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Messages - Fenix

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541
General / Re: Super Slam feat question
« on: September 29, 2017, 06:52:51 pm »
Btw, what difficulty you are playing at?
Hard?

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And unlike your, he doesn't need to take cover.
And I don't need it too. I just kill them.

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So, no, it's not great by any stretch of imagination.
Mobility that is enough for me.

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So, that means you don't have movement points in the first round at all, meaning having less mobility than armored build and that you are a sitting duck for a whole round.
That mean I don't need that much mobility, and that first round happen after I bashed one and stun another.

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Numbers say otherwise. Damage from balor hammer usually around 2 times more than tichrome hammer, meaning that even with 5% accuracy hit, you get much higher dpr and kill  your opponents much quicker.
That just mean that miss will descrease my dps even more than before.

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Yeah, and by increasing your ability to detect them, you decreased your ability to hide from them (stealth depends on AGI), so you basically gained nothing in that area.

Wrong. I played many stealthed builds, crossbower has 10 Agi and I noticed that my stealth is not enough anyway, and higher detection is more important.

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And if you don't like reloading, then 3 CON and 4 AGI build without good armor is really not the best choice for you.
Not that bad if I'm not reloading much.

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Even 10 points is good enouh, also you forgot balaclava and ninja tabi, these bonus points gives spare skill points from stealth which I can put into evasion.

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I said less than 10. Even 160 quality black cloth will give you 45 stealth, meaning that you get another 9 with Clothier. And you can't expect to find even one of those. What you can reasonable expect is ~130  quality in the end game unless you make a lot of merchant runs or get really lucky in the final area. Balaclava and tabi scale their bonus a lot slower than armor, so you can reasonably expect around 15 points of stealth form Clothier if you wear all 3 of them, meaning that you won't wear goggles that can let you detect enemies MUCH faster or siphoner tabi that'll give you much better evasion and dodge. I don't think 15 skill points worth a feat slot, especially since those 15 points come with some restrictions.
Even 15 points is good enough for me, especially when I don't have other useful feats.

542
General / Re: Underrail wiki?
« on: September 29, 2017, 06:35:04 pm »
http://underrail.com/wiki/index.php?title=Study_the_rock_creatures

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It is possible to gain his trust by passing a persuasion check (60 effective skill required), killing the leader of Ironheads or by solving the Foundry murders.
Wrong, if you sent adventurous couple to jail you also gain major trust.

543
Bugs / Re: My usual bunch of glitches\bugs.
« on: September 29, 2017, 06:17:23 pm »
Evelyn door closed every time you enter map.
You can sabotage the console before you talked with adventurous couple and after you sent them to jail.

Also - Old Jonas still have line "How to go to Junkyard" after you visit it and after you asked him about Blaine, which can happen only if you visited Junkyard, and he still have line about Blain even after you talked with Blaine.


544
General / Re: Super Slam feat question
« on: September 29, 2017, 03:47:52 am »
It's your game but objectively the 7 PER is a bad choice here. At 4 AGI, your dodge and evasion will fail often even if you max dodge and evasion, plus MP could be another problem as well.
You can't have everything, that's a life.

At best it's "ok" maneuverability.
Compared to armored build it is great, or at least not bad in general.
I attack from stealth so MP used to move between targets.

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I never said you couldn't use it. I said you don't need to aim for 20. You can still use it without 20 STR, you just get accuracy penalty, 5% for each point you are lacking.
5% is a lot, it is not a rare case I missed with 95% chance to hit, once even 3 times in a row.

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The you should've probably put those points in AGI, since PER doesn't do anything for stealth and dodge/evasion.

Stealth is useless when stealthed enemies detects you faster then you are detecting them, it is a death sentence for such build.
Also I don't like reloading.

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I too like to discover thing with PER, but it is not really useful even when using Oddity xp.
It is not about usefulness, it is about fun, no sekkrets - no fun.

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You can't use taser every turn, it has a cooldown, so you use taser one turn and pummel next.
That's a good point, I'll take it.

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Clothier is not that useful for your build, since you want to focus on stealth and evasion and the only fabric that won't push you armor penalty beyond 15% is black and aluminized cloth (blast having 15% penalty and kevlar is 10%), later is killing your stealth and former will get you less than 10 points in stealth (even with 160 quality cloth) from Clothier.
Even 10 points is good enouh, also you forgot balaclava and ninja tabi, these bonus points gives spare skill points from stealth which I can put into evasion.

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Deflection means that you'll have to keep one weapon slot open constantly and switching to it. If you aim for balor hammer i would recommend keeping it in one slot and tichrome hammer in other. If you need to use Balor, pump up on adrenaline and go to town, then if there is someone left standing, just switch to tichrome and finish them off, because when adrenaline expires it'll be harder to finish someone with just balor, due to accuracy decrease. And again, dodge is less useful for you then evasion, since there are less enemies who go in melee and they will go down first, most probably, since they will be closest to you.
Agree, but it can be situationally useful if you plan to finish fight in these 2-3 turns, or you can just go with TiChrome and have that bonus all the time.

545
General / Re: Super Slam feat question
« on: September 29, 2017, 02:06:56 am »
http://underrail.info.tm/build/?AwGlGYQJgVhBGAbCZAWEkDsGTdPhcOeWQ4o3OTOA+YUO2+hZgtsD5EhADg2XB9UoVAE4QMdNRCjwQA
That's final build where I can't decide (yet) which 3 feat to pick from 4.
Possible 1 offensive and 2 utility - you can't have enough stealth with 4 Agi I think.


Also I want to put it to test against Faceless, I killing all of them.

546
General / Re: Super Slam feat question
« on: September 29, 2017, 01:57:46 am »
Actually armored sledg is the best one in my experience. With Sprint and good tabis you get enough movement to get around enemies and with super steel armor you can get enough resistance that mechanical damage doesn't bother you. So i would still recommend 6-7 CON sledg build.
I just don't like the concept, or maybe better to paraphrase - I have no fun with it at all. I don't say it is bad or something - it's just no fun for me.

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3 CON for a build with a relatively low maneuverability is too savescummy for me.
I have great maneuverability in my siphoner leather armor and tabi boots. And when I'll craft infused one it will get even better.
And I don't like to savescum at all, also I try to use no grenades, or as little as possible.

And you won't hit 20 STR without supersoldier drug which you can get only at the end of the game (and not with your biology skill, i tell you that). With maxed STR what you can expect is to take rat barbecue and inject yourself with adrenaline in combat, then you'll have 17-19 str, meaning only 5-15% accuracy penalty on the hammer.
I can get 100 base in Biology, it is I just don't need it now, or have better options to spent points.
Also, 20 is definitely doable, I don't think Styg would put BH if you can't use it.
Also, if no - I always have usual hammers, not a big loss.

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About your build, i think it's good enough to finish the game but you WILL hit a lot of roadblocks where you can get mostly by luck after a lot of reloading.

We will see.

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7 PER is almost useless, there just not enough secret places for you to discover with effective 10 PER for it to be even remotely worth it 4 attribute points and 1 feat investment.
Look, the idea for this buld was to rely on stealth and dodge/evasion anyway, so I don't need Con.
Besides, I absolutely don't like to skip sooper sekret parts of the game even if I know all of them, which I don't for Underrail (lol yeah). Builds with Per enough to discover all hidden things is a staple for me, that's why crossbow, or pistol or Psi who have spare points for Per.

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I would recommend you to take Pummel and Taste for Blood on your next level ups. Pummel is really good, since under adrenaline you can swing you Balor 3 times for 20 AP each and then still hit someone with Pummel for 10 AP (or taser someone, or take some drug).

I already decided to give Pummel a try, but its usefulness is limited - I'm already using Taser, also drugs cot 10 AP which is a huge penalty compared to doctor's pouch users, so it could be useful if you really need to finish someone, which is rare thing at least on 16 lvl.

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Taste for blood also works decently with sedgehammer build since it also gives you one stack for killing someone and with decent sledge build you can expect to kill 1-2 enemies per turn, each one increasing your further damage by 5%, and since sledg deals damage in large spikes, it's a noticeable increase.
I think I'll take defensive or utility feats instead, I think I won't need more damage then I can get with 20 Str and BH or even 18 Str and usual hammer.
So my pick is Nimble, Deflection, and some of these - Super Slam, Pummel, Clothier, Power Management, can only take 3 from 4.

547
General / Re: Super Slam feat question
« on: September 29, 2017, 12:12:29 am »
Each point in STR however gives you 7-8% damage increase from boosting your skill and 10% damage boost from having STR above 8. I'm not sure if they are additive or multiplicative, but that damage applies to every attack and also STR increases your accuracy with a weapon, so it's clearly much, much better deal.

Yeah, I don't like armored beast types, so I did stealth Con 3 hammerer and figured out that he at least should oneshot everything, so 20 Str and Balor's hammer is the goal (initial).
It is ~ like this http://underrail.info.tm/build/?AwGlEYXA2KBYSwQZhAdhKjocgJygHqhollgUAco1FATDbkxbrOJZh3KHHiAKwI0-fMiA

548
General / Re: Super Slam feat question
« on: September 28, 2017, 11:04:31 pm »
Why Pummel at all?

549
General / Re: Super Slam feat question
« on: September 28, 2017, 04:50:22 pm »
In this case it is better then usual attack after all - with crit 40 dmg turns in ~100, but anyway I'll take it last.
Or not?

550
Bugs / Re: My usual bunch of glitches\bugs.
« on: September 28, 2017, 04:42:58 pm »
Got a save for that one, perhaps?
Nope, this sledgehammer run saves in one slot.
I'm sure that any save will do the job - just stand on that place, I tried a few times - when PC there game is stuck.

551
General / Re: Super Slam feat question
« on: September 28, 2017, 12:09:50 pm »
So it can't crit and just add flat damage?
On my Con 3 char it will add 40 dmg in late game.
It is useful, but it's last priority feat.

552
General / Re: Super Slam feat question
« on: September 28, 2017, 09:54:11 am »
Don't need feat I don't understand what it do. I'll pick Nimble instead.

553
General / Super Slam feat question
« on: September 28, 2017, 04:45:54 am »
Explain how does it work?
"Perform a sledgehammer attack that does normal damage plus additional (20% of your maximum health) mechanical damage." - what does it mean? It can't crit?
Is it just a flat plus to damage like Expertise?

554
Bugs / Re: My usual bunch of glitches\bugs.
« on: September 28, 2017, 04:21:46 am »
I can target already unlocked lockers with lockpick.
Dunno it is a bug at all, and how common it is.

555
Bugs / Re: Bug or not?
« on: September 27, 2017, 11:14:01 pm »
Well, I meant that thing behind the gates.
I think it is Omega station?

And I just want to tell "no comments" about your "no comment" comment.  :D

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