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Messages - Wildan

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46
General / Re: Requesting crossbow build from Wildan
« on: May 18, 2016, 06:34:20 am »
Good to hear but I'm afraid that build I posted is outdated by now. :(
On what game version are you playing? The april patch 1.0.1.8 brought some substantial changes for DEX-based and melee builds. DEX AP bonus for light weapons was reduced from 4% to 3%. 14 DEX + tabbis were enough to bring the attack cost down to 6 AP and Taste for Blood feat had the potential to reduce it further to 4 AP which is the current cap.
Now 14, 15 or even 16 DEX + tabbis equal 7 AP attacks and Taste for Blood offers no AP reduction anymore. That reduces the potential of 12 attacks within 50 AP down to 7 attacks which is a loss of more than 40%!
http://www.underrail.com/wiki/index.php?title=Dexterity

You could ofcourse plan to increase DEX to 16 which when supplemented with eel sandwitch (+1 DEX temporary) is enough for 6 AP attacks (8 attacks per turn which is still a loss of 33% compared to before) but you'd have to shed off two stat points from CON rendering both Thick Skull and Survival Insincts unavailable. So I no longer recommend the CON route for knife fighters. Too bad you're in middle of a playthrough and there is no way to respec your build. I wish Styg would leave previous versions as an option in the "beta" tab in Steam game property. Some games like Europa Universalis 4 have this. More than once did a patch ruin my playthrough.

I haven't played with knifes since the nerf but it seems they are the weakest branch right now, becomming less suitable as a main weapon but merely as a support for special attacks like Cut Throat, Eviscerate or finishing a badly wounded enemy with Ripper crit bonus.

Something needs to happen to make knives attractive again. They have the best critical damage bonus of all melee weapons but that's by far not enough to compensate for how slow they became. There are faster than 12 base AP knives but they are too weak for combat. 11 AP TiChrome doesn't help in this matter. There is also -1 AP gain from the supersoldier drug but the components are too rare to make a regular use of it.
Maybe knives could get a feat for a special "Flurry" attack that does 3 attacks for the price of +50% more AP and reduced precision (same as Rapid Fire works for some firearms) but with 1 turn cooldown.

Back to how knifes are best played right now. There seems to be no way around 10 AGI and Blitz anymore. Fatal Throw was also nerfed to 18 AP refund only once per turn but at least it still offers net gain of 7 AP @17 DEX.
Best case scenario 1st turn: 50 base AP + 20 from adrenaline drug + 18 from Fatal Throw refund = 88 AP
2nd turn: 50 base AP + 20 from adrenaline drug + 20 from Blitz + 18 from Fatal Throw refund = 108 AP
That's enough to fit in a knife throw (11 AP) and 12 regular 6 AP attacks in the first round (83 AP) and in the second a throw + 16 attacks (107 AP). Sounds good but thanks to lightning punches unarmed can do 19 and 24 attacks (4 AP each) in the same scenario. SMGs have even more potential.

47
General / Re: Trying to figure out re-stealthing mechanic
« on: May 17, 2016, 05:10:53 pm »
You dont need to leave turn-based mode in order to restealth. Works the same as long as you have min 10 AP left but when you enter stealth all remaining AP and MP are gone for that turn, so ideally you first get distance using all your MP and AP (leaving 10 left) and restealth in the very same turn.

Sometimes it doesn't matter if the enemy detects or not like for the purpose of Snipe. As long as you remain in stealth mode you can use it if there is no cooldown on Snipe.

48
General / Re: Trying to figure out re-stealthing mechanic
« on: May 16, 2016, 07:15:47 pm »
If enemy status starts with red right away then it means their detection skill (distance/illumination/angle also plays a role) vs your stealth skill surpassed a certain threshold where it's impossible for you to stealth/restealth.

49
Development Log / Re: Dev Log #1: Demo Feedback and the Future
« on: April 28, 2016, 08:00:50 pm »
Goddammit this backfired really hard.  :P
Note to self: Always think before posting.

Alright, deleting my post above and will do with this one too once the others are gone. Let's burry this poor thread deep down where it belongs.

50
General / Re: Requesting pistol build from Wildan
« on: April 24, 2016, 04:35:33 pm »
Dev Log #41, this was when the game went to closed beta I believe. Alot of balancing happened there especially regarding pistols.

51
General / Re: Would steel gloves and metal armor build work?
« on: April 24, 2016, 02:48:11 pm »
I don't know the formula but it definatelly pays off to max Psychokinesis as with 6 INT (8 with Junkyard Surprise) you'll have plenty of points left to max melee, dodge, evasion, stealth and get high crafting skills, lots of traps, hacking, lockpicking and maybe even some a bit throwing if you make a good use of the home basement and don't go overkill on crafting.

I'm aware that crafted metal gloves are stronger and with high quality components one can't go wrong with them, but you can't make them both, shocking and pneumatic like the Power Fist. Monks/brawlers are no longer CC experts. 20% stun chance every 3 hits renders Combo too weak to be considered seriously. Maybe for high DEX 4AP/hit build but not for a 10 AP one. The guaranteed incapacitation every fourth hit is more useful than ever. You can count 3 hits vs 1 target and then switch to another one to disable it up to 4 rounds dealing a 250% damage spike on that hit helps alot vs. high mechanic threshold. On the other hand the connective shock damage is too good to be left out when crafting so you have to decide. On the Power Fist there is also the +1 STR buff that contributes to both higher precission and weapon damage through higher skill AND through STR damage bonus itself.

52
General / Re: Would steel gloves and metal armor build work?
« on: April 24, 2016, 01:04:05 pm »
I think that Expertise did work with armor spikes at some point but it no longer does. Also armor spikes or serrated blades stack, meaning if you use more than one you don't get additional hits or bleed procs but only higher damage so it never really pays off to use more than one each.

Metal armor is still a very good choice for a gloved fighter, not because of Expertise but because of the sturdy vest you can use with crafting. For metal armor the additional hitpoints you gain equal 100% of the vest quality so theoretically you can get up to 160 HP. This is a huge amount for a level 25 psi brawler with 3 con and thus only ~ 175 HP. It's somewhat rare though so you'd have to check the shops regularly. The quality of the vest will only influence bonus HP, metal plate will still determine the armor penalty and the defense stats so Armor Sloping + Nimble + <20 armor penalty is mandatory. It's achievable with Supersteel and max one serrated blade or Tichrome and no blades, and you don't really need any as you can proc bleeding with gloves.

DEX used to be on par with STR when it came to total damage output per turn (incl. critical damage), maybe even better. Now that it got nerfed, STR wins so try to keep it as high as possible. You don't need more than 10 DEX for metal gloves anyway. 16 base AP will go down to 13 AP and Lightning Punches + tabbis will finally bring it to 10 AP what equals 5 hits. In order to get 6 hits you'd need to get down to 8 AP per hit and it's not achievable with less than 14 DEX. That's 4 stat points you'd need to take off from STR which would equal loss of 40% weapon damage bonus, just to gain 20% damage through 1 extra hit - absolutely not worth it, even more so if you take the loss of weapon skill into account -> less damage and precission.

Also with only 5 hits per turn, both Expertise and Fancy Footwork don't really pay off so just stick to 6 AGI, Sprint and Recklessness. The later will significally quicken your Bone Breker procs which will stack up nicely with all mechanical damage including that from Force Emission. Combo is much weaker since the latest patch, maybe not entirely useless but there is always a better choice. Penumatic gloves and Power Fist can guarantee incap so skip Combo. Expose Weakness on the other hand is a must. Because of 3 CON it might be a good idea to wait with PSI atleast until you're done with Depot A. If you go for it earlier you can still manage but in that case I critically recommend to use a vigorous belt (+30 HP, - 2 AGI) + burrower burger (+1 CON) + pig leather tabis (+1 CON) if you happen to find/craft them. Hint - Blaine always sells the tabi recipe and sometimes even a Tichrome plate. You'll get there before level 12 and if you happen to get Tichrome (plus a sturdy vest), take +1 INT and Armor Sloping on Level 12 and craft the armor.

Before that, for a PSI glass cannon that bit of additional HP with extra CON and the belt can mean the difference between life and death, especially if you happen to step on a mine. Speaking of which, invest alot in traps skill BEFORE you step into Depot A and use antithermic/blast gear when walking around those minefields (even if it ruins your stealth) or you're likely to die from one single blast.

Crafted metal gloves are ok but they can't compete against the Power Fist. That thing is seriously OP. Late game, together with rathound barbeque you'll end up with 17 total STR which also equals 100% additional Power Fist melee damage. Untill you get it, it's probably better to use crafted leather gloves (1 shock, 1 pneumatic) + eel sandwich. 11 DEX is enough to get down to 6 AP per hit resulting in 8 hits/turn. Once you get the Power First use one of the two unique leather gloves as the secondary weapon - the Claw or the Ripper's glove. The latter is superior when you have the serrated supersteel armor and easy time stacking and keeping Taste for Blood alive. Bear traps are also awesome to get TfB flowing as all it takes is one single bleed wound to start stacking.

So to sum it up, statwise best go for 10+++++/10/6/3/3/3/5+

Feat progression I'd recommend:
01 - Sprint
01 - Recklessness
02 - Nimble
04 - Lightning Punches
06 - Quick Tinkering
08 - Cheap Shots
10 - Bone Breaker
12 - Taste for Blood
14 - Critical Power
16 - Armor Sloping
18 - Wrestling
20 - Vile Weaponry
22 - Expose Weakness
24 - Corporeal Projection

[Edit 19.05.] Replaced Opportunist with Critical Power as the crit chance with only 10 DEX is still worth the extra damage. Opportunist on the other hand is less good without Combo which I had to remove in the first place.

53
Suggestions / Custom weapon names
« on: April 22, 2016, 05:32:25 pm »
I'd love to have the possibility to rename any weapon in the game to my liking. It would be cool not only for the crafted weapons but also the existing unique ones - to correct some of the weird names like Steyr-Auch, Bieretta 99 or Gluck 17.  :P

In the game it could be done with something like a laser powered engraving machine that can be bought for the player home crafting basement and/or a merchant which can do this service for a small fee.

54
General / Re: Requesting pistol build from Wildan
« on: April 22, 2016, 02:30:34 pm »
I assumed the rapid reloader bonus is exactly 20% after a quick test with some weapon models. It's probably slightly less than 20%, perhaps 18%.

Now THAT would be the most plausible explenation. I guess we'll find out through testing. Doing it right now and it's even more weird. Here an example:
A 14 AP Maurauder with 8.6mm barrel shows 12 AP in the crafting screen as well when eqipped. 14 -20% = 11,2 so 20% is indeed too much but even if we take 15% it should be lower than 12 AP: 14 - 15% = 11,9.
The reduction MUST be over 15% however because when I use the RR with a .44 Hammerer (32AP) it gets down to 26. If it was 15% it would result in 27,2 (27). Using a 20% formula it goes to 25,6.

So my conclusion is: It is indeed 20% but the rapid reloader always results in rounding up instead of the opposite like with the rest. If it's not intentional than maybe it's a simple mistake in the rounding algorithms: Ceil (round up) instead of trunc.

If it get's changed to truncating I'm afraid it will actually go against the current balance. A RR Hornet is already very powerful. Being able to burst twice without the reliance on adrenaline shot/Blitz would be overkill.

55
General / Re: Requesting pistol build from Wildan
« on: April 22, 2016, 12:54:31 pm »
A RR Hornet AR will indeed burst for 27 AP because of 9 base AP x 3 = 27.
This is one of the very few inconsistencies in the game. When AP cost of anything gets modified by DEX, abilities, pneumatic reloader, rapid reloader - the value can end up not being an integer (whole number). AP cost will always get truncated like 16,8 -> 16 or 12.3 -> 12 except for the rapid reloader mod. It always rounds up to the nearest integer which is in the case of the Hornet riffle 11 - 20% = 8,8 -> 9.
Funny enough the pneumatic reloader which does the same thing for crossbows (decreases the AP cost by 15%) still get's truncated so a Cyclon crossbow will have 21 - 15% = 17,85 -> 17

I guess this was done on purpose to specifically prevent a RR hornet to burst twice or even use it once together with one shot of RR Spearhead sniper (24 AP). Otherwise together with Commando, Full Auto and Concentrated Fire it would overpower everything else easily. RR Hornet is still good as it is. Adrenaline shot lasts for 3 rounds and there is also the Blitz perk. Used strategically you can than burst 2/3 times and often kill everybody before fatigue kicks in. Actually you can do the same thing with a non RR Hornet because 11 AP is good enough to burst twice for 66 AP.

56
General / Re: Import feature
« on: April 22, 2016, 12:22:39 pm »
I'm not sure what you mean by another mode. Something like a different story/campaign? Maybe will have that one day with an DLC or Underrail 2, or even better a tool where we create our own modules and import previous characters.

Anyway when you export a character it will be stored in a folder called "Character". When you start a new game, at the bottom of the screen where you distrubute your stats, skills and feats there is an "import" button where you can chose any of the previously exported characters and start a new game with it. They will have the exact stats, skills, perks and all inventory equipment but everything in the world, including the stored items at the home, quests etc will be back to default state.

Yes, an endgame character will be crazy overpowered for the most part of the game. There is still a level 25 cap so as you progress towards the endgame again the difficulty will naturally normalize over time.

57
General / Re: Requesting pistol build from Wildan
« on: April 21, 2016, 09:24:45 pm »

Than why would SMGs be hit harder than pistols? Going from Uber Awesome to 'just' Awesome is not as bad as going from barely viable to crap. Or is the new Gunslinger, that affects 1 out of 3 pistols categories, that great? On my pistol build i didn't really feel like i needed more initiative, except arena champion fight.

Because the new Gunslinger compensates faster pistols for decreased DEX bonus completely. Let's take 14 DEX and a 16 AP pistol as an example:
With old DEX formula it would get down to 10 AP and Gunslinger (-2) to 8. Now it get's down to 11 AP and Gunslinger (-3) to 8. So for faster pistols there is no difference at all. The change encourages the use of firearm pistols as a sidearm with low/mediocre DEX. Yes SMGs are still way better, nobody argues with that.

SO... SUMMING UP... Recommend me two pistols I should go with.

If you want to use firearms only stick to 15 DEX + eel and any best quality frame you can fit a 9mm on (10 AP per shot). For your secondary take the unique Bieretta 99 pistol. 5mm shock bullets are pretty g ood. Always do the special attacks (Aimed Shot, Rapid Fire, Point Shot, Execute) with your 9mm and with the rest of your AP spam with the 5mm. At 16 DEX it fires for 5 AP per shot so it's the fastest pistol in the game currently (except for RR 5mm hawker which sucks) but for the same reason you get virtually no critical chance from Steadfast aim which is 0.5% per AP above 10 (I thought it was just x 0.5 so it's worse than I remembered it), but as you see it shoots for exactly half the AP of the rapid 9mm so again, you have easy time min/maxing your AP pool.

The problem here is: You can't have 15 DEX, 6 AGI, 10 PER, and 7 INT. At level 24 there is 1 point missing so I'd drop INT and STR completely and invest into 11 PER, high AGI and replace Steadfast Aim with Uncanny Dodge for example.

Or you just play something else... Balancing seems to be an everchanging thing in Underrail. In alpha pistols used to be awesome, the crossbows lame, now it's exactly the other way around.

58
General / Re: Requesting pistol build from Wildan
« on: April 21, 2016, 01:12:13 pm »
Yes a sniper riffle is an excellent sencondary weapon for many builds.
One can go for a medium DEX build too: 11 DEX (10 + eel) will bring the 9mm Hammerer down to 16 AP - 3 AP from Gunslinger further down to 13 AP. Investing only 10 points in DEX leaves lots of room for high PER so the sniper stays useful at long ranges.
13 AP per shot is a pretty sweet spot because of how the game handles AP calculation with Rapid Fire and Point Shot = If AP doesn't turn out to be a whole number the result gets truncated. In this case 13 AP +50% = 19,5 -> 19 AP for Rapid Fire, 13 AP - 50% -> 6,5 -> 6 AP for Point Shot.

You can see right away how 19 and 6 AP go well with an 24 AP RR Spearhead: Sniper shot + Rapid Fire + Point Shot for 49 AP, or just 2 sniper shots if the distance is too great for the pistol. Optimally it would be best to use the pistol every other round anyway because of Rapid Fire cooldown, otherwise it's 2 regular pistol shots vs 1 sniper and the later wins IMO.

Compared to SMGs I'm still not very fond of Hammerer critical builds. Yes they have 9mm available which has the best special ammo but 20 Base AP equals only 10% critical chance with Steadfast Aim and with regular hammerer bonus and Recklessness that equals 24% which doesn't make a huge difference. There are +crit googles ofcourse but it would be a waste not to pick the smart ones because of Snipe and Aimed Shot (sniper). When it comes to critical chance and damage I'd rather go for max possible (plasma pistol) or not at all. Pistols are not well suited for regular dps combat but for specialised damage like stuns + Execute, chemical and energy weapons. 25 AP for Rapid Fire and Point Shot loses vs what an SMG is cappable, even after the DEX nerf. It's still easy to make a 12 AP 8.6/7.62 mm or even 6 AP 5mm SMG and complement the sniper, plus there is the Commando feat.

No. You stun it first and then use another weapon for Executing.

Then it should count.

Electroshock pistol is banned from the Execute club anyway.

59
General / Re: Requesting pistol build from Wildan
« on: April 20, 2016, 08:48:30 pm »
Actually there are quite a few players that have more experience with pistols than me as I haven't played with them since the dec release for I was disappointed how much they got nerfed. Still, the recent DEX bonus change didn't hit the (firearm) pistols as hard as it hit SMGs so I'd say compared to the rest of the light weapons, pistols are actually a viable choice now (Gunslinger got back to -3 AP). Only thing I wish would happen is dropping the STR requirement from Steadfast Aim to make Hammerer pistols a better choice than they are now. To me pistols are weapons that instead of relying on pure stopping power exploit enemy weaknesses (critical hits) and a critical damage pistol builds seem rather underwhelming nowdays. Wasting 3 STR only for that feat is too much, at least for the firearms.

Anyway, as for the recommended build I think the most important thing is to exactly plan ahead how many pistol shots will you be able to fit in. A smart, rapid 9mm Neo Luger is still the best choice. The 25 AP cost gets down to 20 with rapid reloader. Before the recent patch, with this pistol you could get down to 8 AP per shot @ 17 DEX (-48%) and Gunslinger (-2 AP). Now fastest is 9 AP @ 17 DEX (-36%) and Gunslinger (-3 AP). It's much better to aim for 10 AP @ 16 DEX as 9 AP won't give you a single extra shot (even if you take Point Shot and Rapid Fire into account). For the secondary weapon I'd recommend the amplified Electroshock Pistol because it gets down to 20 AP per shot @16 DEX (Gunslinger doesn't apply), so you will have easy time chosing the attacks as the AP cost can always be divided by 5 and you can use all of your available AP:
20 AP for Electroshock Pistol
10 AP for Neo Luger
15 AP for Rapid Fire or Execute (Neo Luger)
5 AP for Point Shot (Neo Luger)
10 AP for reloading (or 2 AP with the bullet strap belt so you can reload both weapons in one round for 4 AP. If you don't need to reload often it's better to equip the doctor belt instead.)

Remember that 16 DEX is earliest possible at level 22 (15 DEX + eel sandwich) so until this point it's probably a good idea to additionally carry a quick 7.62mm pistol. I'd actually recommend to stay at 15 DEX, rely on the eels for 16 and invest the last stat point in PER. At level 24 when you finally have 15 DEX, 6 AGI and 7 INT you will only have enough points for 9 PER. It doesn't matter though, Neo Luger has a 5% precission bonus and 10 PER would only be needed for Sharpshooter which is a poor choice here anyway. Neo Luger has weak criticals and you should try to make all your Aimed Shot special attacks with the Electroshock Pistol. To boost the critical damage you will take the Practical Physicist feat instead and craft the pistol with the circular wave amplifier.

Skillwise it should be pretty easy to distribute as you have plenty of points left even for high traps and throwing skill (Flashbang is great to open up for execute if you don't have enough AP for Electroshock Pistol).



For a firearms critical damage pistol build Steadfast Aim just doesn't seen to be worth it thanks to 6 STR requirement and only 0.5% increase for every base AP point. For a RR Hammerer it's just 12%. Not that great, and if you take Steadfast Aim can't have all - high DEX, 10 PER, and 7 INT. I'd dump INT in this case.

As an alternative you could entirely go for energy weapons as there is least resistance against it in the Underrail but now because of the DEX nerf you need whopping 17 DEX to fire the plasma pistol twice the round. But in order to keep Sprint go for : 6 STR, 15 DEX, 6 AGI, 6 PER, 7 INT and make use of Point Shot.
With Practical Physicist an amplified plasma pistol can do 500+ % of critical damage and Steadfast Aim gives you another 20% critchance so +crit googles are the better choice here, for firearms it's still the smart ones. For a secondary weapon it's probably best to take a laser pistol. It's still pretty quick to finish all the weak enemies (at 17 DEX you fire it for 5 times with 70 AP).

It could also pay off to dip into Psychokinesis PSI for free premeditated Electrokinesis stuns (great for Execute). One other useful PSI related feat would be Psychostatic Electricity to bump your critical chance even further. You can also craft and consume focus stims to get very, very high. I believe that you can get the critchance over 80% if you exploit everything you can. Still the question is how does it compares to other builds. DEX nerf was pretty heavy on plasma pistols. For 25 AP shots 14 DEX was enough, now you need 3 more. I hope to see Gunslinger working with energy and chemical pistols one day.
Still I think this build is very fun to play even if not the easiest one.


60
Bugs / Re: v1.0.1.9 bug on skill level up screen
« on: April 14, 2016, 07:31:04 pm »
It still works though. Use the character creator for the time being: http://underrail.info.tm/

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