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Topics - Ravager

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16
Builds / Specializations for SMG Character
« on: July 31, 2019, 06:18:49 pm »
Specializations are new for me. I have a typical SMG character, with Commando, Spec Ops, Three-Pointer, Grenadier, Ballistics, Suppression, etc...

Given the situation of large crowds and tough enemies in Expedition, I am thinking the suppression specs might be useful. Ranged-combat suppression looks handy for certain enemy crowds, and I like the AP reduction specialization, as well.

The problem is that there are four or five sub-branches of suppression specialization, so I am not sure what to invest in. But I like AP reduction and range-suppression.

Then there's the grenades. One of the specializations will allow me to reduce the cooldown time of grenades, which is pretty significant.

I also like the 3 AP increase for each kill that comes from Commando or Spec Ops (I forget which). That's a definite one for me.

There's the one for Ballistics, that enables you to increase the DT of the vest by 1 for each level (up to 3, I think). That seems cool, if I'm making more vests. But am I? I have endgame vest equipment already.

Then there's ones that seem potentially useless. I have Escape Artist, but only to get out of traps. I don't need the extra AP after escaping that the specializations provide.

I think the specializations for the meat-and-potatoes feats of the build are best, such as Commando / Spec Ops, Grenade Cooldown, etc...

Are the specializations that increase grenade damage worth it? By the time you're in Expedition, grenades only kill enemies that are already easy-to-kill. What about the damage boosts to Expertise that specializations provide? Are they worth it in late-game?

The only ones I'm sure about are the extra 3 AP per kill, maybe the bonuses to suppressive fire, and maybe the grenade cooldown reduction.

17
General / Equipment for SMG build in Expedition?
« on: July 31, 2019, 05:19:34 pm »
Equipment for SMG character in Expedition


2 Types of SMGs

In the old builds, before Expedition and the Veteran Levels (and the nerf to burst as a "special" damage), I ran an SMG character with an 8.6mm Steel Cat and a 5mm Jaguar.

The 8.6mm Steel Cat had a Smart Module, and a Compensator. The 5mm Jaguar had a Smart Module and a Rapid Reloader.

The reason for the Smart Modules are obvious: they gave bonus damage, since "burst" was considered a "special" damage.

However, in the latest updates, you no longer receive bonuses for ordinary burst damage.

So they had to go.


Improved Equipment for Expedition

I am now running an 8.6mm Steel Cat with a Compensator and a handgrip (leads to +25% burst accuracy), and a 5mm Jaguar with a Rapid Reloader and a Compensator (leads to fast SMG with some improved burst accuracy.)

This is working a bit better now.

Is this the optimal solution for light SMG / heavy SMG combinations?

Because the expedition critters are so armoured and high-HP, that sometimes I wish I was hitting them with more bullets per attack.

Would it be better to use muzzle brakes on the SMGs to get more rounds per burst, along with extended magazines?

This would lead to lower accuracy, but if the bullets miss, won't they just hit other enemies in concentrated formations?

The reason I ask all this is because I find myself facing larger concentrations of tougher enemies.

In classic Underrail, I mostly faced small groups (even during larger battles). I could wipe them out very quickly, with minimal expenditure of ammo. Ammo saving was significant, since there were so many small engagements.

But in these larger free-for-alls, I'm thinking it may be best to just unload mags on everything. I'm often a few bullets short of a kill after 2 8.6mm bursts on tough critters like crabs, so I'm thinking 2 larger bursts would take care of the enemies without requiring a wasteful third burst.

[My character is a classic SMG build, with Commando, Spec Ops, Suppression, etc...]


Smart Goggles


Also, obviously I am no longer using my Smart Goggles with 36% bonus damage to special attacks, since it is irrelevant to SMGs. Instead, I am using goggles that give 15% higher critical chance. Are there some other type of goggles I should be considering?

18
Suggestions / Allow player to label storage items in owned houses
« on: July 31, 2019, 12:28:29 am »
We all have a locker, etc... in SGS, and eventually get a mansion in Core City.

I have a number of shelves and storage containers in the mansion, which are used for different purposes.

Sometimes, I might forget after coming back to a game what the individual lockers were for.

Is it possible to allow the player to label the storage items in their own house(s)?

BONUS: All labeling of all storage containers, since they are often used as stashes and such.

19
General / Is Gorsky ever satisfied with your speed?
« on: February 09, 2019, 05:20:25 pm »
Gorsky is always saying things like "Took you long enough" when you reach him after being instructed to do so.

Does the time taken to meet Gorsky after the assignment is given ever effect his dialog?

I've never really rushed to see him, so I don't know if it is possible to get a favourable response from him, or it is the case that he is always gruff and overly demanding.

20
Builds / Sniper Rifle build for new update?
« on: December 30, 2018, 08:40:01 pm »
I understand burst has been nerfed, which is going to hurt SMG and assault rifle builds. Does that effect all special attacks, though?

I am thinking of playing a sniper on hard. Never done it before, and want to know if I can rely on Nerd Commando's build on Youtube.

Given that there are upcoming changes to armour and such [different leathers are going to become more important], how would you build a sniper for the new update and projected future changes?

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