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Messages - Vokial

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1
General / Re: Ambush or Recklessness + Scrutinous?
« on: May 19, 2024, 09:08:14 pm »
Appreciate the prompt replies.
Now that you mention it - since I initiate Snipe from Stealth, the base 25 MP gained from Hit and Run can allow me to return to cover at the end of my turn. I plan to take either that OR Sprint, but heavily lean towards Hit and Run as I think even if I would use a Hopper Tabi and casting an Increment, some cooldown turns are still there, while H&R could likely yield MP every turn of a fight.

2
General / Re: Ambush or Recklessness + Scrutinous?
« on: May 19, 2024, 08:36:02 pm »
The ambush package for sure.

I know Snipe and Aim Shot don't make use of my crit chance and if I play my cards right, I might be able to use Aim Shot the next round too, so I'm leaning towards here myself.

Now I encoutered another question - does His and Run make sense in a build like that? I plan to wield a Spearhead with Strafe. If so, is it worth to spec it? On the other hand, I suppose I'll be mostly shooting from a corner or using Ambush might mean that I might not need it that much.

Same goes for Premeditation. I'll be mostly using Contraction which is fine without it, maybe Increment here and there. Thank you for your insight!

3
So the net gain is 18 points.
So IF the constallations are right, the planets are align - meaning the target is alive, but below 25% HP and it's getting killed by the throw... you get two pistol shots for free.
2 pistol shots are on one side of the scale (that might happen, might not) and 2 sniper shots in the other thats guaranteed.

Let's say you are fighting the 4 Nagas. With this - it's just 2 Nagas. How better you are with 2 extra pistol shots against 4 Nagas? (if you successfully drop one with Fatal Throw)
Of course that's not the entirety of the trade here as you get about one less pistol shots in general due to the increased AP cost of the lower DEX, but it's still a no-brainer in my book - especially when you crit more with Steadfast Aim and save 2 spec point.

4
Shameless necro as this build is pretty timeless and good in conserving it's relevance.
I fiddled around in the character planner, trying to set up a pistol build and eventually arrived here. With a specialized Hit & Run, it was very tempting to make one with Versatility, Gun Fu, Dirty Kick and Execute, but I had to come to the conclusion that it just doesn't worth to give up a lot of feats and the convenience of being able to precisely land shots from afar.



So, the main thing I thought I would change is to remove the Throwing skill and Fatal Throw altogether.
It would not only save us some skill and specialization points, but the main reason behind this is that it's simply not that useful being a free finishing move for those below 25% health - not to mention it can only happen once.
Instead of this, with a heavy heart, we drop 2 DEX in order to raise STR to 5. This would make Bullet Time shots cost 8 AP instead of 7... a dire price to pay.


However by dumping Fatal Throw and the now even less useful Pack Rathound, we can take Snipe and Shooting Spree and specialize the latter for 1 point in order to get two completely free shots from a sniper rifle.
That's TWO surekill attacks for free - instead of a single, very situational finisher that might still not even kill it's target.



So for +1AP cost of each pistol attack, you can alpha-strike with a free Snipe and Aim Shot from a 12.7mm sniper rifle. That's making each battle having -2 contestants of your choosing throughout the game - and now you can also add Steadfast Aim.

https://underrail.info/build/?HgUMBwMJAwfCoEgAAAAAwqBXPQA9eHAsO3AAAABGYQBBKxcBHRkqNX7DkjE6HlszS8KFwrXCpOKgigXio7oE4q-9AeK9hAXfvg


PS: I also switched Point Shot with Kneecap Shot - just made more sense with our mobility, but leaving Gun Nut instead or Psycho-temporal Acceleration for +5AP can also work I guess.

5
General / Ambush or Recklessness + Scrutinous?
« on: May 19, 2024, 01:57:55 pm »
Allow me to provide more detail as the decision is not just what to choose between these two feats. First, a little context - I mainly use a sniper rifle while having a pistol to boost my Initiative and occasionally perform Kneecap Shots. Dominating run. Stealth is maxed out with each level up. 3 CON. The choice I'm contemplating is to choose between these two packages:

  • Scrutinous - flat +7% crit chance.
  • Recklessness - another flat +7% crit chance.
  • Infused Rat Hound Leather Overcoat - armor granting about +11-13% crit chance. Weak protection, but that's fine.
  • Seeker Goggles - eyewear providing +18-20% crit chance.

  • Ambush - very situational, setting up the stage for it is not always easy, sometimes not even an option. But when it happens, it guarantees crits so no further gear or feat required.
  • An extra feat I can take instead of Recklessness. There are quite a few that are good contenders.
  • Infused Pig Leather Overcoat - one extra CON and lots of additional HP on top with good protection.
  • Smart Googles - can boost our special attack damage with +40%.

So on one hand, I have to devote everything to boost crit chance. Yet it's a quite substantial with around +45% passive increase that I can rely on regardless of the lighting conditions, enemy placement and I can also move freely without having to root myself to a dark spot. Or get Ambush and have a nice boquet of various other bonuses that can benefit make my character in different ways. What route should I take? Any rifle or crossbow users who took Ambush, how would you rate the usefulness of this feat based on your playthrough? Sharing your Ambush-tactics are also welcome.

6
General / Re: Anybody know how to craft this gun?
« on: May 05, 2024, 09:33:05 pm »
Despite seen it in different games, a scope on a handgun is ridiculous to me. Anyway, in weapon shops one can see various weapons on different surfaces out of reach that might not resemble guns you can craft. They serve as decoration. A pistol dropped on the ground by the player looks like some package (so as everything else). This tells me that what we see here is non-interactable.

But the closest to crafting it, is a pistol with the laser sight. Which pretty much does the same thing as the regular scope - increasing precision. And it also looks cooler than a scope.

7
Builds / Re: Help Improve My build
« on: April 29, 2024, 08:27:54 pm »
140 (or 130) in TM is a waste. You should either get (effective) 55 for Contraction (or maybe 70 for Stasis I guess, although I never once used it) or 100, or 150. The latter two are the thresholds for better Dilation + Recurrence (and Rewind, which I didn't use either). While at 150, you can enjoy spamming continuous Contraction (with Future Oriented Increment) as the chance of getting Dilated is merely 30%.

Same with your Crafting skills. I would either increase Machanics and Tailoring, or just do not invest in them. 100 points will not result in anything substantial (I would recommend increasing them). While Chemistry and Biology are a complete waste in my opinion. With Chemistry, you pretty much only need 60 at max if you want Napalm Grenades (and a min of 20 for Gas Grenades and Molotov), but Frag and HE sucks on all levels. They just barely dent the enemies.
Same for Biology. You will be drowning in various drugs you loot, allocating points to Biology only makes sense if you want Crawler-poisoned Bear Traps (50 effective points) or Regenerative Vest. But since you don't have points in Traps at all, you can leave it at 20 for Gas Grenades. But aside from the usual stuff you find on literally every corpse, there's no point in crafting any drugs - especially the high-end ones. Those usually require you to spend hours on the wiki to track down and travel to the most hidden Expansion locations or in DC at engame level when the game is about to be over anyway and try your luck fishing for rare aquatic creatures with a 1 to 232342345435345634 chance and congratulations, you can craft like 3 of these super drugs during the whole game for fights you should win without these anyway - but now you won't, because you wasted all your skill points on Biology instead of something useful.

Crawlers are easy if you spot them. With high PER comes high Detection, put on a Motion Tracking Goggles (Night Vision recommended due to the usual darkness). The problem is, without Stealth they will notice you and come forth to attack. With Stealth they are oblivious to your presence and with Detection, you can see their shadows in the near distance. It's a race of who notices the other first. Once you won the match, you can initiate attack and with your Paranoia (which is pretty much the anti-Crawler feat for it's boost to Detection and damage) you can finish them by attacking first. I would not go glass cannon without maxed Stealth (and preferably a ranged approach), but why these builds are so powerful is that not raising CON saves you an immense amount of stat points.
Coil Spiders are even easier. I always scout ahead in Stealth, notice them in the distance and can leasurely initiate alpha-strike, so they won't shoot me. Stealth is your best solution against these critters and aside from this, there are tons of other benefits involved with it (especially with Interloper). In general if your Initiative is low (sub 30), then you pretty much have to be a tank or have Stealth.

8
General / Re: Why Amber UI?
« on: April 23, 2024, 09:03:23 am »
This is why the player character in Castlevania NES is also in amber. It's what POPS OUT the most from the dark blue, grey, green color palette.

9
Builds / Re: Do i need a proper build to finish the game on normal?
« on: April 20, 2024, 02:32:19 pm »
As others mentioned, it's fine - however the satisfaction and general fun factor is definitely higher when you're rolling with a real nice, well thought-out build.

10
General / Re: Heavy Duty speculation
« on: October 03, 2023, 05:48:36 pm »
P.S. And about enjoying playing a Sniper build - man, you and me both! I played quite a few variations, and i think i ended up figuring no less than the most powerful build the game can possibly have. I mean, more powerful than all the Psi, melee, AR, energy pistol and all kinds of hybrids i am aware of. I was thinking to post it - my sniper build - in the "builds" subforum, but so far i saw little welcome for longer posts i do, so now i'm in doubt if i should. What you think? Should i?
Bit off topic about me logging in just for this, but please do. I also have a perfected build myself, but definitely open - actually hoping to see something new that I didn't think of.

11
General / Re: Heavy Duty speculation
« on: October 01, 2023, 06:06:38 pm »
What I am most interested in are the new feats involving these guns. Feats were always the bread and butter for me when it comes to this game.
As for their actual use, I can suspect they will cost a lot of AP and ammo, have a huge weight and high STR requirement - potentially involving Armor Penalty too, reducing MP. So mostly for Metal Armor or Riot Gear users.
Minigun will be most effective in corridors as it sounds like a long range burst weapon with minimal spread. It will be devastating with Expertise (does that count with the burst of an SMG or AR?)
Grenade Launcher should definitely belong to Heavy Guns skill. They should only be compatible with HE or Frag Grenades to give them some edge at least as they are kinda mediocre in the game, especially compared to Plasma. Throwing is useful with just 80 effective points and the Gas, Incendiary and Flashbangs all seem to be vastly better.

I will probably begin a new playthrough just to see enemies using these, but like being a Sniper so much, that I will probably play with the same build again:)

12
Builds / Re: Temporal Sniper build
« on: May 11, 2023, 06:17:23 pm »
I revised the build a bit since.
In order to bring out the absolute most of this build, it has to be like so:



  • With a heavy heart, I let go the wonderful Paranoia feat in favor of Sprint and the Pickpocketing skill to boost Temporal Manipulation to 150 thus reducing the probability of Dilation to 30% and not having to worry about it happening. While further boosting the effect of Recurrence is welcome.
  • Another change is to lower WILL to a controversial 4. That is the minimum to reach 150 on TM while using the hereby gained stat point to increase DEX. This will allow me to shoot my 7.62 Falchion for 11AP or a .44 Hammerer for 20AP.
  • Also while still keeping the intent to use a Leather overcoat made from Infused Pig Leather to reach 4 CON and a HP bonus of +90-95, the character should fashion an Infused Cave Hooper Leather Tabi Boots to lower the cooldown of Sprint and get +1 to AGI so it will be the same as DEX. I always found Sprint to be mediocre due to it's 10 turn cooldown, but with a base of 5 that is further down due to Future Oriented Increment so it can be almost always in effect.
  • Yeah, so we're no longer specializing on Critical Power, but focusing on Temporal Feats now - namely Future Orientation and to reduce the cooldown of various other abilities. This will allow me to cast Increment every second round for it's base AP cost (if not Premeditated). And that exponentially boosts the effectiveness of the character.

    CONSTANTLY be under the influence of Contraction (with a significantly reduced Dilation chance).
    Sprint could be on 2 rounds out of 3, and just use attack abilities all the time, even throw grenades and lay traps a lot more often should the need arise as their cooldowns are also affected with Increment and Grenadier. The option to restealth every second round for Snipe and activate Shooting Spree a lot more often.
    Specialization on Premeditation and Kneecap Shot cooldowns are also passively reduced with one turn - yet these two can be exchanged with PT Acceleration to have 72AP per round.

13
General / EOS Complex
« on: May 07, 2023, 11:52:05 am »
I was pretty okay when it came to enviromental hazards before, but this is on a whole other level.
It's crazy cold inside to the point that it can kill you. Just for this occasion I crafted Infused Ancient Rathound Leather Armor and IARL Tabi boots with a Balaclava, popped some Canned Fish and got some +80% cold ressistance. It turned out, that gear is nowhere not enough as there are some areas that can kill me within mere seconds. I have to destroy ice blocks that are immune to Molotov, so I have to waste tons of bullets while my health sinks by every passing moment and Med Hypos have a minute of cooldown. I cannot even imagine what other builds are doing here, like psionics or chem pistol users, how they even deal with the ice walls here.
I eventually ended up getting to the top with this boss creature and without it even shooting cold projectiles at me, I die just due to enviromental damage. I heard that there's a puzzle that you actually have to figure out while the boss is shooting at you and conjuring ice blocks in your path. How could anyone even hope to figure out something, let alone solve it under these conditions? I mean I didn't even get to the puzzle, the cold just kills me in 5 seconds. did the devs even test this dungeon? It's pure BS.
Since there's wind you can see and hear and this is a tower, I suspect that this level is actually on the surface.

Is there anyone who did it? If so, can you provide an actual "recipe" on what to do?

14
General / Re: How do I free the rejects, what am I doing wrong
« on: May 05, 2023, 01:21:00 pm »
Might not matter now after a few weeks, but I recently did this. It might require a certain build however.
First off, I tend to explore places wherever I go, already saw the Rejects before meeting with Nevil, who I convinced to help me free them.
Then I went tothe cells, checked the vent down the corridor that led through an orange corridor (that included a nice oddity) ending up in an area of the west wing of the Institute and killed the spiders again (not sure if that was needed).
Unlocked the cell doors through the terminal and talked with Sharp about them leaving and the option came up to sneak them through the vents. After choosing that, the game did it for me. I never needed to lure any guards to a different part of the map, it was super smooth. I suppose this requires some level of base Stealth though and certain PER to notice the vent leading out.

15
General / Re: Utility Station 6
« on: May 05, 2023, 12:41:37 pm »
What's the deal with this place? Walked around in stealth but it leads to nowhere. There's a level with lunatics and a bio-gassed basement area, but none leads anywhere and both seems without any purpose. There's a pipe that leads to the other lunatic base that is quest related with the Tchortist Institute.
Eventually I decided to mow down every hostiles and still nothing... no bosses, no special item. I don't care about loot, even if it's nothing special - I just want to know in order to not miss out something or worse, mess up something. I was lucky enough to deal with the Lunatics peacefully below the Oculus - I really hope I didn't blew any nice normal interaction in this area with violence.

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