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Messages - Hal900x

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61
General / "Point Shot" rounding?
« on: May 24, 2017, 02:04:37 am »
Is the action point cost rounding up or down?

62
General / Re: "all weapons" include grenades?
« on: May 23, 2017, 09:35:43 pm »
The problem is in the final boss fight - Tchortling will constantly respawn and you can't leave.

The other problem is Tchort's insanely high mech resist and unlike melee build you don't have exposed weakness. This means a long drawn-out fight even if you use HE grenades.

I see. Well, I do have throwing so I'll have grenades. Usually I kill Tchort pretty fast, but I see what you mean.

63
General / "firearms" =/= energy weapons?
« on: May 23, 2017, 09:34:56 pm »
In the game, "firearms" are just bullet-based weapons, not energy/chemical pistols, correct?

64
General / Re: "all weapons" include grenades?
« on: May 22, 2017, 11:26:22 am »
Well since you are a veteran of the game I don't mind spoiling things.

If you are a low CON, high AGI throwing build you might not be able to beat the final boss. The respawning Tchortlings are a huge problem; if you don't have enough health to tank the psi damage you'll be one-shot. On steam forum there's a guy who did fine until the end where he couldn't beat the boss.

Starting CON is 6, augmented by Pig Leather to 7, plus Sturdy Vest for significant additional health. I've never had a real problem with the Tchorlings...I leave those areas after fighting one or two, if necessary. Also since I know how to get the feat I get it pretty early on. I'm playing multiple games simultaneously so it will be a little while until I find out how I fare there.

65
General / Re: "all weapons" include grenades?
« on: May 21, 2017, 08:14:22 pm »
Yeah I'm doing a throwing playthrough as well, somewhat different build from yours. So far I've successfully Iron Man'd it on Hard to level 12. Not nearly as hard as I thought it would be.

66
I was using Reinhart's Cheat Engine table to mess around but ultimately did not use it. However, on my next playthrough something strange happened: several of my skills are lower than they were at character creation. Stealth and Persuasion for sure, the rest seem to be untouched. Even if I eat a Cave Hopper steak, Stealth remains unchanged. Wondering if perhaps this is a remnant of the Cheat Engine table. I closed and reloaded UR and Cheat Engine (I use speedhack to get through explored areas quickly) but the artifact remains, so perhaps it's something else. I also went Psi for this character, but I thought that only reduced Health. Feats are Fast Metabolism and Sprint.

I'm going to reboot and try yet again (what a pain), and do some testing, but I wanted to start this thread in case I cannot figure it out.

EDIT: I figured it out. The issue is that I'm a moron. As a good friend of mine says, "ya can't fix stupid"

67
General / Re: Hardmode Iron Man Throwing build!
« on: May 21, 2017, 12:03:24 am »
I will try to address your whole post, but the first thing that popped into my head is that I usually do go with Riot, not Tac, and that's what I wore the last time I killed Carnifex. The shield might not mitigate much, but it was just enough to survive, which was all I needed to Tase him and that was all she wrote for him. I did know he had Cheap Shots, but forgot about the 15%. I did not know about Combo however. Again, I just got lucky, quite a few times actually.

68
General / Re: "all weapons" include grenades?
« on: May 20, 2017, 10:37:04 pm »
Ugh, that sucks. So I guess Throwing really is only designed to be a support skill.

69
General / Re: Hardmode Iron Man Throwing build!
« on: May 20, 2017, 10:14:31 pm »
Hey Ty,

With around 700 hours played, I'm not really an expert but I'm pretty familiar with the game. A lot of those hours were taking my time and learning, playing on Normal, etc. I've iron manned it with the exception of the infuriating Protectorate Warehouse quest, which I've only finished without reloading using high Stealth characters. I don't like realtime events in my turn based games. Gauntlet just sucks, tiny reward for high risk, I usually skip it.

The dangerous situations you listed I don't find particularly dangerous, but that's using foresight. I'm not one of those people who pretends I don't know what's coming (acting like it's my first time), but fortunately the maps are so sprawling in places that I only know the notable encounters by heart. That makes a tremendous difference in difficulty. So for example, Carnifex is easy: Pig Leather boots, Sturdy Vest, and amplified Energy Shield with two low impact modules.  Just need to survive his initial attack, assuming I lose init, and he's toast. Crawlers and Pigs? Heh, trash mobs from the start. What I have problems with is hunters. Crossbows are in that speed range that shields usually don't address well, they sometimes can get the jump on you, and can easily kill you in one round if they do. Also your choices have a big impact on difficulty, such as befriending the Faceless and choosing to relinquish the Cube.

Quote
I would recommend using a pig leather armor- in my opinion it's the best overall armor with low penalty. It has high DR at the cost of lower DT, but DR is more useful in most cases, especially when enemy is dealing huge amounts of damage per hit. DT is only good when you can stack it to very high numbers.
With all my hours played you just made me feel like a noob. For some reason I've been playing all this time believing it was the worst of the two that applied, not the highest. I have no idea why I labored under this misconception..perhaps a forum post. This is the first time I've tried Tac Vest, and still in the early game with the Throwing build so it's useful. Energy Shields are kind of OP imo.


70
General / Is the "friendly NPC" bug completely unfixable?
« on: May 20, 2017, 01:18:43 am »
Really quite infuriating, this bug that has been around since launch. IIRC there is a programmatic issue that basically prevents it from ever being fixed, which really sucks because it's a bad one. Many tactics are unusable whenever friend NPCs are on the screen. Causes problems on the bottom floor of GMS with Sully and Co, but today this issue really kicked my butt: I was able to kill the Rathound King and still keep Edgar alive by using Molotov + CC on the King. After the combat, one of the hunters walks straight into the flames (!), causing Edgar to become hostile and one-shot me. Extreme irritation!

71
General / "all weapons" include grenades?
« on: May 19, 2017, 10:01:11 pm »
In feats, consumables, etc tooltips, does "all weapons" include thrown weapons like grenades and throwing knives? I'm trying out a pure throwing build and if the answer is yes, than I think I can get my grenades up to 52% crit chance at end game, which would be pretty strong.

72
General / Re: Hardmode Iron Man Throwing build!
« on: May 19, 2017, 09:10:47 pm »
Played along with this idea myself once before, but defense is a problem.

With such an unarmored character and no armor to speak of, how do you survive without evasion? One slight mistake, one round where you cant immobilize the enemies, one grenade to the face and you are toast. No trap detection or disarmement at all either, you will be blown to bits then stepping on one?

Well he's not entirely unarmored, I use Tactical Vest which is good for bullet defense, with only 10% armor penalty. And since I have both Stealth and very high init, I can prioritize grenade throwing enemies first. Taser, Flashbang, Throwing Nets and Pinning feat, plus Cave Ear poison on my knives for snipers, gives me an awful lot of CC options. Detection is handled by Goggles, although it is a bit of a pain switching back and forth between Goggles/Balaclava. Prior to getting my first Goggle Frame I used a Blast Balaclava with Pig Hide gear, plus throwing Flares everywhere to survive traps and ambushes. I think I will also take Paranoia (+20% Detection) to mitigate Recklessness crit penalty over the next few levels since the latter is one of the few options for bumping up Crit chance with thrown weapons.

73
General / Hardmode Iron Man Throwing build!
« on: May 18, 2017, 11:38:46 pm »
I've gotten so good at this game that it holds no challenge anymore unless I intentionally gimp myself. I'm going to try a pure Throwing build, no other combat skill. I did notice there seems to be a lot more Throwing feats than I remember, so perhaps Styg wanted to make this viable? I'm spreading around my skill points quite a bit as well. Trying Stealth with this build, although I suspect it's somewhat wasted with such high Initiative and ranged attacks. So far, it's quite tough in the early stages. One of the issues with Underrail is it's toughest at the start, then after Junkyard it becomes far too easy. Wish it was the inverse.

S: 3
D: 10
A: 10
C: 6
W: 3
I: 5

At level 6:
Throwing: 40
Dodge: 40
Stealth: 39
Hacking: 31
Lockpick: 21
Mechanics: 30
Electronics: 31
Chemistry: 31
Biology: 24
Tailoring: 33

Feats:
Quick Pockets
Sprint
Interloper
Grenadier
Pinning

Still thinking about starting over without Stealth, and dropping Pinning. This feat is unpredictable and I prefer Taser/Throwing Net/Flashbang for reliably immobilizing enemies. I may even drop Dodge, as with very high Init, and the fact that a low number of enemies use Melee in comparison to Guns, it's not hard to root or stun the Melee guy and then Dodge is wasted. What do you guys think about taking Paranoia on top of 10 Dex/Agi for guaranteed Initiative, as a sort of Stealth substitute? I could pair it with Recklessness, assuming it really does affect "all weapons", including Throwing Knives and perhaps even Grenades?

74
General / Re: Is Ripper worth it? (only 3 Will)
« on: May 18, 2017, 02:07:40 am »
IMO I think you could replace it with Expose Weakness if you are not planning to use additional crit augmenters (Focus Stim, Recklessness), there you can ignore the feat without feeling underwhelmed by more armored foes. But still Ripper is still a good feat, I remember cutting like butter a Dreadnought with 5 critical hits in a row at half health. Critical Power + Cheap Shots also make it to cause ludicrous amounts of damage.

Yeah the first time I ever played i took Cheap Shots and Critical Power, and steamrolled everything, but that was on easy with reloads. I put 6 into INT thinking I was going to go the crit route with Weaponsmith. But so far I'm just using "found" knives and thus haven't crafted anything. Even on Hard with no reloads (iron man), I'm still pretty much steamrolling everything. I think I'm just too good at this game now...need that expansion!

75
General / Is Ripper worth it? (only 3 Will)
« on: May 16, 2017, 07:03:50 pm »
As this is my first Iron Man playthrough, I went with a very min/max build. It seems like Knives is the most efficient build stat-wise, so I pumped Dex and Agi to 10, Int 6 for Weaponsmith, and 5 Con. The rest are at 3. I just realized one of my favorite Feats for melee, Ripper, requires 5 Will. I've just gotten to level 8, and have a choice to make: keep pumping Dex, or start working on Will for Ripper. According to my calculations, even with Eel Sandwich the highest I can get my Dex to is 17, please correct me if I'm off. That will not push me over into 6AP, so 2 points into Will won't gimp me in that respect. However, those two points could also be spent on Con for more health, Dex for more crit chance, or Int. Is Ripper worth it, esp. when combined with Critical Power? I'm under the belief that Crit is the way to go with Knives.

One thing that affects my decision is whether Critical Power stacks with Ripper when active. Which is factored in first?

EDIT: I think I was looking at the wrong Column. 17 Dex (with Sandwich) just pushes you into 7AP. So maybe I will just have to live without Ripper. There are a ton of other good feats.

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