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 - destroyor

Pages: 1 ... 29 30 [31] 32
451
General / Re: Stealth character - SMG or Xbow?
« on: December 19, 2016, 04:10:44 am »
For my crossbow char Acid Blob Trap is the answer to bladelings.

452
Bugs / Re: acid hunters bug no info from big fish core
« on: December 18, 2016, 05:54:41 am »
What Lucifuga said.

If that failed your last option would be fighting a bunch of Ironheads for Bloody Mobile Computer.

Quote
Direct quote from wiki:
Acquiring this device and reading the recent memos is one way to learn about Cornell's involvement with The Cube. This is the only way to progress in the main questline if Buzzer didn't survive the faceless assault at Rail Crossing and the faceless near Foundry (or Hugo) died before their quest could be completed.

453
General / Re: First time player, need help preping for the Deen Caverens
« on: November 30, 2016, 11:24:22 am »
+1 re: double low freq shield

If you look at the burst article on the wiki you can see only muzzle brake works w/ burst; I don't think smart module affect burst.


Nope. Burst is effected by smart module.

I'm not 100% sure but I don't think the game consider burst a special attack. I think we need a direct answer from Styg.

454
General / Re: What build for hard mode?
« on: November 30, 2016, 03:16:37 am »
+1 the build is winnable but it would be VERY difficult.

There are some problems w/ your skill, for example: hacking 135 (125), 135 is actual skill and 125 is effective skill. With that out of the way here are some effective (not actual) skill thresholds (anything above would be a waste):

    Hacking 135
    Lockpicking 130
    Traps 95
    Chemistry 112
    Biology 130

Your mechanics, electronics and tailoring are too low. Decent crafted gears requirement usually start around 120~ish and top out around 160, 170~ish depending on component quality.

455
General / Re: First time player, need help preping for the Deen Caverens
« on: November 30, 2016, 03:05:15 am »
+1 re: double low freq shield

If you look at the burst article on the wiki you can see only muzzle brake works w/ burst; I don't think smart module affect burst.

Here are some items I would highly recommend you bring down to DC:
Infused Siphoner Leather Tabi Boots
Acid resist armor
Bio resist armor
all the W2C ammo you could carry
if possible, EMP MKIII grenades
Optional stealth gears: Padded infused Cave Hopper Leather Overcoat, Balaclava (black cloth), Ninja Tabi Boots, Cloaking Device

I also posted a long ass post re:AR build on the steam forum here.

456
Other Games / Re: NEOScavenger
« on: November 26, 2016, 12:46:49 pm »
Close range/melee is always a losing proposal due to injury/blood lost/infection. Ranged + kiting is the way to go.

457
Other Games / Re: NEOScavenger
« on: November 26, 2016, 02:03:50 am »
The early game is very brutal due to RNG - I would suggest you use a save manager so perm-death is not an issue. Once you understand the mechanic it's a very enjoyable game.
Edited: played a bit today - disable autosave as it will mess up your game (disappearing camp items).

458
General / Re: Is my build hopeless? (minor spoilers)
« on: November 22, 2016, 04:19:11 am »
Your xbow build is not hopeless. It's not optimize but I'm sure you can still beat the game w/ it.

Use this and this as your guide. You can buy special bolts from Kendrick in junkyard and Quinton in SGS. You will eventually need to invest in crafting as I consider the ability to craft shock bolt MKIII + EMP grenades MKIII to be especially vital.

If you are having trouble beating junkyard depot A take a look at my guide. If you are still having trouble come back w/ your problem and we'll help you.

459
Other Games / Re: NEOScavenger
« on: November 22, 2016, 04:02:53 am »
Yeah it's a pretty neat game. The only complain is the game become too easy once you have a Tactical Armor Vest by either killing a guard or (if you are lucky) found a dead guard.

460
Builds / Re: Unarmed/Boxing Gloves Build
« on: November 09, 2016, 01:16:40 am »
It's ok to have only 3 in strength for melee.

There are two approaches to melee - dex or str. The game will use str or dex (whichever is higher) to calculate your effective melee skill.

Str melee build will get bonus str damage - for example you will get 80% bonus str damage with a 15 str char using Power Fist.

Dex melee build will not get any bonus str damage, but gain extra attack due to the reduced AP cost. Take a look at the Action point cost reduction table, again using Power Fist as an example with lightning punch and tabi:
char w/ 3 dex need 13AP (16 base - 2 light punch -1 tabi) per punch = 50/13 = 3 punches per turn w/ 11AP left over
char w/ 10 dex need 10 AP per punch = 5 punches per turn
char w/ 16 dex need 7 AP per punch = 7 punches per turn w/ 1AP left over

You don't have enough base abilities to max both dex or str because you still need points for agi, wil, con, etc. So now it's your choice - str or dex melee, pick one.

Stealth is important because 1)you want alpha strike and 2)you don't want to waste precious MP+AP to get close to your enemies and 3)you don't have any ranged skill besides grenades. This is especially important in early game when you don't have access to infused Siphoner Leather tabi. Acidic entanglement or a throwing net will destroy you (whereas if you are playing range you can still shoot back).

For my dex build you'll want to start a fight with a punch under stealth, and fancy footwork will get you the MP needed to get to the next target. For Wildan's str build you'll want to do the same but now you'll use sprint for 30MP + 10MP from jumping bean for your first turn. Your high agi + tabi will provide enough MP for the turns after.

For a hard game my dex build has 470HP, but you need to be under 30% health for survival instinct so it's actually 141HP. Wildan's str build has 174HP. So yes, a melee build without stealth and without a great dodge and evasion is not a good idea.

Here are the revised builds so you'll be able to lockpick and hack:
Dex build - lost napalm grenades, drugs (Irongut, Aegis, Bullhead, Super Health Hypo, Regenerative Mixture, Super Soldier Drug) and ability to craft super high quality stuff.
Str build - lost all the drugs (no focus stim! no jumping bean!) and ability to craft super high quality stuff.
 

--- Edit 2018 MAR 08 for v1.0.3.20 due to request: ---
DEX brawler - no hack no lockpick version
DEX brawler - hack + lockpick version
Abilities at start
3/10/7/10/3/3/4
pump DEX to 13 ASAP, remaining points to INT

Skinner is optional, you can switch it w/:
Recklessness: more crit chance
Dirty kick: extra option to stun
Crippling strike: Free 150% hit once every turn
Three-pointer: 10% for grenade to crit

STR Psi Monk - no hack + lockpick version
STR Psi Monk - hack + lockpick version

Abilities at start
10/10/6/3/3/3/5
pump 1 points to INT first, remaining to STR

Take Armor sloping when you can farm Super Steel so it's not fix at level 22
Wrestling is optional, you can switch it w/:
Dirty kick
Crippling strike
Psychostatic electricity - more crit chance
Critical power - more critical bonus damage but you should take this AFTER Cheap shots

*Remember infused Siphoner Leather tabi was nerfed as of ver 1.0.3 - make sure to check out the wiki so you'll pick the right tabi for you.

*Please note these builds are viable only up to hard difficulty. You are pretty much untouchable if you med up (adrenaline + jumping beans + boxing gloves buff) so getting hit is rare. However, dominating difficulty significantly nerfed dodge + evasion to the point where you can either:
A) Rush to max level ASAP using classic mode in order to max out effective dodge + evasion - which is super unfun, plus you can only reliably dodge/evade up to mid-late game. At late game enemies are still going to hit you.
B) Level up as normal so your effective dodge + evasion always lag behind npc offensive skill, so it's always a coin flip to see if you'll get hit.
Dominating melee will probably required a more defensive mindset (take feats like Conditioning, maybe reduce INT for WIL so you can take Stoicism). Dodge + evasion at this difficulty is just not worth it; you might as well take those skill points to chemistry for MK V grenades and/or to bio for those sweet meds.

461
Builds / Re: Unarmed/Boxing Gloves Build
« on: November 08, 2016, 02:27:55 am »
Couple points:
- boxing gloves is a pretty weak weapon and you should equip it in the offhand and switch to it before you end your turn for the 15% dodge bonus. Your primary weapon should be the claw (early game) and a crafted Pneumatic Bladed Infused Ancient Rathound Leather Gloves (late game).
- you are missing cheap shots (50% extra crit damage, 15% chance to incapacitate the target) and critical power (combine with cheap shots you now get 125% extra crit damage)
- highest hacking check is 135 and highest lockpicking check is 130. Jackknife provide +7 lockpicking and huxkey provide +15 to hacking & lockpicking.
- you must max your primary offensive skill every level, no exception.
- stealth, imho, is essential to a brawler/psi monk.

This is my dex (leather combat gloves) brawler build I used to finished a hard game. This is my strongest underrail char: not a glass cannon, attacking 10 times(min)/14 times(max) per turn @74% crit chance (13% base + 16% infused rathound leather armor + 15% focus stim + 30% survival instinct) w/ 225% crit damage bonus . Finally there's what I call beast mode (on every single drug in the game) = 1k+ raw damage per pneumatic strike or 3k+ raw damage per critical pneumatic strike.

Wildan posted a str psi-monk build that could possibly look something like this. You'll have to sacrifice points from crafting to hacking + lockpicking.

Hopefully some of my rambling would be of help.

462
General / Re: underrail.info.tm
« on: November 08, 2016, 01:34:08 am »
Bowyer
Crossbows that you craft have their critial damage bonus increased by 35%

REQUIREMENTS:
Intelligence 7
Mechanics 30

Is this a sneak peak at the upcoming veteran feats or is this cut content?

463
General / Re: How to be accepted by Faceless in Deep Cavern?
« on: November 08, 2016, 01:19:15 am »
You only did one friendly act toward the faceless as the encounter in West Wing doesn't count, see below:

You chose to fight the mindreader at buzzer shop? If that the case then unfortunately you are hostile to them for that save, if you want to be friends with the faceless for the next playthrought you must:

- "Let the Mindreader kill Buzzer (If you pass the Persuasion check there are no repercussions)
- "Save the injured Faceless in Core City
- "Tell the Faceless near Foundry about the cube location."


I don't know what to tell you about how to proceed at Arke Station as crossbow user, I dropped a xbower character at Deep Caverns due the Industrial Robots insane mechanical resistance which made impossible continue at that point.

464
General / Re: How to be accepted by Faceless in Deep Cavern?
« on: November 04, 2016, 05:33:20 am »
Corrosive Acid Bolt
Use: Shoots this bolt from a crossbow striking the target for normal bolt damage plus 20-50 acid damage and applies Corroded debuff which reduces all damage resistances and thresholds by 7% for 5 turns. Stacks 10 times.
(AP: 9)

You should be able to buy EMP and HE grenades from Tchortist. Farm deep worms for Corrosive Acid Glands; buy syringe from Leo and craft corrosive acid bolts. You should be able to take out Industrial Bot by using a combination of bear traps + EMP + HE grenade + corrosive bolts.

465
General / Re: How to be accepted by Faceless in Deep Cavern?
« on: November 04, 2016, 01:45:53 am »
What's your electronic and chemistry skill? Are you friendly with the tchortists? Tchortists + Leo sell components for EMP grenades + mine + corrosive acid bolt.

You have quick tinkering right? Another tedious way to kill the bot would be bear traps + HE grenades.

Pages: 1 ... 29 30 [31] 32