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Messages - destroyor

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46
Builds / Re: Batman Build !
« on: January 23, 2021, 04:47:11 am »
Just want to comment Batman usually fight bare hand, use a lot of gadgets, intimidate and psyche/out think his opponents. If you really want to role play as rich boy in Underrail, the obvious route would be a bare fist build, use lots of combat utilities (throwing knives as batarang, flashbang, chemhaze nades, etc), obviously takes Intimidation skills (and Yell) + maybe TC: CC only - frighten, enrage, mental breakdown, Neurovisual Disruption) but not using any direct damage abilities (NO, bilocation, Psi-cognitive Interruption) as a "regular" peak human w/o super power is his thing.

47
General / Re: Post-nerf sniper rifle
« on: January 21, 2021, 02:13:15 am »
Feels like this is a gimping of the base game so that people have to buy the expansion for stuff like Shooting Spree and Temporal Manipulation.

I'm not falling for this.

Well game developer's goal is to make money selling games. Shooting Spree and TM are add-on and not a direct nerf to the base game. I think even if that was the intention (not saying that it is) it's acceptable and fully justified.

48
While I agree Snooping isn't really a good feat I don't think it's the most worthless feat in the game when we have:

Perfect Scattering <- the most worthless feat in the game
Ninja Looter <- you don't need it for more loot, just pump pickpocketing skill
Burglar <- just pump stealth skill/gear instead of wasting a feat slot
Tempered: Heat <- CON 12 requirement is just too high
Tempered: Acid <- see above
Tempered: Cold <- see above
Tempered: Electricity <- see above

49
Builds / Re: Force Emission based puncher?
« on: January 16, 2021, 09:42:07 pm »
I think Force Emissions work quite well with Unarmed, but I wouldn't use it with Combat Gloves, because as you said, the damage from Pneumatic gloves completely overshadows the damage from Force Emissions. Combat gloves can max DEX and ignore STR, only losing Heavy Punch/Wrestling/Bone Breaker.
Unarmed on the other hand, needs the multiplicative damage bonus from STR and Force Emissions, because it has fewer ways to increase it's damage output, plus the base damage is fairly low. It can then get just enough DEX to reach 4 AP or 5 AP attacks.

I never played a bare fist char before but I'll take your word for it.

50
Builds / Re: Force Emission based puncher?
« on: January 16, 2021, 05:31:58 am »
Damage from Force Emission cannot crit and is based on effective Psychokinesis so you won't be able to get them higher than what you see in the video unless you spec into WIL/STR but you can't because you need them for DEX. When you use Pneumatic Leather Gloves the damage is higher per hit vs. bare fist. If you build critical chance and critical damage bonus as high as possible the damage differences are even higher. Factor in critical Pneumatic strike damage and you'll discover Force Emission damage are too low and not needed. After watching the video I'm even more convince than before you are better off saving those psi points to cast CC psi abilities.

51
Builds / Re: Force Emission based puncher?
« on: January 15, 2021, 04:51:14 am »

Never played with force emission myself but here is our friend Sheepherder : https://www.youtube.com/watch?v=YDR43ASOrVU&t=350s

I'm planning to try a 10 will fist weapon dude with psychokinesis and TC some day, don't know if it will be good but could be worth the try.

Look at the combat log - everything I said pretty much happened in the video. He was playing a bare fist unarmed build meaning the lowest possible melee damage and even so you can see force emission damage is an order of magnitude lower.

52
General / Re: Post-nerf sniper rifle
« on: January 15, 2021, 03:37:28 am »
Well unarmed, at least leather fist, didn't really get nerfed but more like being targeted in expedition. Almost all DLC enemies are highly resistance to leather fist damage due to their high mechanical resistance.

53
Builds / Re: Force Emission based puncher?
« on: January 14, 2021, 04:09:59 am »
I'm just going to copy and paste what I wrote in my FAQ:

Force Emission - some people swear by it when playing psi monk. I think it's garbage:

    While the raw damage on paper could be significant, its damage is a new separate mechanical attack that's roll individually against enemies' mechanical resist/threshold which will usually vastly decrease its effective damage.
    You can get as low as 4 action point per attack if you have high DEX. If you use Force Emission every hit it'll rapidly drains your psi points, leaving you unable to cast other psi abilities when you need them.

Garbage, even for psi monk, don't waste your slot. If you want to try planning a build around it w/ Force User and Telekinetic Proxy, create a new manual save file before the attempt, just in case you want to roll back your char.

I would love to be proven wrong on this one so I'll be very interested for any pro Force Emission argument/comment.

54
Builds / Re: Another Stumped N00b Thread
« on: January 10, 2021, 05:24:10 pm »
What would you recommend for a complete noob in Underrail that's simple and reliable to experience most of the content and understand the game?

Use Koveras' Assault Rifle / Thought Control hybrid
https://stygiansoftware.com/forums/index.php?topic=6057.0

For everything else, use my in-depth FAQ:
https://steamcommunity.com/sharedfiles/filedetails/?id=843557165

55
Builds / Re: Assault Rifle / Thought Control hybrid
« on: January 09, 2021, 12:33:33 am »
Mental Breakdown for double NO damage. Enrage is another good choice if there's a boss type enemy on the map.

56
General / Re: Post-nerf sniper rifle
« on: January 03, 2021, 10:07:22 pm »
Sniper Rifles are now Shooting Spree Rifles. Spec into Shooting Spree, get crit chance to 100% and grab a Spearhead.
On the first turn, kill 4 or sometimes 5 things (2 shots from Shooting Spree, 2 more from 70 AP and sometimes 1 more if Rapid Reloader procs). Use Limited Temporal Increment (if 4 kills) and next turn Shooting Spree is off cooldown! Repeat!

Yeah pretty much that - Sniper char can even do fine w/ no sidearm. Underrail Sniper now plays like an elephant gun and crossbow now plays more in the spirit of the classic sniper trope - feels weird.

57
General / Re: Question re:Locus of Control
« on: January 03, 2021, 12:28:55 am »
Hmm, I'll add testing this on my to do list.

58
General / Re: underrail.info
« on: January 01, 2021, 04:46:47 pm »
Got the following message when trying to reach the site:

Quote
Temporary server error. Maintenance is underway on free hosting, please check your site again in 24 hours. Sorry for the inconvenience.

Given the importance of the build tool epeli I think you should talk to Styg about integrating your site with stygiansoftware.com for a more secure and reliable web hosting.


59
Builds / Re: Another Stumped N00b Thread
« on: December 31, 2020, 07:21:55 pm »
How to enjoy the game if you are a somewhat new player:

-Do NOT play on difficulty above normal. This is the most important thing.

-Do not listen too much to guides. Most are made by half-crazy guys like me who have 2000+ hours in the game, and play in strange ways.

-Set your Constitution score to a decent level. Not 3. (Many guides tell you to do this.)

-To detect traps, have either:
A a decent perception score
B a decent traps skill

-For Depot A, craft or buy or find either a mutated dog or siphoner leather armor. They reist acid damage from the mutants. For robots/turrets, a tactical vest is good to use.

-Stealth is indeed great for exploring, if you use light armor. If you prefer heavy armor and tankiness, you can neglect stealth.

-You do NOT need to plan out your character in every detail!!
This is only true for maniacs like me who play on hard mode or worse. Have a rough idea of what you need and take it from there, and take advice with a healthy dose of scepticism.

Agree and disagree with the above:
-Do NOT play on difficulty above normal. This is the most important thing.  <- absolutely correct, Underrail easy difficulty is what's usually considered Normal/Medium for other games.

-Do not listen too much to guides. Most are made by half-crazy guys like me who have 2000+ hours in the game, and play in strange ways. <- nothing wrong with playing blind. However the learning curve is actually pretty steep and could be overwhelming for a new player: no respec; need to understand how effective base abilities, skills and feats interact w/ each other; class specific good and bad feats (prime example: how would a new player even knows Perfect Scattering is garbage?); good (not even optimal) gear setup; armor penalty, resistance and damage reduction, etc, etc. A guide will point you in the right direction and and allow a newbie to ignore irrelevant aspects of the game related to a build. I will admit most guides are made by half-crazy guys, play in strange ways and yes, I'm one of them.

-Set your Constitution score to a decent level. Not 3. (Many guides tell you to do this.) <- strongly disagree, with the current most effective tactic available (META) being killing things as fast as possible generally the pro of having extra HP is not worth the reduction of damage output. Newbie with a high CON build will probably get CC to death and lacks the damage output to kill things as fast as possible.

-To detect traps, have either:
A a decent perception score
B a decent traps skill <- A good Motion Detection Goggles can allow you to have good detection score despite having low PER and zero traps skills.

-For Depot A, craft or buy or find either a mutated dog or siphoner leather armor. They reist acid damage from the mutants. For robots/turrets, a tactical vest is good to use. <- good advice

-Stealth is indeed great for exploring, if you use light armor. If you prefer heavy armor and tankiness, you can neglect stealth. <- even a tanky, low AGI char can be stealthy if you use a stealth armor set.

-You do NOT need to plan out your character in every detail!!
This is only true for maniacs like me who play on hard mode or worse. Have a rough idea of what you need and take it from there, and take advice with a healthy dose of scepticism. <- while true, a pre-made/recommended build will allow a newbie to ignore the char building part of the game while learning how Underrail plays - what works and what doesn't, general tactic, game mechanics, and gain foreknowledge for subsequent plays. The learning curve is significantly lower even when the player abandon the pre-made build half way throu the game and decided to play his/her own build. If you are starting everything blind it's very likely the player will be frustrated, overwhelmed by information overload, overly relying on cheese (caltrops, grenades, bear trap just to name a few) due to playing an unoptimized/bad build or even abandon the game.
<- Agree about taking advice with a healthy dose scepticism <- very true, please take my advices above w/ barrel of salt.

Some very general tips:
- Current Underrail meta strongly reward offense over defense. You want to kill everything as fast as possible. When presented w/ a choice between offense and defense, always go for offense. You want to hit as hard as possible while using minimal amount of resources, whether it's action point, movement point, ammo and what have you.
- The game is designed to have the odds stack against you. It's always a fight of many vs. you, all alone. To avoid dying, you want to scout any new area under stealth to learn enemies' type, positions, their patrol route and area layout. Most creatures cannot open door and you can attack rathound unmolested behind a closed fence. There's usually some sort of cover that will allow you to dodge enemies' line of sight, so use this to your advantage by ending your turn hiding behind walls/corner/rocks/etc. Running far, far way is another viable option - range enemies will now have decreased precision due to them being outside their weapons' optimal range; melee enemies can't hit you unless they are within melee range.
- Darkness range penalty: range precision takes a huge hit when attacking a target sitting in darkness. You can take advantage of this by ending your turn sitting in darkness. You can check yours and npc's darkness level by observing their portrait. If you are using range attack, make sure to use night vision goggles and/or have source of light such as fire near your targets.
- prep the battlefield, a few well-place bear traps and/or caltrops can significantly alter the flow of battle. There are three levels of fire burning on the ground, level 1 (incendiary grenade), level 2 (magnesium grenade) and level 3 (Napalm grenade). Enemies will usually attempt to go throu level 1 fire in order to attack you but are generally reluctant to walk pass level 2+ fire on the ground.
- learn how noise attracts enemies: use this to misdirect enemies to stealth pass them, or lead them into your traps/kill zone prep w/ caltrops, gas grenades and bear traps. You need to understand what weapons/attacks are silent, make low level of noise and stuff that are LOUD and act accordingly.
- Having a bad/unoptimized build can end up making combat a lot harder unnecessarily, make sure you are getting the most out of your class, try to maximize your damage output w/ your weapons, feats, skills, combat ulitities and traps. You can be soft-locked by playing a bad build.
- Split up your enemies and take them out in individual small groups. On maps with large amount of enemies, if possible, always try to take them out in small groups instead of fighting them all in one giant fight. Learning and understanding the noise system, NPC AI (how they will always try to disarm discovered traps and gas grenade within sight) behavior are viable assets.
- Understand NPC types: strengths and weaknesses will allow you to prioritized your attacks: your priorities are usually, in order starting from most dangerous to harmless: Psi > Sniper/Crossbow > Grenadier >  Range > melee with exceptions here and there depending on your build and gear. You'll eventually learn this from experience and start hating on specific types of enemies ... *cough Death Stalker *cough
- Use crowd control: bear traps, caltrops (especially crawler caltrops), incendiary (fire on the ground area denial), toxic gas, flashbang, tasers, throwing nets, stun, acidic entanglement, etc. If you can CC an enemy standing right at the doorway and you are sitting inside a room you are completely safe. You can also use fire on the ground (fire everywhere except a one tile wide clear path) to control NPC behavior and make them take the long way around to you instead of a direct short path to attack you. Toxic gas grenade is worth a special mention as it's exceptionally effective in increasing your damage against organic targets
- Lastly, you don't need "cheese" to beat the game. sheepherder for example already posted lots of dominating viable build with the self imposed restrictions on not using grenades, traps, caltrops and any weapons that doesn't fit the theme of his build. However this is only possible when you completely understand how Underrail works, which, by definition, is out of reach for a new player. For me personally, I don't mind "cheese" as the odds are always stack against you and there's nothing wrong using tools available. However using too much cheese is a pretty unfun experience and I try to play by using damage grenade as an opener and than use class specific weapons/attacks to finish up fights while using flashbang, bear traps, caltrops sparingly, YMMV.

60
I think your different perspective is due to you not using grenade.

For me the extra AP from PTC is use for grenade -> for example my alpha strike at late game usually looks like this:
Take focus stim
manually start combat
PTC
Premed + manic + cryo orb = 0 AP
High Tier grenade = 15 AP
2 Cryokinesis = 50 AP
At this point I have 5 AP left and psi is completely drain, wearing doctor's pouch = 2AP psi booster for psi refill
If something is seriously wrong adrenaline shot + Stasis

If hiding behind cover the next turn will open with LTI for immediate use of high tier damage grenade again
Flashbang if still fight against large group (unlikely)
Cryokinesis mop up

So as you can see I have no problem whatsoever playing w/ any school combined w/ TM psi school when playing SI psychosis psi.

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