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Topics - cypherusuh

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1
Suggestions / Yet another crafting feat suggestion
« on: March 13, 2021, 04:36:22 am »
Its more of suggestion for the next game, since I assumed Styg and Co. already left most Underrail development.

Weapon-type feats:
  • Weaponsmith : Increased lower floor damage by 10% and critical damage by 5%
    Specs : Floor damage 2%, max 5 Level | Crit damage 1%, max 10 Level
  • Gun Nut : Increased lower floor damage by 20%, but decreased its upper damage by 10%
    Specs : Increased upper damage by 2%, max 10 level
  • Bowyer : Increased max range and optimal range by 1. Also increased critical damage by 20%
    Specs : Additionaly increased range by 1, max 5 Level | Further increased crit damage by 1%, max 10 Level
  • Practical Physicist : Increased precision by 2% and increased crit damage by 15%
    Specs : Additional precision by 1%, max 3 Level | Further increased crit damage by 1%, max 10 Level
  • Mad Chemist : On-hit effects are 50% stronger, also have chance of leaving double stack of on-hit effects.
    Specs : On-hit effects are 10% stronger, max 5 Level

Armor-type Feats
  • Ballistics : Increased DT by 5
    Specs : Increased additional DT by 1, max 5 Level
  • Riot Control : Chance of blocking ranged attack on riot shield you craft by 5%
    Specs : Further increased the chance by 0.5%, max 10 Level
  • Leatherer : Reduced armor penalty by 5% (additive) and reduced negative effects of leather by 20%
    Specs : Further reduced negative effects of leather by 2%. Max 5 Level
  • Armor Sloping : Still the same because its very balanced
  • Specialized Worker : Increased Suits DR by 10% and DT by 5
    Specs : Increased DR by 1%. Max 5 Level | Increased DT by 1. Max 5 Level
  • Mannerism : Increased unarmored Suits DT by 10% of your missing health
    Specs : Further increased DT by 1% of your missing health. Max 5 Level
  • Neurology : Increased Maximum psi by 20%
    Specs : Also increased Psi regeneration by 0.2 points. Max 10 Level

Skill-scaling feats. All skill can't go lower from its base percentage(i.e Genome Sequencer will give 15% bonus if Biology effective skill is less than 167)
  • Wrench Master : Increased durability of all Mechanical item you crafted by 20%, also increased Mechanical items components by 5% of Mechanics skill.
    Spec : Further increased the quality by 1%. Max 5 Level
  • Electric Genius : Increased electronic capacity by 20%, also increased Electronic items component by 5% of Electronics skill.
    Spec : Further increased the quality by 1%. Max 5 Level
  • Chemist Wizard : Increased explosive damage by 10%, also increased Chemistry item component by 5% of Chemistry skill.
    Spec : Further increased Explosive damage by 1%. Max 10 Level | Further increased the quality by 1%. Max 5 level
  • Genome Sequencer : Remove Fast Metabolism. Increased Healing and Psi booster restore by 15% of Biology skill.
    Spec : Further increased healing and psi booster restore by 1%, max 10 Level
  • Professional Tailor : Combines tailoring and clothier. Increased cloth and leather based component by 15% of Tailoring skill.
    Spec : further increased the quality by 1%, max 5 Level


2
General / Reduce visual effect / reducing lag?
« on: March 08, 2021, 12:56:40 am »
Is there a way to reduce VFX in underrail? I'm not sure if it has something to do with the new VFX, but area where there's lots of gas and grasses (area around expeditions) are extremely laggy. Like, usual 60fps turned into 5 fps kinda lag.
Thankfully, it's rarely happens, but when it does, it basically makes my character into turn-based mode. Any solution (other than buying new PC)?

3
Bugs / Hypertoxicity doesn't work with caltrops sometimes
« on: March 07, 2021, 09:53:32 am »
I'm not sure if its a bug, but currently, it doesn't apply the feat correctly.
if you throw Poison Throwing Knife regardless of type, it'll refresh any poison currently applied to the enemies with Hypertoxicity, making it very hard VS very high DT/DR enemies.

4
LInk : https://underrail.info/build/?HhAGCQMDAwYATADCoCjCoGRQRAAAZG43NgAAAAAAAMKgTTkmJMKMFgZBwotLUhLCjUTCgcK2MeKfhAHiprgD4qe-BOKyiAXisokC378

First of all, I'm fairly sure this wont be viable for DOMINATING, since its been awhile since I played sword build, and its somewhat rare to find around on its mechanic. And I hate dominating. But I'm sure it should be smooth sailing for Hard and below.
Build explanation:
  • It has 0 Tailoring because I want to use Rathound Regalia and switch over to Phantom Dancer FAR away in the future. You can't craft very good tabi, but it's nothing to worry about. Blaine, Free Drones, and JKK guys sold very good Stealth Tabi and Balaclava, so at least there's that. Selling leather armor will be very annoying tho, since you can't recycle them. But you could just not be Al-Fabet. Also, would recommend maxing chemistry first. Frag Grenade MKIII could one-shot almost all the mutated dog, practically cheesing the entire Depot A. MKIV could potentially one-shot the Mutants. Maxing dodge early on is also good.
  • There's 40 free skill points, basically your last level thing. You can dump it on Dodge for more Uncanny Dodge trigger. Or you could put it on Trap and swap Grenadier with Quick Tinkering.
  • Stealth is our "dump" skill. You can reduce it how many you like as long it has ~100 effectiveness. Tabi, balaclava, and Rathound Regalia is enough to stealth through most encounter. and if its not enough, you can always craft Cloaking Device.

Gears:
  • Balaclava
  • Random leather armor (could buy Mutated Dog armor from Blaine if lucky) / Rathound Regalia post-Depot A / Phantom Dancer post-Expedition
  • Ninja Tabi Boots
  • TiChrome Straight Machete | Tungsten Curved Machete with Energy Edge / Red Dragon post-expedition
  • Medium+High Shield Emitter
  • Doctor Pouch / Utility Belt

You'll want to use TiChrome Straight Machette for tighter damage spread and 5-hit per turn on Adrenaline without Flurry. In some scenario, attacking without flurry is better for less RNG involved. You'll learn that 95% works 50% of the time after few hours playing with sword. Max STR sword build will have less crit chance, so Tungsten is only used mainly for fighting robot / tin cans and hope for the best. It's also fairly expensive to repair electronic-based weaponry.


Now for some question that I can't find the answer :
  • Does Fancy Footwork works with Flurry per hit, or only per "attack" command?
  • How do you get Monstrous Yell and Tattoo : Drifter?

5
General / where the hell is throwing gloves?
« on: March 03, 2021, 12:43:28 pm »
I've been searching it on most place in base game and on any store, including JKK, Coretech, and Occulus, nobody sell them.
Is this weapon supposedly an unique item on DC?

6
General / Gray army base Oddities and Oddities related question
« on: February 13, 2021, 02:21:47 pm »
Does 3 medal and 1 cutura the only oddities in Gray Army Base?

Also, i finished exploring most of the base content, excluding the oligarch mission, and it seems that I can't find any oddities to goes past level 17, is there some secret place somewhere in cavern where there's new unique oddities cluster? I got pissed exploring it because of random stalker. Speaking of which, do they drop any oddities?

7
General / Post-nerf sniper rifle
« on: December 31, 2020, 04:28:26 am »
Does sniper-only build dead?
There's no longer possible way to reliably shot twice per turn without TM or Adrenaline. Even then, its only 2-3 hit max. It seems that lower caliber has the same shot/turn compared to mid-tier caliber.
Is it now simply just a snipe / aimed shot opener that requires secondary weapon?

8
Builds / unarmed (not fist) build check
« on: December 28, 2020, 12:46:49 pm »
https://underrail.info/build/?HgcMCAMDBwYAMgDCoCjCoENRNAAAWlpMV1oAwqAAAAAATStPJCYUKsKoIBYGEgcTPkHCqcKxR-KdjATin4QB4qK1AuKnlwPitqAF378

I got bored, so I jumped to character builder again.
did I missed something?
the skill points seems pretty tight, but I'm not even sure if this build could fight against tchort without supersoldier drugs.
or should I just do merchant run on black seas instead? I think they sold SS drug sometimes

9
General / Killing robots as TC + MT psi
« on: December 28, 2020, 02:15:51 am »
Is my best bet just chugging emp MK III?
I thought that Metathermics are enough to dent them, but I forgot that robots mostly immune to cold and heat.
And I really don't want to go tri-school if possible

10
General / Returning Player Question
« on: September 25, 2020, 12:17:01 pm »
tl;dr other than psi and Dragunov, does any build impacted badly?

Hi, I was a little old player, last time I played was around Core City Update.
I've been following the Psi update stuff, but everything sounds pretty shit back then, so I didn't play it.
after randomly suggested Underrail-related video from certain warlords in Africa, I checked all the changelog and it seems like its kinda good(?)
but I still couldn't grasp it completely. So, my question is:

  • is it still not viable to do old-times pure psi and get all 4 school? is it felt bad? or is it actually good now?
  • does Temporal Manipulation school still safe to pick on pretty much all build due to Psycho-temporal Contraction abuse?
  • does DC even more sucks for any psi user that doesn't craft?

11
Suggestions / Self-driving module for Jet-ski
« on: December 05, 2019, 07:36:22 am »
You could buy it on Ray along with a remote control. It's use is automatically call jet-ski to nearby "port", so you don't have to walk all the way back whenever you explored an area.

12
Bugs / Failed to load zone when explosion is happening
« on: December 05, 2019, 07:30:36 am »
Not sure if it borked everywhere, but it's easily reproducible on Depot A through Scrapper, east warp zone near locked hacking chest, throw grenade on the mine then change zone

13
General / Player character's backstory
« on: November 30, 2019, 08:59:50 pm »
Is there any lore about it? I find it weird that some random bloke suddenly joined the "elites" in SGS right after earthquake. Not to mention the boss simply accept him after shooting stuff at tutorial while trusted him/her to do very important things with little to no "care" as long as the tasks is finished.
I also find it weird that the PC able to spot "Oddities" and gained experience from it, rather than just see it as random old world trash
Not to mention our PC has rather excellent potential on both physical and phisical ability, at least compared to majority of UR

14
Suggestions / Toggle-able highlight items
« on: November 27, 2019, 06:27:16 am »
Basically option to enables highlighting item to be toggled on or off, rather than keep holding it. It's just pure QoL that should be extremely easy to implement.

15
Bugs / Field Marsh omega lag
« on: November 25, 2019, 01:22:38 pm »
Or is it just me? On vanilla, I never got any lag, even with 10x speedhack. But after visiting that place, it lags to the point of 1 frame per 10 seconds. And it took 40-50 seconds to save the game. It kinda relaxed abit around south of LemCo but it goes worse again while I exploring Pirate Base
I had no problem around horticulture, even with my screen full of Locust
I have 4GB ram, does the game suddenly need more than that?
Also, does the number of save file affects loading time? Game startup took ~4 minutes now compared to the "usual" ~1 minute

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