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Messages - Anka

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61
Builds / PSI borg / nimble can PK puncher
« on: March 18, 2021, 02:36:34 am »
Slow. Fragile, Weak, Boring
These are the things this build is not.

Float like a zeppelin, sting like a F-15 Eagle with a fork taped to its front

I call it a PSI-borg, the concept is incredibly simple and severely underused, from what I've seen. The tldr is this,
We use;

All Armor Penalty reducing feats and wear super steel armor, becoming incredibly tanky and agile.

Tape metal blades into it, quickly triggering Taste for Blood and Vile Weaponry

Pneumatic module leather gloves for massive damage at low AP use.

Since we invest heavily in STR, we also grab Corporeal Projection, giving our punches 80~100 worth of mechanical flat damage that is further boosted by Vile Weaponry and Bone Breaker.

Stealth, to end 80% of encounters by the end of the second turn, maybe bringing out our inner crawler and using Blindsiding as well.

The former lets us start encounters on own terms and planning the fastest way to end them.

Fist weapons and unarmed damage enjoy being THE melee weapons that benefit the most from damage multipliers and boosters, all neatly stacking and delivering serious ass kicking…once you get most of the required feats, the early levels will be tough, armored enemies and robots being the greater blockades, but once sufficiently damage modifiers are obtained we become unstoppable.

Don’t fall for the pretension this is a glass cannon build, super armor's respectable mechanical resistance lets us mess up quite a bit without major damage spikes forcing reload loops into us.

While this build is not necessarily veteran-only, it does require some major planning, our main armor, is particularly expensive, and each time we make upgrade out gear it can costs + 6000 coins (3k per super steel plate) so it might need some serious budget-management in order to enjoy it as soon as Armor Slopping is made available AND twice specced.

As food, we use rat BBQ, and once the DLC is entered, Slampipe becomes an objective upgrade over it.
Will post videos of it soon, hope you like and enjoy it as I have, this is easily one of my favorites. Feedback is as always appreciated.

https://underrail.info/build/?Hg0IBwUDBAYAUADCoCjCoGQAAAAAX18URl8AwqAAAAAAWiskJghpQxIGRQc8EyBCA8KFwrZ8378

62
Suggestions / Various suggestions
« on: March 18, 2021, 01:54:37 am »
Some other unrelated suggestions I've been thinking as of late

- Seeger replenishes his coffee stock whenever you present him with a Lemurian folding screen computer
- Upon negotiation/razing, Grimm moves the brewing machine to his office, and offers some each time you give reports on your tasks
- candy/protein bar food item that increases movement points.

- now for something more complex; Upgrading of unique armor.

i was thinking it like this, unique armors come in categories available as craftable options (tactical vest, leather armor, metal (or metal-ish) armor), the former made with common crafting components like bolts of cloth and ballistic panels, so my suggestion is that common crafting components could be used to boost the stats of unique armors, in a balanced and relevant way for each type.

For example; if a unique tactical vest doesnt have an overcoat, let only panels be made available  to boost its protective capabilities, (with inferior scaling compared to ordinary crafted tactical vests, maybe),  a heavy armor that could reasonably be disassembled and reinforced with metal plates, or if a leather armor could be padded.

63
Suggestions / Lightning Punches Sugestion
« on: February 01, 2021, 12:53:28 am »
As of right now, if your total armor penalty is exactly 20 it wont activate, and when fully specced it will only become active with a max AP of 24, restricting the use use for a lot of armors whose penalty can be reduced to exactly those values, so i suggest LS to proc with the value described in the tooltip as well (20 + 1 per specialization point)

64
Bugs / Bugs
« on: January 31, 2021, 01:36:19 am »
A mutie in Depot A has the wrong name and sprite for its corpse.





Also some of the Ancient Rathounds in the Rathound King lair have the same issue.

65
Bugs / Re: HE Mines don't cause fear to Rathounds
« on: January 09, 2021, 09:25:49 pm »
Not all sources of fire damage produce fear in them, it must produce light/ilumination, plasma damage and incendiary rounds that dont ignite targets doesnt make them fearfull either

66
Bugs / Aran does not have DOMINATING's HP boost
« on: December 20, 2020, 10:17:23 pm »
Topic




67
Suggestions / Various suggestions
« on: December 20, 2020, 08:38:27 pm »
While these don't have much in common i wanted to group them like this instead of making a thread for each

Crowbar: consider make it a light weapon (eligible for DEX AP use reduction) or giving a lower AP cost.


Hypertoxicity: i think hearing the devs mentioning that it could be very hard to fiddle with the activation order of some statuses, but i was thinking that changing this feat it so that it makes poison damages occurs at the start of a turn, plus the x2 DoT damage would be a nice modification.


Hunter: i think Throwing knives should be modified by this feat as well.

68
Builds / Re: Versatility XAL-001 Chemical Pistol build (Survival Instincts)
« on: December 06, 2020, 06:57:57 pm »


investing in opportunist and mad chemist specs is really not worth it with chem pistols at all, i wanted to make a video to prove my point before replying to you, 90 ish effective stealth is plenty for most fights, with the exception of grey army snipers (you can still use optic camouflage or just switch gear for that area)  and coil spiders

using other psi schools + tranquility makes it a very different build, as i aim to capitalize on crits and low AP shots. as you can see you dont really need damaging grenades with the expetion of EMP's, using grenadier + three pointer with TM makes a build dull and boring, but thats just me


https://www.youtube.com/watch?v=ZAFrbcnfJQ8

69
Builds / Versatility XAL-001 Chemical Pistol build (Survival Instincts)
« on: December 01, 2020, 02:29:17 am »
The XAL-001 is an interesting unique chemical pistol that sees little due to its seemingly game breaking gimmick, but its far from true, as I aim to show you in this crazy fun build I’ve put together based on Sheepherders versatility chemical pistol build (https://youtu.be/CwaeyuuZIio).
Today we trade the reliability and safety of normal, non-institute made chem pistols for incredibly cheap and powerful acid blobs, terribly high (but completely resisted) self-inflicted acid damage and the looming risk of getting entangled on the spot with each shot you make. Hilarity ensues! 
Given than this build makes permanent use of Survival Instincts its best to attempt it with comfortability and knowledge of the thought encounters. We will beeline both the main and the protectorate questline for the required gear, we need both the CAU armor and the XAL-001 chemical pistol, they complement each other immensely and are of little use without each other.
This build is very much DOMINATING and bellow viable, and with the acid self-damage completely resisted we are left with a very interesting and fun challenge.

Build: https://underrail.info/build/?HgMQAwkGAwYjwqAAwqBaWm4AAAAAMmRLRloAAADCoAAAWisnwqMmMWLCkSQvUU7Ch8KIKgLChcKz4rK7BeK1rgrfvw

The tldr of the build consist of;
-   Getting (and fully specializing) Versatility
-   MAXING melee and DEX to make your guns skills scale off it, decreasing the base AP cost of chemical pistols ( making your XAL-001 shots cost 5~4 ap)
-   Since the XAL-001 shoots you AND your target at the same time, we use the CAU rig and biohazard/mutant dog leather to achieve 100% acid resist
-   Running around with survival instincts active (30 % HP at all times) and obtaining as much critical chance as possible
-   Playing around Temporal Limited Increment (LTI), Escape Artist and Stasis to circumvent the 30% chance of acid entangle yourself and its funny (and lethal) implications
-   Abuse Fatal Throw Action Points refund for free reloads/even more shots
Feats:
-   Versatility (+10): the core feat in this build
-   Pack Rathound: at 3 str we need our Purse-of-Holding Feat
-   Opportunist: we constantly entangle others, making it a death sentence for them
-   Recklessness: more critical chance for the crit god
-   Survival Instincts: see above
-   Cooked Shot: Amaizing area of effect special attack unique to chem guns, CAU armor boosts it by 20%, and since its cost is based on your main weapon cost, it will be incredibly cheap to cast, plus, with LTI it will be much more spammable.
-   Quick Pockets: since the chemical belts offer no additional utility slot, having an additional one for your knives is a nice deal.
-   Fatal throw (+3): our throwing skill is sky high with all this dex, which means cheap, accurate and stronger knifes that will secure a kill and a surplus of AP reimbursed. Pro tip: Corrosive acid lowers mechanical resistances and lets you score easier kills with knives

-   Escape Artist: our only means out of acid entanglement, its strategic use is key to survival out of a literal tight spot
-   Psycho temporal acceleration, Future Orientation and Precognition (+2): more AP and MP is always good, we use precognition to bypass the increased AP cost of LTI so it doesn’t cost us an extra 2 shots.
-   Ambush: with flares and incendiary grenades we can play around it to secure hits and increased critical chance
-   Blindsiding: since chemical pistols range is not that high, we aim to start as close as possible from the action by closing in while stealthed, most fights you start by your terms will end up on your turn, so a 15% dmg boost is welcome
-   Increased DEX: duh
Optional Feats
-   Nimble: CAU armor might detract some movement points and evasion/dodge with its penalty, good but not crucial to have
-   Split spare: getting lucky with a well placed black dragon coated knife is a neat surprise, and we will try to get one will with them each turn no matter what.
-   Grenadier/three pointer: With all this throwing skill and cooldown reduction grenades are always available and incredibly powerful, but this is a chemical pistol build! we need no loud firecrackers aside from incendiary grenades
Neglected feats
-   Mad chemist: realistically we wont be using anything more than the XAL and a trusty fire blob chem gun for emergency fear and ambush activation, so we use those ability points elsewhere.
-   Steadfast aim: the additional crit chance is nice, but its negligible with an already low cost weapon like the XAL

Gear

Head: Seeker goggles with night vision modules ( we will need some mechanics and electronics for them)
Body: CAU armor
Shield: High High modules and efficient mod, maybe a low low one for expedition crossbow enemies
Boots: biohazard boots work well until you can get your hands on some mid-tier quality super steel fiber and mutant dog skin, both makes us immune to acid puddles, we want this to resist corrosion and rusting stacks (the XAl has only 870 durability ☹, we already use plenty repair kits) when we make use of the corresponding acids
Belt: Advanced chemical belt, further reduces chemical pistol AP cost and dealts an un-resistible debuff to shot targets
Food: when we are 1 point of DEX away from a AP reduction on our chemical gun, Eel sammich, otherwise hardcore chips. All-in is also a great drink, as it gives use +3 in DEX and lets us reach 4 AP XAL shots.
After we obtain the XAl and become acid immune, the real fun will begin ! more than 10 acid blob shots, each critting from 200 to 400 damage with the occasional entangle.
We betray Aegis Security as soon as we enter the black sea and turn ourselves to our torrent-downloading friends the Grimm Jetters, this way we can access katya’s stock of rusting and corrosive acids, letting us get by them without entering the Deep Caverns or dealing with Sea Wyrms (we hate those so much).

Im no expert, but if you have questions i (might) have the answers ! thanks for reading.

will do a vid featuring its strenghts and weaknesses in the future

70
Builds / Re: Your favorite/best build?
« on: October 26, 2020, 02:22:05 am »
I havent completed the game that many times, but i do remember the builds i had the most fun with

Spear + Riot shield + TM




PK Nimble Metal Puncher




Both very strong (but take a good while to really take off)

71
Bugs / Renegate Soldiers Quest Sequence Break
« on: October 03, 2020, 06:28:21 pm »
By making noise outside Dolos Center with a grenade Holloway and the other renegates come out to investigate, talking to him iniciates the dialog as if you were normaly doing his quest, even if youre not even a Protectorate member


72
Bugs / Re: Report spelling/grammar errors
« on: September 12, 2020, 12:23:36 am »
"luck and."

When showing the fixed Rust Maxer to Otto but deciding not to give it back.



74
Bugs / Re: Report spelling/grammar errors
« on: September 08, 2020, 04:08:46 pm »


"payng"

75
Builds / Re: Does Taste For Blood Work With Combat Gloves?
« on: September 08, 2020, 03:55:58 pm »
Yes, it does count and so do melee based skills, like Dirty Kick, Sweep, Shield Bash and Heavy punch (with either gloves or bare fisted)

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