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Messages - Sanger

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46
General / Re: Reset
« on: September 13, 2017, 12:47:13 pm »
Nope. Not unless you want to try your hand at hex editing or memory editing.

47
General / Re: How many feats at max level?
« on: September 11, 2017, 12:36:05 pm »
14.

48
General / Re: Where do you find high-quality pig leather?
« on: September 10, 2017, 08:20:13 pm »
Super steel randomisation can be annoying. If you're getting nothing but rubbish plates and you begin to get sick of it, you can savescum it, but the quality of the plates is determined when you commission them, so you have to use speedhack or similar.

49
General / Re: Where do you find high-quality pig leather?
« on: September 10, 2017, 11:11:28 am »
On high-quality pigs.

Sorry. Yes, the best you'll get is from warthogs and it won't go very high (I've seen as high as QL63 personally). For high quality leather you need to infuse, but the QL will leap way up if you use high quality fibres. For example if you use QL155+ fibres and QL63 pig leather you'll end up with infused pig leather over QL160.

50
General / Re: My first gunner build
« on: September 10, 2017, 02:16:36 am »
Int 7 I guess it was a noob mistake: I took Armor Sloping and I like the fact I can still walk around, but I guess I could have used those points better.

Nah, a lot of people go with Int 7 with a build like this, it should be fine. Armor Sloping is still useful as a quality of life feat even if you don't need a lot of mobility in combat, as you noted.

Strength should be fine at 8. I'd sink the rest of the points into Perception and forget about Thick Skull - your Biology should reach 80 relatively quickly so you can always just craft Bullhead. Might as well enjoy the benefits of crafting while you're playing a character well-suited to it.

I didn't mention it earlier, but you won't need to put as many points into Hacking, Lockpicking and the various crafting skills as you probably think you will. It's hard to say how much Mechanics and Electronics you'll need since it'll depend on the quality of components you find, but you most likely won't need a large amount of Tailoring. Biology I don't think ever needs to go above 130 effective and Chemistry 112 effective. Hacking never needs to go above 130 effective and Lockpicking I think 125 effective. With Int 7 you'll reach some of those values long before you reach the level cap, so maybe consider putting a few points into Throwing or something to make crowd control easier (since you'll be able to craft all the best grenades anyway).

51
General / Re: Chemical/energy pistols
« on: September 09, 2017, 07:10:04 am »
Yeah, Execute is just overdoing it. Though he probably just wanted to see how big he can get in damage.

Well, he said that performing Execute with the plasma pistol was the strategy he used the most.

Overall i think energy pistols are better than regular pistols, they may be one-trick pony, but they at least have this trick and this trick is decent.

What makes you think plasma/laser pistols are in any way better than their firearm equivalents? You can get the cost of firing a .44 Hammerer down to 13 AP. That's five shots per turn with adrenaline to a plasma pistol's two. Which tells you everything you need to know about why plasma pistols are bad: however much damage they may do, they have no way of spreading it around between enough targets for it to matter.

You can get the cost of firing a 9mm Neo Luger down to 10 AP, which gives you seven shots to a laser pistol's five, and you have the option of Rapid Shot with the Neo Luger, and it does far more base damage than the laser pistol to begin with.

52
General / Re: Chemical/energy pistols
« on: September 09, 2017, 06:20:40 am »
Energy Pistols take their time to work.
One of the good things about Energy Pistols is that they're like sniper rifles but with less range and no move and shoot penalty, they are really good for critical focused builds with Steadfast, Critical Power and Practical Physicist.
the strategy i used the most was just busting into places, stunning the toughest enemy with the Electroshock Pistol and killing it on the second attack with a Execute Crit of the Plasma Pistol.


They start to pick up when Core City and Foundry are available, this way you have more chances to get Circular Wave Amplifiers that turns the Plasma Pistol and Electroshock Pistol into crit dealing killing machines.
i had a good run with them, even managed to luck out and get a high level CWA later on that bumped my critical damage to over 600%.

But you've just spent an entire turn to overkill a single enemy, and that's with your electroshock pistol proccing stun and a critical hit on your Execute. Meanwhile a crossbow build could reliably kill Vanga, Frost and another Lunatic in a single turn from stealth, nevermind what a SMG build could do. What is the advantage of investing so much into taking down a single enemy? Even if you are dead set on throwing everything at a single enemy, there are far more reliable ways of doing so than this.

Holy crap, that's a lot of damage! You could probably even 1-hit KO a Dreadnought with that much Energy and Heat damage!

You can trivially OHKO a dreadnought with a Snipe or Aimed Shot from a sniper rifle loaded with 12.7mm W2C, and you don't need to roll the dice on getting stuns or criticals in order to do so. Hell, you can kill a dreadnought in a single turn using a .44 Hammerer with Rapid Shot alone if you're lucky, or that and Aimed Shot together if you aren't.

53
General / Re: Chemical/energy pistols
« on: September 05, 2017, 02:34:52 am »
It might make more sense if they were more powerful than firearms pound-for-pound, but there are few situations in which I'd rather use a Plasma Pistol than a Hammerer or a Laser Pistol than a Neo Luger.

54
General / Re: My first gunner build
« on: September 01, 2017, 09:18:45 pm »
Looks like a pretty standard assault rifle tin can build to me, meaning it should be fine. Only two things stick out to me: firstly, why Will 5? If you're maxing Persuasion anyway then you should have more than enough to meet any skill checks throughout the game with Will at 3.

Secondly, why Intelligence 7? Which crafting feats are you going to be taking with this character? Armor Sloping is useless if you're a ranged fighter and are ignoring Stealth, Dodge and Evasion anyway, and Gun Nut is amongst the worst crafting feats in the game. Power Management is alright though, I guess. But consider whether this investment is worth it; more points in Perception and Constitution might be more valuable.

55
General / Re: Chemical/energy pistols
« on: September 01, 2017, 04:02:42 am »
I agree, the electroshock pistol is the one thing I feel gives me a legitimately interesting and useful tactical option as an energy/chemical pistol user. The chemical pistols are all very much underwhelming by comparison, and nothing in my arsenal feels like it can compare to a standard pistol for the purpose of dealing damage. Despite the fact that I don't have Gunslinger or Rapid Shot with this character, I'm still usually carrying a Neo Luger or Hammerer alongside my electroshock pistol because laser and plasma pistols seem to be virtually useless. Glad to hear that Styg is aware of some of the problems with pistols though at least.

56
General / Chemical/energy pistols
« on: September 01, 2017, 01:52:30 am »
Has anyone had luck playing an energy/chemical pistol character lately? I feel like it's probably the most disappointing build I've played. Not just because it's weak (though it is that; this is probably the weakest character I've played, even more than a knife fighter) but also because it's flatout boring. The tactical options look decent on paper but putting them into practice requires a lot of crafting and weapon juggling and it never feels as though it pays off. I remember them being slightly less bad the last time I tried a similar build, but I think that would've been before Gunslinger stopped working with energy weapons.

I really want energy weapons to be powerful, but they aren't. They're terrible. They're a direct downgrade from conventional pistols which themselves are straight up inferior to SMGs. Has anyone's experience been different?

57
General / Re: Playing around with the graphics
« on: August 30, 2017, 12:29:21 am »
Cool, I'm glad to see I'm not the only one that's interested in this sort of thing.

Tygrende - there are a lot of sprites I would love to mess with, but the number of frames you have to edit individually means I will probably never touch any of them. I remember (years ago) trying to edit sprites in some of the old Infinity Engine games to give them pants, and giving up long before completion. I'm impressed with your dedication though.

epeli - wow, that guy has done an impressive amount of work, I'm kind of sad that I can't get ahold of it.

58
General / Playing around with the graphics
« on: August 29, 2017, 01:37:13 am »
I enjoy modding games I've played a lot of, even if only in trivial ways, and one of the few ways in which Underrail can be modded is graphically, as the XNB format is easily unpacked and repacked. So I've been messing around with some of the graphics for fun, and came up with a little design for the Tabi Boots that brings them more in line with the regular boots:



I imagine there probably aren't many other people around who find this sort of stuff interesting or enjoyable, but figured I'd share regardless. Has anyone else experimented with graphical editing of the game?

59
General / Re: Faceless Medallion (Spoilers)
« on: August 28, 2017, 07:15:32 am »
Meanwhile I'm still wondering what this could be http://www.underrail.com/wiki/index.php?title=Mysterious_Disk since you can keep it until the end of the game after solving the quest if you just pickpocket it from the quest giver after getting the reward. Not that everything should be explained of course.

It's a Godman mix tape.

60
General / Re: Do the ambush feat work with various utility attacks?
« on: August 28, 2017, 03:54:24 am »
It definitely works with special bolts, unsure about the other two. Grenade criticals don't appear to work like any other criticals in the game though, so I wouldn't be surprised if they were unaffected by Ambush. Throwing knives, well, I don't think I've ever used them.

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