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Messages - TheAverageGortsby

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16
Suggestions / Re: Feedback from a fresh set of eyes
« on: January 14, 2021, 07:02:13 pm »
The only tool you need to find the infused leather blueprint is your eye.  Merchant inventory in SGS changes after you return the drill parts, and you get two different notifications about that.  It shows you, right there, that when big things happen, there are other game-world effects.  After clearing out the Beast and essentially fixing all of Foundry's problems, plus one NPC mentioning that Leonie has some new stuff in inventory, you should really go take a look.

Your second point is a little stronger, but your first point is really weak.  It just boils down to you wanting the game to tell you both when and how things change so you don't have to find out for yourself.  The when is already there; you missed the how.  It's not really a very good argument and not a strong point.

There sure are some problems with the design; arguably more now than a few years ago.  But my first playthrough was blind, and I found infused leather all on my own because the game made it very clear that A) merchant inventory is RNG based and restocks intermittently so I should keep checking to find the best stuff and B) after I fixed the biggest problem in Foundry, I wanted to see if merchant inventories had done what SGS inventories did - improve.  Sure 'nuff.

17
Builds / Re: Advice for a Stealth/Sniper/SMG Build?
« on: January 09, 2021, 11:58:38 pm »
There's no sense at all in using SMGs with 6 Dex.  No point to it whatsoever.

You'd do much better to just dump Per, pump Dex, max melee, and take only enough Guns to get the perks you want, getting your effective skill from Versatility.  You'll have a higher Guns skill that way, and thus do more damage per shot with both your SMG and sniper rifle, and you'll shoot your SMG for like a third the AP cost, making it a viable secondary damage source.

If you're building a sniper without Snipe, then may as well drop Per to 6 (to keep Aimed Shot and thus Shooting Spree; may as well drop Kneecap shot), maybe drop Int to 3 (Gun Nut isn't really worth four stat points, and that appears to be your only crafting feat), and probably Agility to 6 since you're not using Blitz.  You'll still have plenty of stealth - especially if you take some of those excess points out of Mechanics and pump up Electronics and Tailoring just a touch and make a really nice stealth generator and stealth armor.  You'll still have plenty of skill points (you're overinvested in Lockpicking and Hacking, and 80 points in Dodge and Evasion aren't enough to much matter; since you don't have feats that use them, dump them to 0 and avoid damage the old fashioned way - by killing everyone first) to do everything you want.

18
Suggestions / Re: Keyboard shortcut in the craft window
« on: January 05, 2021, 10:43:35 pm »
Here's to good luck on your shot.

Was it really 2017 when I asked that same thing?  Guess it was.

19
Builds / Re: Another Stumped N00b Thread
« on: January 01, 2021, 06:38:30 pm »
i did'nt know metal armor was this powerful so early in the game
It's part of the reason I really like clearing out the prison as early as possible.  Metal armor + metal boots + metal helmet + shield emitter.  You can more or less survive anything in the early game without crafting a single thing for yourself if you throw on the loot you can get from the prison, and if you can be quiet, you only have one fight that's not one-on-one (it's two on one) against the guards; since robots can't open doors, they're too easy to worry about.

20
Builds / Re: Another Stumped N00b Thread
« on: January 01, 2021, 05:53:46 pm »
Ain't the depot much easier than cleaning burrower caves, protectorate prison and lunatic camp though ? I admit i never did those before the depot, i can see how it can get you one or maybe two more level, not sure it's worth it though.
Depends.  Burrower caves aren't hard if you wear decent metal armor.  You don't need to have a high strength; your AP won't dip below 35, so you can throw on quad-plated tungsten metal armor (Assuming you can find the materials, you know) with 3 Str and have 0MP and 35AP, but the burrowers won't be doing any damage so who cares if you're slow?  Protectorate prison is easy enough if you have quiet high spiky damage; pop out of a vent, murder a guard, jump back in.  The easier of the two Lunatic camps can be done by anyone; caltrops, bear traps, and some frag mines will take care of the whole thing thanks to the double LOS break.

Worth it is largely going to be a subjective opinion.  I can't say if it's worth it to you, but if I were having a hard enough time that I was considering giving up on the game, it would be worth it to me to try them out and see if I could manage them.

21
Builds / Re: Another Stumped N00b Thread
« on: January 01, 2021, 05:17:26 pm »
My best result is 8 and a half.  I think 9 is possible. But 10-11 on oddity before going to the depot A ? No way in hell.
I've gotten to 12 on Oddity before the Depot, since the introduction of the new content.  You have to do everything, but you can get it.  10-11 allows you to miss things, and not have certain events spawn, and is certainly possible every game.  I know I'm not the only one to see 12 on Oddity before the Depot.  I believe some people even got to 12 on Oddity before the expansion, when there was noticeably less exp in the game - nowadays, it's downright easy.  You just have to do everything.

I just helped the Black Eels take Depot B from the Scrappers, and I'm still a couple experience points shy of Level 9. Blaine didn't have the mutated dog leather, but I reloaded to a save file from just before I leveled up to 8 and dumped a bunch of points into tailoring, so hopefully I can make some siphoner armour (plus I lucked out with one of the scrapper thugs dropping some mutated dog leather boots). I might be able to gain those experience points to level up if I clear the south entrance area of muties and regular dogs. I'm realizing a little too late two "fatal flaws" with my character: one being that I misinvested my initial stat points so my dexterity is way too low (in other words, I tried to diversify my offence as much as possible out of indecision for how exactly I wanted to approach the game), and the other that I didn't put enough into the subterfuge skills that would help me open locked containers or detect hidden areas that would contain extra oddities in them. The second one's an easy fix with just one or two levels, but the low dex stat's making my main weapon (energy pistol) hard to use; I can get one, maybe two shots out of it per turn, maybe three if it's a laser pistol and I'm lucky enough not to spend AP on any other action. I have ideas for how I could redo the character build (maybe stealth-based energy pistol with metathermic support), but I REALLY don't want to start the game over again if I don't have to
You can change anything you want to change about your character if you use Cheat Engine.  I don't know how to use it, but I know it's an option.

Did you clear out the Burrower dungeon south of the Siphoners there by Junkyard? Did you clear out at least the easier of the two Lunatic groups, and then go into the three screens opened up by that?  There's another Burrower cave that you'll get access to that way, also.  Did you get the key from Gorsky and clear out the Burrower room in GMS1?  Did you make sure to unlock all the boxes and doors in the Underpassages? That one may require to revisit areas since a few of those are higher skill checks than you could probably pass at level 4 or so when you probably went there first.  Did you clear out the bandits in the caves in GMS3?  Did you go fishing?  Did you get the cave hopper oddity?  Did you get the psi beetle and siphoner oddities that you can easily farm?  Did you check out the rathound maps north of SGS1?  Did you do the optional Abram quests up to Free Maura?  There's good loot in that if you clean out the prison, and a couple oddities.

There are a lot of optional places you can go and things you can do that will get you loot and levels.  If you're hitting an impasse, turn that apple and take a bite from somewhere else.

22
Builds / Re: Another Stumped N00b Thread
« on: January 01, 2021, 02:50:58 am »
It's really just the mutant dogs that have me stumped, but I have nothing in my stealth, traps, or throwing, and I buggered my lockpicking by making myself unable to access vents (not that that helps with the mutants) and my tailoring is too low to craft acid resistant armour. Plus I buggered that one entrance with the doors because I left after killing a couple dogs, so now I always roll last in initiative and get pinned by their acid every time I go back. I never saw mutant dog leather armour in any of the shops when I was looking for better gear, and idk if their inventories change much at all or if so how often, and it never occurred to me to check for quests from the Black Eels or Scrappers (I figured picking one to get into Depot A locked me out of the other's content, and that they wouldn't give me more quests until I finished with Depot A). I've already explored everything I could access at my level (8), cleared out the lurker tunnels and that cave area south of the SGS lower underrail tunnel, but I still couldn't find enough oddities to level up again.

I'm torn between trying to salvage this character (idk if i can, i've invested too much in skills that turned out not to be useful and too little too late in ones i really need) and trying to make a new one (idk if i can do that five or six hour beginning bit another time, im so burnt out on those stages omfg). I know I can't invest in everything, but I can't even tell which skills are essential and which I can do without, and how to balance the crafting skills and the offence skills even after three failed attempts. Basically I can't figure out how I want to play the game ^^" I can't find if this forum can let me make a hidden spoiler box, otherwise I'd put my current character sheet in that and see what you folks think of it
All the problems you mention could be fixed with one or two levels.  Can you go do other stuff?

You can kill siphoners and use their skin to make decent light leather armor with acid resistance that will give you enough of an edge to kill the mutant dogs which will give you skins you can use to make heavier, stronger leather armor which will give you the edge against mutants.

If you're level 8, you absolutely have not done nearly all there is to do before Depot A.  On Oddity, you can easily make level 10-11 before hitting the Depot; on Classic, level 12-14 is possible depending on difficulty.

edit: you can show us your character by linking to the builder.  Go to https://underrail.info/build/ and adjust the level, feats, and skills to reflect your character, then press that button that says "link" and the URL in the address bar will change.  Copy that URL and paste it into your post, and we can look at your character.  For example, if I had made a sledge character that was level currently level7, I could show you by mocking up the character and posting the following link: https://underrail.info/build/?BwoGBgoDAwMAAAAtAAAALS0ALS0tAAAAAAAAAAAtLSdVOWJE378

23
Builds / Re: Another Stumped N00b Thread
« on: December 31, 2020, 09:57:36 pm »
You've got a lot of tips, but there's one I feel is missing: Underrail in general, and Depot A in particular, is like a big apple.  You probably can stuff the whole thing in your mouth in one bite, but you probably shouldn't. Take a few bites around the edge.  Spin it around and take a few bites from another side.  There's no rush, you've got enough time to eat it at a normal pace.

So do the starter quests for both Eels and Scrappers, and do Abram's quests too while you're at it.  Explore around Junkyard and see what's to see; there are several small side quests.  Go kick a few siphoners around and do some fishing, then check out the caves to the south.  Clear out the Junkyard Mutie levels before playing with the serious real mutants, and clear out the mutant dog level where the entire level is set up to give you escape options from the enemies (dogs can't open doors; turrets can't move - you can abuse this forever).  Combat in UnderRail is like a puzzle; there are ways to brute force the puzzle, and there are ways to finesse it.  If one approach isn't working, look around for other options - they almost always exist.

24
General / Re: Stuck on final boss (Full Psi build) [Spoilers!]
« on: December 28, 2020, 07:36:25 am »
I'm kicking myself for not being more involved in crafting earlier on, but is it possible to get blueprints in DC?
There are one or two, but generally no.  One of the more common truly legitimate complaints about the game is that it doesn't do a good job of letting first-time players know that once you go into DC< you have to make do with what you're carrying until you kill Tchort and can go back to the surface.

You don't need a Regen Vest to beat Tchort, it's just something that's helpful.  Maybe on a subsequent play through or something, if you haven't found one laying about.  Maybe see if there's a faction vendor you can buy things from?  It's been a while now since I've played and I really don't recall what all you can get from the Faceless and the Tchortists down there.

25
General / Re: Stuck on final boss (Full Psi build) [Spoilers!]
« on: December 18, 2020, 11:14:03 pm »
I'm very confused by what you're describing.  If you start the fight with TK Proxy + Implosion, then follow with TK Punch, Tchort should be damn near done for.  Pop a psi booster; then, since you've said you're heavy in psychokinesis and metathermics, hit him with cryokinesis and finish with a pyrokinetic stream.  Next turn, if he's still alive, and if you've got Thermodynamicity as one of your feats, use another cryokinesis (or cryokinetic orb if there are a lot of little enemies nearby), pyrokinesis, cryokinesis, and that should be the fight.  Maybe chuck a few grenades to finish everything off.

Neural Overload can be helpful for high crit multiplier psychosis builds, sure, but you don't need to use thought control if you don't want to, especially not if it isn't one of your main schools.

edit: Regen vest isn't a blueprint, it's a component that you can use when making tac vest/riot gear/metal armor.  The "typical" full-psi armor is a regenerative psi beetle tac vest with some sort of cloth, or a sturdy psi beetle tac vest for SI builds.  If you have Tac Vest or Riot Gear blueprint already, all you'd need is to see if there's a regen vest laying about somewhere down there in the DC.  There's a lot of loot, so there's a pretty good chance you'll find one.

26
General / Re: Stuck on final boss (Full Psi build) [Spoilers!]
« on: December 18, 2020, 04:42:05 pm »
Are you using TK Proxy with Implosion?  There's no reason to use Implosion - and not much reason to use TK Punch - without TK Proxy when fighting high health or high resist bosses.
Are you using grenades?
Do you have a Doctor's Belt equipped so you can use drugs during the fight easily?
Can you Innervate other abilities, like ThermoD?  It's not the "I win!" button it used to be but combined with grenades and other AoE it can be a huge help if you've got tentacles or other critters near the Eye.

Can you load a save from before you started the confrontation with Tchort? If so can you...
Make a Regenerative Vest? They're hugely helpful on that fight.  Same with Regen Mixture if you have the Bio skill.
Make some traps to help with the little extra critters?
Level up somewhere to get a few more skill points, health points, and another feat?

There should be a lot of ways to improve your performance on that fight.  Almost any psi build at level 27 should be able to handle Tchort, so probably you just need to try a few different approaches.

27
Builds / Re: Difficulty Deciding on Build
« on: December 15, 2020, 06:53:08 pm »
TC + Psychokinesis isn't an optimal pairing, largely because TC has no real AoE (LoC invocations stand as the giant exception to that rule of thumb) and Psychokinetics has very little AoE as well, since the bounce from Electrokinesis is pretty minor.  It's nice to add in Metathermics to either of those two schools because meta has huge AoE.

That said, 70 Metathermics is certainly workable.  It's a solid support school if you want to use it that way - for example, as you point out, capping ThermoD damage and using your high single-target damage from TC or PK to kill the walking bomb.  You're into mid-game if you're at Core City, so pretty soon you'll start finding psi cost reduction, which can offset the penalty of using 3 or 4 schools.  You can afford to dabble in all four if you want - really only need to innervate 1-2 TC abilities, 2-3 each PK and MT, and just 1 from TM is fine. You can fit all that in at the same time.

You don't need to reroll if you don't want.  Grab the psi feat that reduces cost penalty and you can run quad-psi just fine once you've got a muffled psi headband and a psi beetle tac vest.

28
Suggestions / Re: Energy weapons should have an effect on Doppelgangers
« on: December 11, 2020, 09:52:18 am »
There was some discussion a year or two ago about having tasers stun Doppelgangers.  I think I still like that idea.  There really aren't any builds that can't spare the 20-30 points to Electronics needed to craft a low-level taser.

But having EMP traps/grenades also work on them would be very Ghostbusters, and I'd kind of enjoy seeing that, too.

29
Builds / Re: Someone have a crit psi build after nerf?
« on: December 03, 2020, 02:56:33 am »
You don't really need to change much, if anything.  You can use an old SI Psychosis build, completely unchanged, and do fine with the New Psi.  Chances are, with crit builds, you only used two or three abilities anyway since you killed everything with your opening alpha strikes.  So you won't really be bothered by the innervation slot limit, and you probably already used grenades to supplement your spiky damage just in case an enemy got a lucky evasion or your fireball/iceball threw two tiles off of the aimed tile.

Not much changed for crit psi, really.  Maybe expect to use a few more grenades, so pick up enough Chemistry or Mercantile to ensure a good supply of Mk IV frags and HEs.  That's probably it.

30
Is this a known issue, is it intentional?
It is a long-known issue.  Styg certainly knows about it, and if he had wanted to change it I suspect he could have done so long ago.  Unless he's changed his mind recently, this is working as intended.  Yes, it's a nerf to your regen vest.  But OTOH, your goggles, shield, and taser benefit hugely from the feat, as would your energy pistols if you use them.

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