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Messages - Sanger

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16
General / Re: anti-Carnifex cheese
« on: October 16, 2017, 12:51:48 pm »
An SMG user doesn't really need to have a very high chance to hit as they put out so many rounds per turn, but yeah, just kill his evasion.

Oddly I've had a reasonably easy time killing him with a pistol user, as Gunslinger usually lets you init before him. If you win initiative he's generally just screwed. Also had a pretty easy time killing him with any metal armour wearer, as he typically deals single digit damage per attack against them.

17
General / Re: Minor tips and tricks for Underrail
« on: October 15, 2017, 01:03:29 pm »
You can theoretically sell rags to Rude Rob, they count as "pieces of junk". In practice they're worth virtually nothing, Rude Rob generally won't have anything to trade that's of equal value, and trading them is totally pointless.

18
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 15, 2017, 05:49:09 am »
They wouldn't, but why would they take you in if you stopped their plans and then randomly lied to Herve after doing so? I can't think of why you'd do this except to be a dick for no reason. It's a weird sequence of events culminating in... I guess the Free Drones assuming you had a change of heart after convincing their agents?  But is it the Protectorate who reclaim the train in this scenario? If so why would the Drones want anything to do with you? You screwed their plans up.

19
General / Re: The lost train, persuasion and joining the Free Drones
« on: October 14, 2017, 11:01:09 am »
The OP's point was that it makes little sense for you to be able to persuade the Drones to leave the train alone, and then go tell Herve you couldn't find the train anyway, and still join the Drones later on. I agree with that, doesn't seem to make any sense.

I don't know why you would even be able to lie to Herve after sending the Drones on their way (what's the point of your character doing so?), nor what happens to the train after this, nor why the Drones would be interested in recruiting you after you stopped them. If anything it seems like following this route should lock you out of both factions.

20
General / Re: Where'd Jack Quicksilver go? (Spoilers)
« on: October 12, 2017, 06:32:10 pm »
Check oculus

He's not there. Far as I can tell he just gets deleted from the game once you're done with his quests, as of the latest version.

21
General / Re: Requesting crossbow build from Wildan
« on: October 11, 2017, 08:34:30 am »
Here is the build I actually want to play http://underrail.info.tm/build/?AwGloJgVhBmEYEZT0TeB2M3GxuEXJPEDGADgNGWuAJsLu3oisJAg4E44AWOciF6goiBPCgA2UmLIguqYNMQRyQA

I recommend taking Snipe as soon as you can at level 6, don't put it off. It is unbelievably good for a crossbow user - taking it early turns Depot A into a mutant bloodbath.

I took both Snipe and Ambush and if I had to choose one, it would be Snipe, absolutely no contest.

Edit: I'd take Special Tactics as soon as possible too, as Wildan's build recommends; it's another game changer.

22
General / Re: Requesting crossbow build from Wildan
« on: October 11, 2017, 08:22:17 am »
This is a really cool build, so thanks Wildan. But how is it affected by the Bowyer feat?

It's just a direct upgrade to Critical Power. Extra 90% critical damage on all crossbows. If you are using the build described here I would replace Pack Rathound with it, which should be soon enough for you to make use of it before the Institute/DC.

I'll take the opportunity to say once again that I love where crossbows are at the moment. I think they're in the sweet spot of game balance that all of the weapon classes ought to occupy.

23
Suggestions / Re: Infused rathound leather boots bonus
« on: October 10, 2017, 01:08:01 pm »
I'm pretty hyped for getting killed by cave hoppers.

24
General / Re: Chemical/energy pistols
« on: October 09, 2017, 01:22:57 pm »
Effective use of incendiary and gas grenades isn't gated behind any particular skills or feats, so any build can use them to create a killing field for the Faceless near Core City.

You cannot access the pillars below Core City without joining the Praetorians. The area JKK sends you to may unlock after the warehouse attack no matter which faction you join, but Jookhela's area never does.

25
Suggestions / Re: List of improvements I'd like to see.
« on: October 08, 2017, 06:54:35 pm »
The difficulty of the game can basically be determined by the build you're playing. In the early game all characters are much the same, and they can all expect more or less the same degree of difficulty. Once a build's strengths and weaknesses begin to manifest, some characters will begin to breeze through the game, whilst others will continue to struggle. Making things harder for builds that have it too easy without making them impossible for builds that already struggle isn't straightforward.

Shields apparently will be facing a rebalance soon. I'm not sure how I feel about that, as whilst I appreciate that for some builds all they really do is make fire and shock damage irrelevant and so on, for others the point at which you get a shield is the point at which you cease to be prohibitively squishy. Again, what is an overpowered thing for one character is only an equaliser for another.

Agree about uniques and social skills. I would say that all of the unarmed uniques are potentially useful, but few other uniques are. Balor's hammer, XAL-001, etc. Most unique firearms are trash.

26
Suggestions / Re: Infused rathound leather boots bonus
« on: October 07, 2017, 04:19:44 am »
Am I wrong, or are leather boots in general pretty useless? I'm struggling to think of a character I've played that picked leather boots over tabis.

27
Bugs / Re: medical fumble in SGS morgue dialogue
« on: October 06, 2017, 01:16:44 am »
Whoops, here we go!

28
General / Re: Chemical/energy pistols
« on: October 05, 2017, 03:05:36 am »
there's just too many perks out there about throwing knifes that I can't resist, do you think poison need a buff?

My experience with crossbows tells me that no, they're probably fine. Crawler poison is very good, and burrower poison at least handles effect stacking properly so that you can focus fire and kill single targets with it quickly. I didn't find burrower poison all that useful as a crossbow user, but I think that's because the relative slowness of crossbows didn't enable me to spread enough stacks of the effect around per turn for it to be competitive with the damage of eg. shock bolts, or Aimed Shot, or Snipe, etc. With throwing knives it should theoretically be a much more viable option.

29
General / Re: Chemical/energy pistols
« on: October 04, 2017, 06:48:27 am »
What about poison then? Or high mechanically resistant targets recieve no damage at all?

Aslo, I remeber I saw build on rutracker thread about Underrail, that was tremendously OP, it was mix of melee and throwing (beore it was nerfed), that build could kill  6 enemies in one turn I think, or even more.

From before the Fatal Throw nerf? Yeah, I never got a chance to try one of those builds out. Kind of sad.

30
General / Re: Chemical/energy pistols
« on: October 04, 2017, 02:43:38 am »
you are correct that I'm using a strict weapon vs weapon argument to strength my argument, and that might be a bad argument, I don't think how fire chemical pistol is not better than grenade though in both damage and proc chance, plus the burning ground thing, you are also shooting at one person at a time, so I don't see the benefit of setting multiple people on fire.

The main benefit is that you use one action to illuminate multiple targets and then can pop off criticals on them one by one, rather than having to double tap each one to get a critical.

by the way, if you can get three shots off acid chemical pistol in a turn, the chance of landing the on hit effect is around 70%, so not really a coin flip, just a little info for anyone who wants to try out the duel chemical pistol build.

The probability of the effect happening at all raises, but it's still a coin flip's chance of the weapon being able to project damage with any given shot that can compare with other weapons. The acid blob pistol depends very heavily on being able to proc its on hit effect in order to be competitive damagewise and it does this far too infrequently. It would be a much better weapon if its stats were simply identical to an incendiary pistol but with acid damage and acid entanglement rather than fire damage and burning.

all of them are good points that I cannot argue with, and as you said I highly value the cc and bypass nature and the damage type of chemical pistol, to the point where I do not consider the damage difference to put chemical pistol as vastly inferior or inferior in everyway compared to 0.44 and its positives and negatives, whether it's alright to buff chemical pistols or not I do not know, but I strongly think throwing knives should be buffed before the developer even touch chemical pistol (doing a throwing knives poison build right now) , all the points, either good or bad about chemical pistols are already made, so I rest my case unless someone has something new to add.

I won't even try to analyse throwing knives as my experience with them is laughably limited, but I would be inclined to agree that they are pretty crap (I've always thought of them mainly as a poison-delivery device for characters with Throwing, but I don't think that's the developer's intent). For chemical pistols, just doing something about the inability to benefit from stacked effects would make a huge difference to them. Some kind of AP cost mitigation would be good too, even just making them work with Gunslinger.

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