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Messages - peet

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1
Builds / Re: Optimal non-psi hammer build
« on: April 29, 2024, 01:56:20 pm »
Nice. Yeah def deserves its own post, and I agree the lack of escape artist on the 10 agi version was very painful.

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Builds / Re: Can I beat the game with an objectively bad build?
« on: April 21, 2024, 11:31:39 pm »
Someone beat dominating at level 6. U should be fine.

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Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: April 01, 2024, 02:12:07 pm »
Peet, if you had to pick one of your builds over the other, what which one would it be? Planning on starting a dominating campaign and have never used grenade launcher or shotguns, so both would be fresh for me from a game-play point of view.

Demoman for feeling massively OP, shotgun for a bit more of a challenge. Both builds absolutely stomp through dominating however.

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Development Log / Re: Dev Log #8: Weapons and Trash
« on: March 22, 2024, 04:53:32 am »
very nice. thanks for the update!

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Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: March 22, 2024, 03:58:14 am »
Reached lvl 30 oddity and completed compound. Updated the main post with the latest changes and suggestions. It's pretty dialed in.

https://underrail.info/build/?HgYDCgUMAwfCoAAAAADCoMKgbUUAAABaUD4jWgAtAMKgAAA8JDkxU8OjKEfChyfChcOlw6JLKsKkwrVdK8Kdw5zDiOKpjgXiv6QF44CCBd-8

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Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: February 23, 2024, 07:03:08 pm »
Build looks great, just a few questions.
How does early game go pre thumper, I kinda suck on dom so does this build have a tough time?
How many grenades did it take to kill the 4 nagas?
What should my starting spread be and when should I level up my stats?
Do you think demolition man max stacks would be worth using spec points on or is gun nut working?

Thank you! It really came together well.

- pre thumper game is a tiny bit rough, but you have decent perception so once you find and AR or shotgun things are pretty chill. You can always lean on bear traps, mollies, taser, and Temporal Distortion to get through the more challenging encounters. Additionally you have good stealth, which gives you an alternate way of dealing with encounters.

- 3x 40mm thermobaric grenades for the 4 nagas, 95AP total which you can easily do with 50 base +20 blitz +20 contraction +20 adrenaline, or 50 base, +20 blitz or contraction, +25 vitality powder

- i'd suggest to start with 6 str, 3 dex, 8 agility, 3 con, 10 per, 3 will, 7 int. raise agility 2 times to get blitz by lvl 10, con 2 times to get demo man by 18, then the rest in per

- gun nut is decent since it always applies and is multiplied by your other boosts. Max stacks is situational since you need to find another way to apply those stacks after you trigger your boom belt, which means you would either have to use AP for shooting yourself (better to shoot the enemy) or throwing a grenade at your feet (25 AP with belt) yourself, but it is better to just kill the enemies with your 50% damage bonus.

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Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: February 16, 2024, 09:28:23 pm »
A lil update on gear, i've switched over to blast cloth infused rathound overcoat and blast cloth tabis, as well as using a petard alongside the onager. I'll write a bit more on this as I continue dominating all the pipeworkers i come across.

The blast cloth gear still lets me hit max evasion when on adrenaline and jumping bean, letting me put 5x mk3 HE grenades in my belt and not getting any significant damage when triggering the demolition belt.

Also decided to pump gun nut +5, TM to 160, electronics to 80, hacking to 69 for 130 effective (with jons special, hypercerebrix, eng suit, and phreak glove) for IRIS, and merc to 60 to get Hanna's top level of components. Here's the most up to date build:
https://underrail.info/build/?HgYDCgUMAwfCoAAAAADCoMKgUEUAAABaUD4jWgAtAMKgAAA8UyQxKMOjGUfCh0vDosOlJ8KFKivCtcKkwp3DnMOIXeKpjgXiv6QF44CCBd-8

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Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: February 16, 2024, 09:25:40 pm »
The masters are possible straight out of depot A but its kinda painful, I managed to kill them at lv 13 with bear traps, gas, and acid vials since their acid res is kinda low.

Good call, gas and more bear traps would probably trivialize it.

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Builds / Re: Demoman: Agile Grenade Launcher Build [DOMINATING]
« on: February 15, 2024, 03:19:04 am »
Hi. playing your build, I'm level 13 now and everything is going well, but its unclear how i supposed to kill Arena Masters with explosive damage. Do I need to level up and everything will be fine or is there some special strategy?

It’s definitely a challenge. I used bear traps and eventually got em stuck on each other at the door to the east of where they hang out, and then whittled them down. It’s prob the hardest fight for this build. I’d wait till like level 20 at least.

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Builds / Re: Jin-Roh: Wolf Brigade - Mobile Tin Can LMG Thematic Build
« on: February 10, 2024, 10:38:58 pm »
Now I seriously wonder what an actually very good tin-can heavy weapons build would look like, because lately it seems there have been many attempts at making one, all falling short for some reason.

I can spin one up for ya

Here's one grug man: https://underrail.info/build/?HgsDAwkKBwN4wqAAAAAAAAAAAAAAAAAAAAAAAABGAAAACFBiw50Vw57Dn0rDoMOhMSZfK8KHwrXCpN-8

Disregard the 120 guns, its for the feat builder to show the guns feats that work with heavy guns as well. Abuse heavy armor, regen, crit, insane damage, and go super saiyan at low HP. This trivialized the game once it got up and running. Lmk if u want more deets, i can expand on it.

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Builds / Re: Jin-Roh: Wolf Brigade - Mobile Tin Can LMG Thematic Build
« on: February 10, 2024, 03:38:07 pm »
Now I seriously wonder what an actually very good tin-can heavy weapons build would look like, because lately it seems there have been many attempts at making one, all falling short for some reason.

I can spin one up for ya

13
Builds / Re: Fusion Cannon Build- The Ultimate Weapon
« on: February 09, 2024, 05:28:43 pm »
Pretty lit. I wonder if there's a mobile version of this?

14
General / Re: LMG gameplay feels unsatisfying
« on: February 09, 2024, 03:33:19 pm »
Also, the new grenade launchers cannot shoot plasma or flashbangs/gaz (etc.) nades... And the MOST important difference is the AP cost, 15 AP (!!!) (for projectile) and 25 (25>15) for the 25mm grenade launcher. Not even to mention the 40mm shots AP cost (which is even higher)... Considering that one can have up to 4 different (projectile) nades at the hand, without switching ammo or any manipulations... The only drawback is the CD (2 turns with Grenadier perk), for the projectiles, but it's largely covered up by the advantages of this class of weapons (throwing nades).

Try playing a GL build. Turns out the 15 AP that you can spend throwing a grenade is a waste of AP. GL's absolutely thrash throwing grenades IMO. Their damage gets absolutely ridiculous, can get "thrown" farther, multiple times per turn, for way more damage. I tried a GL build with some throwing skill, and I never had to throw anything, in fact the only use for combat utilities that I found with a GL build is to trigger the Master Demolitionist belt to self-buff with the Demolition Man feat. Check my build: https://stygiansoftware.com/forums/index.php?topic=10502.0

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Builds / Re: Crit Shotgun Build Theorycrafting.
« on: February 08, 2024, 02:40:11 am »
Check out my zoom and boom build. It’s a sick shotgun build with a ton of crit. https://stygiansoftware.com/forums/index.php?topic=8908.0

I’ve played a few shotgun builds so lmk if u have any questions.

I’ve also made a few modifications of it. My favorite being the 18per 10agi version.

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