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Messages - harperfan7

Pages: [1] 2 3 ... 89
1
General / Re: How to handle beach invasions
« on: Today at 05:21:54 pm »
Does destroying their boats at f6, e7 and c7 have a similar effect, or affect camp resources or jet ski strength in any way?

I'm under the impression that it lessens the number of natives you fight at the beach, but I don't actually know.  It's testable, but that'd take a while and I'm not up to it at the moment.

2
Bugs / Re: Mordre doesn't react to gas
« on: May 15, 2024, 12:46:14 pm »
Give him sourceless bio DT.

3
Bugs / Re: Mordre doesn't react to gas
« on: May 15, 2024, 12:09:07 pm »
Mordre would be the only source of non-crafted biohazard tacvest, and an early way to get biohazard boots; there is a quest where you can kill him consequence free with the right amount of persuasion.  The easiest thing is for him to disarm the grenades like everybody else. 

4
General / Re: Anybody know how to craft this gun?
« on: May 09, 2024, 11:46:32 pm »
On the same line, cant seem to find gold chunks to craft the golden hammer seen in Oskars display

All hammers are gold, except for balors and natives.  Also some xbows seen on tables and such are green.

5
General / Re: Anybody know how to craft this gun?
« on: May 07, 2024, 01:11:37 pm »
I have become 1337, speaker of worlds

6
General / Anybody know how to craft this gun?
« on: May 05, 2024, 09:13:12 am »
How do you get a scope on a pistol?

7
Bugs / Re: Report spelling/grammar errors
« on: May 05, 2024, 05:11:56 am »
unnecessary space in his line

8
General / Re: Custom Portraits
« on: May 03, 2024, 12:44:41 am »
Somebody should make some balaclava and psi-headband portraits, and maybe some for the unique headgears (cyclops, bioscrubber, etc).

9
Builds / Re: Optimal non-psi hammer build
« on: April 28, 2024, 05:08:49 pm »
Forgot to say:  items are listed in the pic.  Also the feats aren't set in stone; for instance if you want the crit feats sooner, take em.

10
Builds / Optimal non-psi hammer build
« on: April 28, 2024, 06:07:06 am »
https://underrail.info/build/?Hg0HBwoDAwMAcwDCoB4AAGwAAADCkcKFTl19AAAAAFwwQzkmLWMWTgg8VVBgGR9iwrZUS8OO4qGHBOKijAPioo0D4qOTBd--

I posted this in Hammer Wizard's hammer bible thread, but I think it deserves its own thread.  It's been known forever that some mp boosts ignore armor penalty, like sprint and contraction.  What was not widely known was that hit & run would ignore armor penalty when refunding those boosts (thanks to Peet for this discovery).  Now we have a consistent way for a 95% ap tank to move around the battlefield.  This build is essentially a full tungsten tank but it has the ability to move from enemy to enemy without wasting action points.  Jumping bean and the drifter tattoo provide some mp when sprint is on cooldown. 

Another thing that's somewhat recent is spiked hammers and the way the damage from spikes is calculated.  Basically, each spike gets bonus damage from certain sources (most notably Super Slam).  Quake is your off-hand weapon, because it can proc opportunist via daze, but also because it dazes as an AoE.  An AoE daze is superb; not only does it make enemies slower and have less ability to attack on their turn, it boosts your own damage.  The AoE also does some decent damage of its own.  So you want a spiked tichrome hammer in one hand, and Quake in the other.  The spiked hammer can be poisoned, and quake can have blasting caps and CACs.  Also, since you'll spend a good deal of combat dazed yourself due to Thick Skull, you'll be happy to know that a tichrome hammer (17 ap) and Quake (18ap) can be used once each for 35 ap. 

I played through most of the game with a 3 dex 10 agi version of this (for strider and blitz) and it was great, but I definitely felt the lack of escape artist.  With its addition, I feel its perfect.  Strider and blitz were nice to have but not necessary at all.  You don't need maxed strength since you aren't using any of the big boy hammers, and with taste for blood and opportunist, your damage is plenty good enough.  The serrated blades on your armor will sometimes proc a bleed on your enemies, allowing you to get tfb started (but you also get a stack whenever you kill somebody, so it was already a decent choice for hammers), and with nail-bombs you can jumpstart it basically instantly if you want. 

Some people will scoff at grenadier, but since we're only using it for nail-bombs and flashbangs, I don't feel its egregious.  If you still can't stand it, take trigger happy so you can win initiative a decent amount of the time or at least not go dead last.

11
Suggestions / n16 refurbish suggestion
« on: April 26, 2024, 11:55:46 am »
Since the n16 refurbish is a lame duck; its just a frame and some money for some extra damage and a +5% precision bonus (and the magazine becomes curved for some reason), I had a genius idea and I can't believe I didn't think of it sooner.  With heavy duty installed, the refurbish could add an m203 ("n203" I guess) to the rifle and give it an option in the invoker to fire its single loaded grenade.  M203's are 40mm.  Not sure what all parts it would need; a short 40mm barrel for sure.  The holes in the handguard are kino btw and should be added to the guns icon.

12
I imagine if you're sneaking through a hostile grey army base, it would help, especially at the magatzin gate if youre hacking it.  In Arke, you can't kill the cameras and the patrols are endless, so there as well.  I could see it helping in the nexus a bit, but I dont have a specific example. 

I think its one of those things where if you dont mind savescumming (or metagaming), you wont see the point.

13
Bugs / Re: Rig raid solo bug
« on: April 25, 2024, 08:26:17 pm »
 :'(

14
Bugs / Rig raid solo bug
« on: April 25, 2024, 02:21:59 am »
If you destroy the sonar on your own, you still only get 2 exp.  Is the third exp locked behind the persuasion check with the captain?

15
Bugs / Minor map oversight
« on: April 24, 2024, 09:25:39 pm »
Post DC; they probably would have cleaned up these corpses/flare by now.

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