version of the game are you playing? There are a few bugs that should've already been fixed.
I went through my screenshot folder and just got all the bug screens I could find, some might have been from older versions. Sorry about that

More bugs. These are from the current version:

Tackled from Wrestling applied to ghost Magnar, dunno if it's supposed to happen.


Foundry, bar area. I'm in some weird space between two walls. Coming from behind the stores.


The damage modifier in the parentheses is off by about 1%. Looks like it effects all damage types. In the screen electrical should be 5%, it is instead 4%. 50 morphine+30 tempered+15 aegis.


This dude is placed inside a wall and will not move. Can be targeted and killed, not with grenades tho.


Very important bug. The stub from the mushroom is placed over the player sprite.


Throught should be Thought.


This pirate open up a dialogue box instead of using a speech bubble.


Had should be Have.


Not sure if bug, but Naga and turret aren't hostile to me even if I am hostile to Aegis.

66
Bugs / Some bugs
« on: October 03, 2020, 02:27:19 pm »
Core city merchant district. Clicking at where the mouse cursor is, places the player sprite under the shelf sprite.


Praetorian warehouse mission. Going through the sewers and then through the JKK area with mutants and spiders, then aggroing the mercenaries in the warehouse. They bunch up in this location and stay there once I come back through the main entrance of the warehouse. More of an exploit.


The new waterways dungeon, beetle area, accessible with a fast jetski. Not sure the ability check is supposed to be named "Unnamed".


Abyssal station. Out of bounds. Can get there through where the mouse cursor is placed.


Port Ceto. These two pirates get stuck on each other and remain stuck throughout the game.


Foundry, bar area. Clicking on the platform support places the player sprite over the support sprite.


Free Drones envoy assassination mission near Rail Crossing. The envoy is somewhat translucent.


Water tiles visible over the wall.



DC, near the gate mechanism. The double doors there will bump the player out of stealth if only one of the doors is opened and player goes through. There's a similar door in Lemurian Security Headquarters, Naga area.


Old flaming barrel, near Foundry.


Black Sea cutscene. A bit hard to see, but the boat sprite is placed over the trident sprite.


Underwater snake set on fire.


Eastern part of the natives territory. Standing in this position allows the enemies to shoot through the tent wall.


Zoom in feature breaks arena cutscenes, cutting off the speech bubbles.


Zoom in feature introduces these glowing seams in Foundry.


Typo after selling Acorn to professor. Line from professor and Briggs mash into one text box.


Free drones base. Medical locker sprite is placed under the wall sprite, should be over. Visible when Tab is pressed.


Lemurian Health center. After recharging Lifeman (or w/e) he eaves through the hole in the wall, if I follow him through the hole, the robots in he map do not trigger. However, if I come back after dealing with the doctor and go through the opened door, the robots do trigger. I'm not sure that's supposed to happen.


Also, it's impossible to damage Locust Hives with pyrokinetic stream.

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