Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - bati

Pages: 1 [2] 3 4 ... 8
16
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 28, 2019, 09:00:55 pm »
Sorry for the bump, but can someone tell me if Blueprint: Hypercerebrix drops/is sold in vanilla zones or Expedition only? I'm in dire need of a quick INT buff so I can craft a bitchin energy shield emitter lol.

17
Keep in mind that classic/oddity also has a large impact on perceived difficulty.

I remember my early runs which was all done on Oddity and because I like to explore I always hit long stretches of slow leveling starting around 14 when I usually went into caves. If you're on oddity and need some fast XP Core City is a great place to be.

18
It's been a while since I played on normal but I remember early burrower encounters (levels 10-12) being somewhat annoying on my crossbow character on hard difficulty.

It's hard to point to a single encounter once you're familiar with the game because there are ways to cheese most of them if needed.

19
At what level do you think I should start encountering issues?  or with what mobs or at what encounters?

The game becomes very non-linear after Junkyard/Depot A, so it will depend on where you decide to go first. There are some sections around Rail Crossing and north towards Core City that will be fairly challenging, lower under passages, plus the better part of the northern lower caves, lunatic areas in upper metro, etc.

The game is huge.

20
Metathermics is an offensive psi line, it has very little utility (cryo-stasis is nice I guess), so you're essentially duplicating the role of your other offensive skill line, crossbows. My question is, what do you hope to accomplish with this?

And yes I can see you linked a level 16 character (why, exactly?). That still gives you only 2 more stat points and 9 perception just won't cut it for endgame crossbows. You should be _starting_ with 10 and then put at least 4 more points into PER. This isn't like light melee that can attack 10 times per round where a miss barely registers on average dps. With crossbows you'll be shooting twice per round most of the time (assuming you don't go around spamming adrenaline and using cyclone crossbow), so each miss means a 50% lower damage on average.

Components in later stages of the game will require 110+ crafting to assemble. At the very least you should have that in mechanics and especially electronics because of how critical goggles are for crossbows, and high tailoring would be advisable to craft yourself high level stealth gear which will be very useful to you.

I strongly suggest you drop metathermics - you have 3 con, -25% hp penalty from psi empathy and 0 dodge and evasion. UnderRail is too damn good to be turned away from it in frustration because you build didn't work. You can keep Persuasion (110 at max lvl) if you really want (it's quite useful for solving some quests peacefully), but I'd drop intimidate and put the points into mercantile (up to 105 at max lvl) or even enhance some other stats.

And don't take build advice personally, it's just UnderRail is really really good, but also really really niche and also quite peculiar, so we try to help players new to the game with strong builds that will hopefully hook them and keep them coming back. Most of the people who post here regularly have hundreds of hours of playtime, they know what works and what doesn't so if they make a suggestion to adjust your build it's with a good reason, not to spite you.

Out of curiosity, how far did you manage to get into the game? I've seen in the other thread that you have about 30h invested.

21
Depends how fast you're progressing but yeah, at 20h it should be very clear what's working and what's not. And then remember that things will get 2-3x harder in some spots. And even harder in DC.

Simply put, your build won't work because you're trying to do everything at once. Pick one combat style and stick to it, otherwise you'll have poor main offensive skill scaling, poor base stats (your perception is so low that your ranged hit chance will be too low and will make crossbows frustrating to play), your metathermics will lag behind if you don't invest into at least one more psi school, your crafting skills are too low to be of any real use.

And that's before we even get to feats, of which there are barely enough picks for most builds to fully flesh them out - crossbows are particularly reliant on feats, so you could cut out all the psi related feats to help your ranged combat but then what's the point of picking metathermics in the first place?

UnderRail rewards specialization, there's just no getting around it. Pick one of the main skills:

- guns
- crossbows
- melee

- if psi pick at least two disciplines between meta, psycho and TC, temporal manipulation can stay at 75 as support

Support skills: you won't level these fully, just enough to be comfortable to use and meet feat requirements:

- throwing
- traps (usually an alternative to throwing, rarely taken together)
- temporal manipulation (75)

Regarding stealth, dodge and evasion:

- if full psi you can generally ignore them. Stealth is useful for some quests, but you can get by with crafted gear
- if using heavy armor it goes the same as for psi
- if you're playing with snipers or crossbows you'll want max stealth (for snipe), very good evasion and optionally dodge if you want to pick Uncanny Dodge, otherwise you can ignore it and rely on traps and other means to keep enemies at bay
- if playing light armored melee you'll want all 3

Crafting:

- if playing ranged weapon specialist you'll want good tailoring, mechanics and electronics (NVG goggles, vests, weapons)
- if playing psi you'll want to add biology
- if playing grenadier or trapper good chemistry is useful to have

But above else, you should listen to Gortsby.

22
Builds / Re: What will be your first build in Expedition and why?
« on: July 28, 2019, 06:43:51 am »
Why no metathermics? It's the most potent direct damaging aoe skill line the cave wizards have.

23
General / Re: Uniques (Spoilers for non expeditioners)
« on: July 27, 2019, 11:01:43 am »
Yeah and Spas loosely translates to Salvation in serbo-croatian  :D

24
General / Re: Uniques (Spoilers for non expeditioners)
« on: July 27, 2019, 07:46:46 am »
Spas 12 is really called Salvation 13? Hahah that's genius!

25
Thing is, at the dex level he'll have for quick tinkering Grenadier would be a minimal investment with one of the best ROI in game (30 points and 1 feat for a massive increase in utility). If playing on normal or hard I'd even consider dropping one of crossbow feats in favour of it.

The feat is so disgustingly good that it should be an automatic pick for any char with 6 dex imo.

26
Generally speaking, crossbows plus traps should be fine but it might require a bit more preparation before starting combat now that quick tinkering is on a 5 (4 with spec) turn cool down, it used to be 2. Crossbow bulds are generally feat intensive so you can't squeeze in too many different playstyles. Grenadier is fantastic but keep in mind that grenades share utility slots on your belt with the special bolts.

27
Builds / Re: Please help with shotgun build
« on: July 24, 2019, 09:07:06 am »
It's quite noticeable, especially if you invest specialization points into it. If you're going to be playing with shotguns only then there's no reason not to take it.

28
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 24, 2019, 06:19:15 am »
My last char had 6 con and it was fine without last stand (used regen vest). One of the new temporal abilities also works in a similar way so I think I'll be fine. For the most part I don't even get touched much, the real issue is running out of psi or APs, until you have both you can throw tons of CC at the battlefield.

29
Builds / Re: What will be your first build in Expedition and why?
« on: July 24, 2019, 06:14:33 am »
No, 5mm only.

30
Builds / Re: Dominating Expedition Psi Build > Advice needed
« on: July 23, 2019, 06:15:51 am »
Yeah Mantra was a throwaway feat because I just wanted to fill something in. I'll probably end up taking pyromaniac or something else.

I took the char on a test run through GMS last night and was pleasantly surprised at how effective Temporal Distortion was against robots. I look forward to seeing it backed up by its feat in the beast encounter.

Also holy hell is economy brutal now in the beginning. I wish I had put points in Mercantile from the beginning instead of crafting.

Pages: 1 [2] 3 4 ... 8