Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - MirddinEmris

Pages: 1 [2] 3 4 ... 18
16
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 22, 2019, 07:10:52 am »
Quote
QT is only OP when you have a room/choke point with a 1 tile exit.

That i  disagree with. AI has very predicatable movements and they usually don't notice a trap in one combat round, meaning that QT was almost perfect defense against some melee guy or even ranged if you move far enough to make him move too. So yeah, being able to place a trap with cooldown of 2 was ridiculously OP in my opinion. And since a lot of natives are melee, they would be very succeptible to that.

I wouldn't nerf it that much, though. Now it both has a very big cooldown and cost AP. I would go with either one of those but not both.

17
Builds / Re: Is Psi Empathy worth it on a melee Machete person?
« on: August 21, 2019, 06:40:41 pm »
That's where we disagree. Should every feat or ability or item that is overpowered when combined with temporal psi get nerfed? Like grenadier with lti for example. Or adrenaline with ptc.

The result of such "balancing" is that psi-utilizing builds get more powerful at the cost of non-psi builds. So no, it doesn't make sense to me.

It was pretty OP without temporal powers anyway.

Quote
It always seemed to me like it was an effort to bridge the power gap between psi builds and everything else.

Wee need to make a gap between psi and non psi less. Gotcha, let's make another psi discipline. I guess i can see the logic. If everyone is a psi, there is no gap.

18
Builds / Re: Help required (existing build or a new one)
« on: August 20, 2019, 06:40:33 pm »
Overall your skill dsitribution is not bad, except putting that little in crafting (doesn't give you ability to craft anything useful and takes your points), you mostly suffer from having you attributes being improperly distributed.

But you can make half decent fist fighter if you want. Take Lightning Punches next level, then Combo and Taste for Blood. Put 20 and 24 stat increase in Dex,  take +2 Dex veteran feat on 26. That and tabi will give you 5 AP attack on leather gloves and 8 on metal ones. Find Claw i Core City sewers and Power Fist in abandoned base with electrical spiders (use energy shield there). If you put also some points in bio, you may want to craft Focus Stim (+15% crit cahnce, 50 effective bio), Bullhead (stun immunity for 3 turns, 80 bio) and Irongut (reduces bio damage for 10 turns, 60 effective bio).

After lvl 26 take Bone Breaker and Wrestling as your last feats. For normal that would be pretty good build.

Also, put at least 20 more points into electronics and craft Taser (Ezra has blueprint). Use best power core and worst electroshock generator, since damage doesn't matter only stun does.

19
Builds / Re: Stealth SMG/Trap
« on: August 20, 2019, 06:31:27 pm »
I woudl also suggest trying to place Pack Rathound feat somewhere if you don't go for 7 Str (and perhaps even then), since you need a lot of ammo on SMG, and traps aren't all that light either.

20
Energy edge reduces your mechanical damage slightly, but overall gives you a lot of energy damage in return, which is even more useful against enemies that are resistant to mechanical damage like robots. But overall there is no reason not to put additional damage on you weapon. I would recommend having one weapon with edge and one with shock, since there are some enemies resistant to one of them but not other. Also, energy is better against single targets, shock is good against crowd that is closely placed together.

There is one little downside is that you will need electrical kits to repair your weapons, not mechanical ones. Usually mechanical scrap is easier to aqcuire, since there are much more mechanical stuff and most of it you would not regret recycling, while a lot fo electrical stuff is sold for good money, meaning that you feel regret recycling them.

21
Suggestions / Re: Changes for traps
« on: August 20, 2019, 06:21:57 pm »
I agree with both propostitions. They will make game more fun and reduce some boring low skill tactics like putting bear traps everywhere with 0 skill points. Also with that change to Escape Artist, not only it's more viable for a player, it will make some enemies more dangerous and fun.

22
Suggestions / Change to Yell
« on: August 20, 2019, 06:19:24 pm »
Yell should also reduce enemy Intimidate skill. I think it's only logical that if you scare the enemy first (or other way around) that also should reduce their ability to scare you.

23
Suggestions / Re: Spear Throw: Action Points Change
« on: August 19, 2019, 10:47:21 am »
Thank you for the analysis. I'll look into spear throw specializations again for sure in the near future.

I also don't particularly like the tiChrome+tabi changing the number of attacks per turn for medium and heavy melee weapons, so I might do something about that as well.

Again, what would be the actual advantage of even using TiChrome if it doesn't help with action economy. As it is now, you need to heavily invest into that, in terms of restricting your gear and putting spec points, to actually get an additional attack (and it's a throw, not regular attack).  And you get lower stats on your weapon compared to reast of the metals, even simple steel.

24
Suggestions / Re: Spear Throw: Action Points Change
« on: August 19, 2019, 10:44:07 am »
P.s. The super soldier drug buyable from shops is kind of insulting to crafters imo but thats a different story.

Not really, you can buy a lot of drugs if you are lucky on the draw. Besides, the only way to craft the thing is in the final area, meaning that it's usefullness was very limited to the points that even with crafters who could do that i rarely bothered to. Basically it's there to help you kill the boss, maybe iris too and that's it. Now you have the chance to sue it in normal gameplay and only in limited numbers, so the rarity is still there.

25
General / Re: Stuck at gray army
« on: August 18, 2019, 09:25:30 am »
Quote
I don't believe anyone can sneak through guards, they're too close to the shelves.

I did, it's not that hard. My character has 5 Agi and 50 points in stealth.

Quote
can't stealth, can't persuade, can't fight,

I think if you can do neither is to change the build tbh. I mean if you have no stealth, no social skills, and can't fight all that well, you will have plenty of hard times like that.

26
Builds / Re: The Sledge Juggernaut
« on: August 17, 2019, 05:04:15 pm »
A warning - you can't keep Spear Guard 100% of time. When you attack an enemy you get 2turn buff. It expires on the end of your second turn. The only way to prolong the buff is to use Fend on second turn (ehich is why it's an important feat), so generally you have 2 out of 3 enemy turns with spear guard and one without (or 50/50 if you don't have a fend), so you need to be tactical about your guard.

Correction: You can keep Spear Guard from regular attacks just fine, but if you get the buff from Fend feat, you can't renew it with normal attacks.

27
Builds / Re: The Sledge Juggernaut
« on: August 17, 2019, 05:01:15 pm »
@ MirddinEmris 

How would you go about building that spear buikd of yours? I theorised something myself but Im not too sure about feat order.

Well i haven't played on properly yet, but from what i tested, it seems there are two ways - Dex and Str. Str seems better in damage per turn, but Dex have better synergy with side aiblities like Spear Throwing.

Anyway, you would need at least 6 Str, 6 Agi and 5 Dex and max either Dex or Str at the start (tbh, you can go with 8 Str iat the start f you want more Con). They are needed for feats Spear Guardian (increases chance to block in Spear Guard to 80%, you get to full 100% block with 2 points of specialization in that feat), Sweep (damage everyone aroung you, but damage itself is deacreased) and Fend (spend AP of attack to get more effective spear guard). Without those feats you are playing spear on half of it's effectiveness. If you go for Str, take Impale (auto critical), if you go for Dex take Spear Throw. You can take Spear Throw even on Str build, but it's not as effective, but you get a decent ranged attack which is rpetty good. If you take Spear Throw, you need to max throwing skill.

Str build should go for high armor, but it's not as tanky as sledge, since you get less points in Con. Still you have better range and protection against melee, meaning less trouble with those pesky native spearmen that like to entangle you and enemies with crippling strike, since your spear guard block plenty of melee.

Dex build should probably get Agi a bit higher (7 or 8) and go for evasion too. Dodge is not encessary except as prereqs for Uncanny Dodge if you want to take it. You are generally well protected against melee attacks anyway (except those sledge crits) if you already made an attack or used Fend.

Critical route (recklessness, weaponsmith, cheap shots and critical power) is a good way to go on both builds, but you should play around and see what exactly you want to take.

28
Bugs / Unprovoked hostilities in the Core City east dock.
« on: August 17, 2019, 04:36:47 pm »
Not entirely unprovoked since i stole the jetski, but i think there is a bug.

1) Stole a Skimmer jetski from Ray, camera did not turned red, no one noticed.

2) Parked it at SGS dock, returned to core city, go to east dock. No one is hostile, camera does not react on me, even click on some people to proc dialogue. No hostilities.

3) Much later i join the expedition, talk with Briggs, get to the camp.

4) Rift back to Core City form lighthouse, go to east dock.

From now on i have like 20-30 seconds of no hostilities on the east dock, even being able to talk to Ray and buy something from him, but after that everyone turn hostile there. Eve if Ray doesn't see me, if i just stay at the entrance everyone still get hostile after certain time.

I guess it's a bug, but not sure. Perhaps there is some hidden mechanic i missed.

29
Suggestions / Re: Spear Throw: Action Points Change
« on: August 17, 2019, 03:39:56 pm »
Thank you for the analysis. I'll look into spear throw specializations again for sure in the near future.

I also don't particularly like the tiChrome+tabi changing the number of attacks per turn for medium and heavy melee weapons, so I might do something about that as well.

Thank you! Looking forward to see what happens with it, I really loved the feat since the moment I saw it. :D


Thank you for the analysis. I'll look into spear throw specializations again for sure in the near future.

I also don't particularly like the tiChrome+tabi changing the number of attacks per turn for medium and heavy melee weapons, so I might do something about that as well.
Eh? But I really liked it, gave those items a unique flavor... Gives non-dodge/evade characters reasons to wear Tabi; and even then the optimal choice isn't always Tabi.

I think it was more having a look at how people are essentially forced to use ti-chrome and tabi if they want more attacks per turn.

Will be interesting.  8)

If the tichrome doesn't give more attacks then it's kinda pointless.  Otehrwise it's weaker than the rest of metals.

30
General / Re: Mutant Area
« on: August 05, 2019, 07:09:59 pm »
It's one of the best designed location in Underrail, and one of my favourite quests. But jump in difficulty between this one, and previous quests, is very high for completely new players (and most of newbies screw their builds). I remember playing Underrail in 2016, before nerfing mutants - Depot A was really a destination hell.

Well, i did say that it's the first one that doesn't pull punches, i just disagree that it is hardest location in the game. There are plenty that are more challenging even without DC.

Pages: 1 [2] 3 4 ... 18