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Messages - cypherusuh

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16
Suggestions / Re: New intermediate difficulty level possibly?
« on: March 10, 2021, 03:12:18 pm »
tbh Normal and Hard doesn't really differ all that much. the biggest impact is how much charrons you got.
the real interesting thing would be padding between Hard and DOMINATING, where the stats is basically identical to hard, but with DOMINATING new enemy placement.
Hell, or just adds toggled "DOMINATING ENEMY PLACEMENT" so you can play on any difficulty, with much harder encounter. Or normal encounter, with much harder enemies stats

17
Builds / Re: question on gun fu
« on: March 10, 2021, 02:47:25 pm »
Well the feat does allow for a really high guns skill without versatility.
Just increase perception and guns all the way up, and melee too. Then you get a gun-fu skill up in the stratosphere.
Is it worth it? Doubtful
That would be one hell of a math problem, calculating good enough AP cost for pistol after bullet time, while somehow increasing per until at least 12 for Scrutinous, or whatever the Versatility Max-dex-to-per break even point. and also having enough skill points to not make the build felt like shit

18
Builds / Re: First Time Player Help(Shotgun/Firearm Pistols)
« on: March 10, 2021, 02:44:24 pm »
Got it. I'll definitely take Disassemble asap then.
Disassemble is bad, unless you want to speedrun and dont want to deal with merchant run.
tbh this would probably goes a lot stronger https://underrail.info/build/?HgcGBgMOAwfCoF8AAADCoMKgTlAAAGlpSVVpAAAAAAAASgE5wrAWwpYVfjVLOyQewpDCmMK1wqQz4qe-CuKvvATir70B378

Don't be afraid of playing with 3 CON, you only feel its bad pre-Depot A. As long as you picked Tailoring and Chemistry a bit early, you should be able to cheese it by crafting Mutated Dog leather armor + Boots. I would also recommend 50 Chemistry ASAP for Frag Grenade MKIII. It'll be enough to one-shot the dogs and sometimes mutants.
If you want to change a plan and use metal armor, -1 PER +1 STR. Swap Kneecap Shot with Armor Sloping. Sturdy Vest Supersteel will leave you at 14% armor penalty, which isn't that bad at all.

19
Builds / Re: First Time Player Help(Shotgun/Firearm Pistols)
« on: March 10, 2021, 02:21:48 pm »
Hey Niko, thanks for the interest. I did end up dropping 2 points from agility and putting them into INT. I'm thinking of swapping Strafe and Ambush for Snipe and maybe Sharpshooter. Or Disassemble. I managed to find a sniper super early, need strength 5 though.
Personally would avoid Snipe, it doesn't crit and requires over investment into stealth while aimed shot does just fine especially with critpower.
bruh Snipe is insanely strong. legit you could one-shot Naga with around ~100 effective stealth investment. With strong tabi, balaclava, and leather armor, it could goes up to 240 effective, meaning you deal ~465% damage. now thats a lot of damage, my dudes.
And imagine how strong it is if you put dump points on stealth with high Agi

20
Builds / Re: Desparado Firearm pistol and knife build
« on: March 09, 2021, 09:21:53 am »
Expedition dlc has locks at 190 I believe there was one for 200 or 210, Im coming back after some time, but the dlc has some crazy high level locks
I'm close on finishing the Expedition rn (just the last underwater ones), and the highest lock I encounter is 125 near the submarine area with loads of spider thing

21
Builds / Re: Desparado Firearm pistol and knife build
« on: March 08, 2021, 12:05:13 pm »
I did almost the same setups as you are, but .44 Hammerhead is such a cancer.
Gun-Fu is a bit sus because I read somewhere that "unmodified" means the literal skill points you put on, so at max level, its going to be 160 * ##% of the skill. that sucks. basically temporary version of Versatility.

>Lockpicking can be dumped at around 85 ish points (if you get a certain lockpick) due to the fact you get obscene dexterity scaling (+110.5%) on your effective skills meaning you can yet around 185 effective skill (enough to open most locks in the game I think the highest mechanical lock is around 190 or 200 in expedition)
It's 125 afaik. 130 is max on DC.

22
Builds / Re: Is there a guide to good weapon combos?
« on: March 08, 2021, 02:17:15 am »
Google "Destroyor steam in-depth faq"

For the skill/attribute check, Google each individual skills/attribute wiki page.

As for weapon combo, you just use your logic I guess?
Light weapon requires high Dex, so it's best to go with 18 dex, Versatility (+10 spec if possible), and max melee, pair it with serrated knife / energy edge combat knife.

Sniper, AR, and SMG has feat that gives free shot (shooting spree and Commando), so it's better to have 2 weapon, one with very cheap AP cost per attack/burst, and very expensive  AP and very powerful ones.

Energy Pistol and Chemical Pistol works best with their own type due to flexibility of weapon elements and feats.

Crossbow generally works best with themself, but may requires quick pocket and utility belt because of so many different special bolts, but it also works as Versatility weapon.

Most heavy melee (sledgehammer, sword, spear) are almost interchangeable, you can use sledge temporarily on Sword build to cheese robot combat for example. But you still need to put focused feats according to your weapon of choice.

Nowadays, I'm very attached to 8 INT build, the extra skill points off the crafting are very welcoming. 100 effective stealth is mostly enough to do anything stealth related, as long as you're not lazy hunting at least 2 Q150 black cloth for Tabi and Cave Hopper armor. You could find 20 stealth balaclava very easily. Q160 only gives 25 stealth for comparison. Cloaking Device also helps in rare case of passing enemy on melee range.

23
Suggestions / Re: I tried shock shuriken's I want MORE
« on: March 08, 2021, 02:05:38 am »
All of them sounds OP, but Boomerang as actual handheld thrown-only weapon sounds hella cool. Basically just put Spear Throw logic on it, and put throwing knife scaling in there.

24
Suggestions / Re: Unique knife and spear ideas
« on: March 08, 2021, 02:00:17 am »
The stinger sounds really interesting, but it's probably going to deal 140% DT/DR penalty like any dagger. Permanent stinger poison is pretty OP tho

25
Suggestions / Re: STR Inmobilization/Entanglement immunity
« on: March 08, 2021, 01:57:33 am »
Rathound regalia isn't as squishy as you might think if you invest on agi and having high dodge/evasion with decent shield emitter tbh. You don't need nimble because it already have 0 armor penalty.

But all in all, 20 STR doesn't really matter in grand scheme of things, because it's so late game, that it doesn't matter if you got tangled or not, just delayed your win.

IMO entanglement is very strong, not because the effect, but who usually used it. Acid dog deals huge acid DoT on acid entanglement + stacking acid pool, and lurkers assassin have Opportunist, nasty bleed stacking, and crippling strike. They're mostly the one that will kill you in 1-2 turn after you got entangled. Also some enemies are smart enough to step back after entangled you, so you can't counter with melee attack

26
The only throwing knife we need is Tungsten tbh. The additional 5% DT/DR and 20% less base damage is very painful. I can't even pierced Psi Crab on crit + opportunist on level 26! That is ridiculous!

Expanding the idea of different metal throwing knife is also fun.
Steel = normal ones, 30 knife per metal, the only metal can be poisoned.
Tungsten = 0% DT penalty, but each tungsten produced 10 per metal
TiChrome = like steel, but has 10% accuracy bonus, produced 20-30 per metal
SuperSteel = 120% DT/DR penalty, 10% extra crit chance, produced 30-60 per metal due to very long time wait and cost of production.

Could even adds new recipe between normal "throwing knife" as is, and "advanced throwing knife" which only used metal and no poison at all

27
Suggestions / Re: Premeditation should work like Special Tactics
« on: March 08, 2021, 01:35:00 am »
Actually makes sense tbh, it's in the name. Pre-meditation.
But still, it reduced the fun tho

28
It's bad because of the opposite reason you said. It makes 0 stealth character unviable for most stealth-only quests, like that JKK mail bomber ones, or gray army base. Both can be brute-forced, but still viable enough for 0 stealth characters with high tailoring.

Ofc it's all very few in number, but still kinda sucks. And due to how the game mechanic works, yellow or green eye only affects its "timer", doesn't affect their actual detection. Probably gives you 1-3 seconds delay at best.
Basically just adding more tedium in the game, unless Styg reworked the entire mechanic.

29
Builds / Re: Dominating crit psi question
« on: March 08, 2021, 01:28:54 am »
I go with all 4 schools, keeping TM at 70 though I also go with 12 int.
I'm not sure if this is troll or you play on easy, because 4 school is shit after the Psi Rework. Let alone innervation slot, you could barely cast stuff without exhausting your psi points, thus requiring unnecessary psi booster feats. Even 3 school is already pretty exhausting. 70 TM is barely viable because it still left you with huge chance of PTC backlash. If you still kept the mentality of adrenaline + PTC, you'll have a VERY bad time and enjoying 10 AP for 3 seconds after that...

166 TM only kept it at 30% chance hard-cap, but it's worth it.

30
Builds / Re: Dominating crit psi question
« on: March 08, 2021, 01:19:45 am »
I go with all 4 schools, keeping TM at 70 though I also go with 12 int.
I'm not sure if this is troll or you play on easy, because 4 school is shit after the Psi Rework. Let alone innervation slot, you could barely cast stuff without exhausting your psi points, thus requiring unnecessary psi booster feats. Even 3 school is already pretty exhausting. 70 TM is barely viable because it still left you with huge chance of PTC backlash. If you still kept the mentality of adrenaline + PTC, you'll have a VERY bad time and enjoying 10 AP for 3 seconds after that...

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