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Messages - MirddinEmris

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31
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.

32
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.

33
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.

34
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.

35
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.

36
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.

37
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.

38
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.

39
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.

40
Builds / Re: Unarmed/Boxing Gloves Build
« on: August 05, 2019, 05:08:57 pm »
I can understand that maybe unarmed could be better in expansion than using gloves.
Im level 21 now, so its too late for changing my build after i startet with 3 str :)

I can't say that it's better before i do some testing (probably not, since gloves get benefits of crafted items, like serrated pneumatic glove), but it should be more or less valid option now

41
General / Re: Mutant Area
« on: August 05, 2019, 05:05:42 pm »
Depot A is probably one of hardest areas in the game. If you don't have to, don't fight big mutants - use stealth and secret passages (to unlock some of them, you need to have enough hacking or lockpicking). If you choose to fight use traps, caltrops and molotovs. If necessary fall back and heal. Buy yourself a shield.

It's far from that. It's just the first one that doesn't pull punches and is mandatory for all players. Thing is, it's one of the best crafted challenges in the game, since the amount of solutions for finishing that area is quite big, you have a way of finishing it for almost any build if you have basic grasp on the game mechanics.

42
Builds / Re: Mobile Fortress
« on: August 05, 2019, 01:20:52 am »
Wrestling is better than Heavy Punch imo. Vile Weaponry is great, highly recommend, but you need some source of bleed for it. If you go unarmed, you will need to put serrated blades on an armor and perhaps that slot should be taken by another plate. Taste for blood i would also try to take, since it procs from kills not only bleed.

Since you want a mobile fortress, invest into Sprint specialization. Full 5 points and you gonna run like a wind

43
Yeah, it felt weird being grabbed by a mechanical arm when you play 19 Str full metal armor character. I mean my character beat a couple of robots with his bare hands while they were throwing boulders at him. The difference between gameplay and cutscene is a bit too large here for my suspension of disbelief.

44
Builds / Re: The Sledge Juggernaut
« on: August 04, 2019, 11:43:25 pm »
Don't worry, I don't like that too.

Well, leaving preferences aside, like you said it does cuts into your health, which is not what you generally want for a tanky character, since you gonna be in the midst of the enemies most of the time. Even with 95% mech resist, you wanna good pool of HP in that situation.

45
Builds / Re: Unarmed/Boxing Gloves Build
« on: August 04, 2019, 11:39:59 pm »
Wait, does Bone Braker work for unarmed?
I thought it's for sledgehammers only, all these years...

Yes, it does. In fact, for sledges it's kinda almost useless, since you need a crit for it to proc and crits from sledges, even without increased crit damage is often enough to just kill an enemy. For unarmed it is better since it comes into play more often than just on a couple of tough human bosses

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