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Messages - KnifegaF

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76
General / Re: Camera rotation?
« on: June 13, 2021, 01:26:32 am »
Hold tab. Z also helps target enemies that are obscured. From what I gather the compass is a bit of a joke

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https://www.youtube.com/watch?v=gSSS4ms1H1E
5th build in my showcase series

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Builds / Re: My Hammer Wizard build
« on: June 09, 2021, 02:29:15 pm »
Not bad but a couple things I think you should tweak for sure. Bonebreaker is useless for hammers for the most part. Just about everything will die to your crits already and whatever doesn’t will die to your normal hits after a crit with or without bonebreaker. Expanded psi carapace is pretty junk, basically just QoL to save you slightly more money. Corporeal projection is a huge missed opportunity and so is force user. Pulling one point from strength to get force user is worth it IMO even if you do plan to use balors 85% CtH is enough for something that effectively one shots every normal enemy. If you are playing on Dom super slam sucks with psi. Small increase in damage for something that isn’t hurting for damage. Other tweaks I would make but those are the biggies that stand out to me.

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Builds / Re: Traps/chemistry build?
« on: June 01, 2021, 01:39:49 pm »
Critical? No. They can be helpful though. Dex should be fairly high if not the max. Aside from chem, traps, and throwing it’s all pretty open. You will need a little mech to make your nades, I think 10 and you also need 10 tailoring for incendiary grenades. I highly recommend stealth and TM but neither are required. Regarding soft caps I would stop when I see that I’m constantly passing checks. Destroyor made a guide on steam if you really want to know all of the soft and hard caps.

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Builds / Re: Traps/chemistry build?
« on: May 31, 2021, 11:25:27 pm »
Stealth is pretty helpful when setting up your death field. It will allow you to lay traps within a few tiles of the enemy which is sometimes necessary depending on the how much space you are given in a fight. Scouting is also nice so you can know how many traps are necessary if any and what types since certain enemies will resist certain types or be less effected by them. Not to mention it allows you to prepare whatever utilities are best for the situation. Positioning is one of the most important factors in a fight. A great position can make up for a builds shortcomings or weaknesses.

I’ll tell you about a mechanic that isn’t obvious or outright told to you that has to do with nades. They will deviate no more than 3 tiles from their original target tile.. Tomake sure you are throwing on a specific tile hold alt. This should minimize how many times you blow yourself up and also how many times you chuck a nade completely away from your target. I wouldn’t have told you this but like I said this isn’t communicated to the player and it’ll play a significant part in your run specifically.

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Builds / Re: Traps/chemistry build?
« on: May 31, 2021, 10:28:34 pm »
You can 100% get away with doing traps and nades only. Both are incredibly strong. Nades in this game will often one shot groups and with certain feats and Temporal manipulation you can constantly chuck them. I’ve done traps only on dominating and I’ve played with enough throwing to know it would be an easy time if I did a throwing only build. That said the best way to maximize nade damage is maxing Dex which helps out light weapons if you did want to go with another source of damage. Knives, pistols, fists, and smg fall under that category.

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The agi really isn’t required. You can get away with 7. Blitz is nice but it’s not worth the 3 agi points I used to get it.

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If you don’t have much experience crafting this may be a tougher build for you. This build is min maxed pretty hard and is predicated on you knowing how to squeeze out every point. With your int being so low you are pretty skill point starved early. Tips that I didn’t have in the video:

Utilize ambush as often as you can. Force it if need be with mollies or flares, mollies are better since they last longer
Restealthing and using snipe the following turn is powerful but will take some practice to understand when you can and can’t use it
Bear traps and caltrops early on really help. Sniper is pretty reliant on Aim shot and snipe in the beginning so once they are on CD you don’t have much going for you. These two items can help run down that timer. Getting shooting spree helps a lot with this and is the first major power jump
Know how to retreat and when. Your range makes it much easier to disengage and restealth.

This is just the tip of the iceberg but you’ll want to learn some of this on your own. My video plus this should be more than plenty to get you started.

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If you want to consistently one shot yes. It’s not required and early on I didn’t do it as much because as  to me 50% crit is just as reliable as 20%. I don’t like centering my strategies on a coin toss. You could easily play this without getting into SI range but you do want it to be 100% crit at some point. Once you get 80+% crit and can consistently one shot with spearhead you really start to see the strength of the build. The power comes from its ability to snow ball kills into more kills.

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Builds / Re: Rate my Hammer Wizard
« on: May 26, 2021, 05:39:42 pm »
Looks pretty good. I Definitely would make some tweaks but your build is really strong especially for a noobie. Only a couple things that I really think you should consider is acceleration is way too good of a feat to skip. Also 8 will only means slightly more damage for your psi but if you go with 7 will and take that point and put it into strength you lose out on no feats and makes it so you have 20 strength with food and adrenaline allowing for Balors to be used while having max CtH. Even 18 strength with food means 85% CtH which  is enough with Balors when you have the tankiness of hammer wizard. You basically one shot everything so missing 3 swings out of 20 isn’t a huge deal.

Well done

Edit: I guess you actually would lose out on optimization which if you are using 2 schools you shouldn’t be using anyway. Forgot about that but I still think Balors would be better overall even if you use flexibility though that’s really up to you.

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No problem, have fun!

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Lol definitely should. It’s a fun challenge. First run is rough for everyone so don’t get discouraged if you hit some walls.

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Greater Siphoners can still recover life while Player character is in stasis. Haven't tried with regular siphoners.

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Builds / TC/TM showcase on Apogee and Praetorian base |DOMINATING
« on: April 19, 2021, 07:22:33 pm »
Third build in my showcase series https://www.youtube.com/watch?v=Kfr2A835z2k
TC/TM full breakdown on strengths, weaknesses, and what I would do different. I show the build in action on Fort. Apogee and Praetorian base.

https://underrail.info/build/?HgMDCAMDEAoAwokAAADCoFU3WgA2RlYMKEfCoAAAwqAjAEEkK2E5PwXChiNXKsKHZMK9ZiHCt8KKwqffvw

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