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Topics - Hal900x

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31
General / "all weapons" include grenades?
« on: May 19, 2017, 10:01:11 pm »
In feats, consumables, etc tooltips, does "all weapons" include thrown weapons like grenades and throwing knives? I'm trying out a pure throwing build and if the answer is yes, than I think I can get my grenades up to 52% crit chance at end game, which would be pretty strong.

32
General / Hardmode Iron Man Throwing build!
« on: May 18, 2017, 11:38:46 pm »
I've gotten so good at this game that it holds no challenge anymore unless I intentionally gimp myself. I'm going to try a pure Throwing build, no other combat skill. I did notice there seems to be a lot more Throwing feats than I remember, so perhaps Styg wanted to make this viable? I'm spreading around my skill points quite a bit as well. Trying Stealth with this build, although I suspect it's somewhat wasted with such high Initiative and ranged attacks. So far, it's quite tough in the early stages. One of the issues with Underrail is it's toughest at the start, then after Junkyard it becomes far too easy. Wish it was the inverse.

S: 3
D: 10
A: 10
C: 6
W: 3
I: 5

At level 6:
Throwing: 40
Dodge: 40
Stealth: 39
Hacking: 31
Lockpick: 21
Mechanics: 30
Electronics: 31
Chemistry: 31
Biology: 24
Tailoring: 33

Feats:
Quick Pockets
Sprint
Interloper
Grenadier
Pinning

Still thinking about starting over without Stealth, and dropping Pinning. This feat is unpredictable and I prefer Taser/Throwing Net/Flashbang for reliably immobilizing enemies. I may even drop Dodge, as with very high Init, and the fact that a low number of enemies use Melee in comparison to Guns, it's not hard to root or stun the Melee guy and then Dodge is wasted. What do you guys think about taking Paranoia on top of 10 Dex/Agi for guaranteed Initiative, as a sort of Stealth substitute? I could pair it with Recklessness, assuming it really does affect "all weapons", including Throwing Knives and perhaps even Grenades?

33
General / Is Ripper worth it? (only 3 Will)
« on: May 16, 2017, 07:03:50 pm »
As this is my first Iron Man playthrough, I went with a very min/max build. It seems like Knives is the most efficient build stat-wise, so I pumped Dex and Agi to 10, Int 6 for Weaponsmith, and 5 Con. The rest are at 3. I just realized one of my favorite Feats for melee, Ripper, requires 5 Will. I've just gotten to level 8, and have a choice to make: keep pumping Dex, or start working on Will for Ripper. According to my calculations, even with Eel Sandwich the highest I can get my Dex to is 17, please correct me if I'm off. That will not push me over into 6AP, so 2 points into Will won't gimp me in that respect. However, those two points could also be spent on Con for more health, Dex for more crit chance, or Int. Is Ripper worth it, esp. when combined with Critical Power? I'm under the belief that Crit is the way to go with Knives.

One thing that affects my decision is whether Critical Power stacks with Ripper when active. Which is factored in first?

EDIT: I think I was looking at the wrong Column. 17 Dex (with Sandwich) just pushes you into 7AP. So maybe I will just have to live without Ripper. There are a ton of other good feats.

34
General / Foundry prison break = psychic guards?
« on: April 07, 2017, 02:48:46 am »
OK it bugs me when RPGs don't let you innovate a solution. I tried something different. First off, this is an uncontrolled zone. So while stealthed I lockpick the storage room and kill the power. Supervisor enters. I close door behind him, kill him, and escape into the vent before anyone enters. Then I return and sneak into surveillance room, disabling the cameras. Re-enter the vent, kill Todor when the guard is across the zone and out of site. Go back through the vent back to storage room, stealth out through the front entrance. Cameras detect me but since I hacked the surveillance no problem, right? No witnesses saw me do anything.

However, Foundry is now hostile :(

EDIT: The issue appears to be that the logic of the game does not allow you to disable the surveillance first, in spite of the fact that the text on the terminal leads you to believe this specifically. You can only do so after killing or escaping with Todor. I think the text should be changed, since mentioning that you configure it to "spoof" normal activity is misleading.

35
General / "special attack"
« on: April 06, 2017, 10:15:29 pm »
How are Special Attacks defined? Looking over the UI I'm guessing it needs to say "special attack" in the tooltip. I've seen a couple folks argue that special attacks include Burst, but I don't think so. For example, I have Attack, Aimed Shot, Burst and Snipe in my Invokder. Snipe is the only specifically listed as a special attack in the tooltip. I think that is the only one that gets the bonus to special attacks from, for example, Smart Goggles or a Smart Module on a Sniper Rifle.

36
General / Cannot target stealthed enemies
« on: April 06, 2017, 09:36:28 pm »
I notice that even if I can see stealthed opponents, I cannot target them. For example, I see a stealthed Lurker via his shadowy outline. If I go into Attack mode, the crosshairs will not recognize them. I have to physically bump into them before I can get a lock. My detection is very high, and I am stealthed also. Do I need to turn off my own stealth before they become attackable? I am looking at the Paranoia feat and the bonus against stealthed enemies seems useless given this issue.

37
General / Critical Power + Sharpshooter?
« on: April 06, 2017, 09:28:49 pm »
Does the Sharpshooter feat take Critical Power into account? Or does it only affect the listed crit%? For example, I use a Spearhead rifle, which only has a 90% crit damage bonus. If I take Critical Power that gives me a 30% bonus for a total of 120%. However, that is only if I'm fully focused. Does Sharpshooter add to that focused bonus? Just making sure that the feat is "smart" enough to be based on the current critical bonus when focused using Sharpshooter.

38
General / Tabi Boots not showing Dodge/Evasion bonus?
« on: April 04, 2017, 07:09:01 am »
I found an old bug thread from 2015 discussing the fact that Tabi Boots do not add the Dodge or Evasion bonuses to your character sheet. I see this is still the case with my current game. I thought I'd post here before adding to the existing bug thread. Does the bonus just not show up, or is this still an issue? At first I thought maybe the bonus was hidden from the sheet, but since the Stealth bonus on the Boots does show up on the character sheet, I'm concerned.

39
Suggestions / This game needs a one-time single feat respec
« on: April 01, 2017, 07:21:07 am »
Perhaps once or twice per game, there should be a chance to respec at least one of your feats. Considering the game is very combat-centric, and one's character build is a huge part of the game, those of us who are not complete masters of the game mechanics would love to be able to earn a respec, even just one feat once per game. Cannot think of any reason it shouldn't be in there, other than perhaps elitism. There could be a quest to earn it, a level requirement, or just throw it in there quick n dirty.

40
General / Can burst crit?
« on: April 01, 2017, 07:10:00 am »
Do the individual shots in a burst still have a chance to crit?

41
First off: with such a great game, how is the Wiki not full of detail? It's surprising and frustrating given how awesome this game is. I can't believe there aren't a bunch of pros willing to flesh it out.

Anyway, the question is the title. I'm high Stealth, so got the keys no problem. Also have all the vents open. Talked to her, and there are no triggers for her to come along with me. So there is still another step. Since I have the prison key, maybe I could enter from the Embassy...but I'm assuming I'd need Persuasion/Intimidation.

I guess Maura, in spite of being a highly trained elite freedom fighter, is also morbidly obese. Otherwise she could leave via the vent with me.

42
General / Quick and dumb: do boots and armor DR/DT stack?
« on: March 29, 2017, 08:21:07 am »
Amazingly I never really considered this. I'm assuming there are no separate chance to hit different body parts in this game, therefore the damage mitigation of boots must stack with whatever armor you are wearing, right?

43
General / Weird behavior using Sniper Rifle...??
« on: March 28, 2017, 10:22:09 pm »
Hey all. I finished the game way back when, starting over with Stealth/Sniper build. I'm in the Burrower area in GMS Compound. Explain this to me: I open with Snipe from stealth and kill a burrower. Chance to hit: 95%. I end my turn without moving, so I'm still Focused. I take a couple hits from Spawn, and one of poison ranged attacks hits me. Next turn: my chance to hit another burrower at the same range is now ... 32% ?? Why did my chance to hit suddenly go down drastically? I thought as long as I stayed in Focus it would be same chance. Did getting him by one of those attacks cause it? I've killed numerous groups of enemies and this hasn't happened. Is there some effect of Burrower poison or the Spawn bites that isn't listed in the UI?

44
General / Trying to figure out re-stealthing mechanic
« on: May 16, 2016, 08:07:33 am »
I thought when you restealthed during combat, perhaps via a long CC or whatever, that you essentially reset the detection. However, it seems to be useless. If I approach a previously engaged enemy after restealthing, there is no detection check, they just automatically see through the stealth. Is there something I'm missing? In the various official sources I've read, it talks about restealthing via flashbangs or what have you as if it's a valid tactic.

45
General / Pyrokinetic Stream and Action Points
« on: May 16, 2016, 04:46:42 am »
The tooltip on this ability says it does more damage the more Action Points you have remaining. What is does not say is that it consumes all action points remaining. Now, I could swear it didn't do this, until I arrived at Depot A. Now, if I open with it, it consumes my entire AP reserve, leaving me with zero. Something is not right here.

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