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Messages - MirddinEmris

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31
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

32
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.

33
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

34
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.

35
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.

36
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

37
Builds / Re: Unarmed/Boxing Gloves Build
« on: August 04, 2019, 04:44:19 pm »
If anything, I think you should aim for 4 AP per attack, because it's like, 20% speed boost for your sttacks.
Or is it 25%?

5AP = 10 attack/round. 4AP = 12 attack/round. 20% increase.

With Adrenaline it's 14 vs 17 attack/round. Around 20% too.

While good, it does requires a lot of investment in terms of attribute points, which melee+psi character does not have in abundance. Putting them in Str can have a better effect, since it affects both damage from unarmed and from your psi.

38
Builds / Re: The Sledge Juggernaut
« on: August 04, 2019, 04:40:25 pm »
Then you put all spec to Armor Sloping, take Nimble and Body Weight Trainig and craft yourself a full set of super steel armor with spring boots.

Or you can leart Temporal Manipulations and get PTC, which gives MP that aren't affected by armor penalty, and like, save many feats because of that. At a price of quarter of your HP of course.

Well, not everybody likes to put psi into every build just because it's OP. Also, i found that on a heavy sledge build you have more freedom with feats (especially after forgetting crit feat traps) than with skills. To the point that i had stuff like Major Supplier, Salesman and even friggin Ballistics on my character.

39
General / Re: Too bad the stats aren't what I need...
« on: August 03, 2019, 05:10:25 pm »
Never claimed it was bad, just not what I need.
I love this armour for its looks but i actually love it even more for its stats.
Initiative? Yes, please.
Huge bio resistance and good vs melee? Oh, yes. Serpents, creepers and locusts won't like it. Neither will some enemies in Deep Caverns. I can't sneak in that armour but there's no need for that if enemies can't hurt me. And there's no sneaking on jet ski anyway.
It also protects me from gas barrels and gas grenades i throw.
More persuasion? Now i can pass more persuasion checks. Cool.
On my shooty chracters I prefer Infused Rathound + Seeker Googles. On my psi characters I prefer psi beetle tac vests. The extra initiative is pretty sweet, just not as awesome as killing my opponents faster with crit.

I suppose if I ran a melee build it would be pretty useful.

Well, crits are good, but when you surrounded by a lots of locusts and hartbreaker serpents, i prefer exchanging some offensive power fo not being hurt by enemies attacks at all.

40
Quote
It's not like I'm going to complain "it's too hard" if I'm playing one-handed

I guess you didn't get the joke. Oh well.

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You have a system of actions that then have all these exceptions, a series of special actions which can't be treated like normal actions, or don't show up as normal actions in the interface, when they basically are just normal actions.  You have hotkeys for shield toggling and recharging but then don't offer the same for other items that constantly need refilling / use like the haxxor.

Because it's a good UI, meaning that usability is more important than logical consistency. Less is more.

It seems that you don't think of the implication of what you want. For example, if i have more than one haxxor, when i press one button, which haxxor should be recharged? Also, recharging and using items like haxxor is easy - just put the item itself on a hotbar and you can use it from a hotbar, put battery on another hotbar and you can charge any device on a hotbar by pressing only two buttons.

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These inconsistencies in the implementation create categorical noise (which is tiring to sift through), unnecessary actions (using a more formal system like the inventory to do what are common and repetitive tasks) and false poverty (you have to use multiple action bar slots for lockpicks and haxxors that you honestly need for your combat abilities, when really, you unlock things so often it deserves a dedicated shortcut with limited smart functionality and simple feedback, i.e. you hit the lockpick key, you click the box, the lowest tier pick that will work is chosen and it's icon appears above the locking progress bar, allowing you to cancel out if you need to).

As someone who is a developer myself and had to design more than one product, i can say that simplicity of the implementation is more important than consistency or completeness. What you propose is a blatant overengineering with no real gain for increase in complexity. For starters, this smart functionality is not as smart as it sounds (like almost any "smart" functionality i've seen). For example, i need to keep attention on that icon, otherwise i may miss when it used last ordinary pick and now using my single best pick and since it's an actiona i do often, i will probably miss it couple of times. It's better to be clear - if i have a lockpick on my hotbar, not only do i see which one i use, i also can keep track of how many i have left, which allows me to choose which containers/doors i actually want to pick when i get low.

You have 30 hotbar keys, you don't have even near as many aiblities unless you are a psi, and even then it's a maybe. Just learn what you use more often and then place it on a more convenient button.


41
General / Re: Underrail Setting is about hell?
« on: August 03, 2019, 01:56:44 am »
Quote
I then in writing this post looked up Tchort for the wiki and found that it apparently means Devil in slavonic languages

Can't say for other languages, but in russian it's more like a minor demon than devil.

Also, Six is about as far from angel or saint as you can get. Though he does pull that sanctimonious "i know better than you" attitude very well, so who knows.

Quote
I found the end-game of my first two playthroughs good up until Core city.

Um, maybe i didn't understand you, but core city is not an endgame. It's available right after the prologue (if you can call it that way). Also, it's bigger and with more stuff to do than institute, so here is that.

P.S. You are reading too much into this. Did you have strict religious upbringing?))

42
Well, usually underrail is not the kind of a game you need to play with one hand, but i do not judge.

There is actually a way to do what you need with a hot bar. Take ammunition for you weapon and place it on a first htobar icon, right click it and choose "reload weapon", take your weapon and put it on a second hotbar icon. Press first one, then press second. You are reloaded.

43
Other Games / Re: What games are you playing?
« on: August 01, 2019, 11:48:59 pm »
Sengoku Rance. Highly recommend.

44
Builds / Re: Machetes and You!
« on: August 01, 2019, 09:34:53 am »
You can also go for 8 Str max Dex build and use shields. They are nice for activation Riposte, since each cance is independent and Riposte works with any melee block, not only from Parry. Together with Parry, Shield arm and buffing their chances through specs you can have almost all melee atack to be blocked and activate riposte each turn.

45
Concussive Shots is meh, you may consider dropping it. But Elemental Bolts is a true powerhouse, so take it as easrly as you can - 14 or 16 lvl. Sharpshhoter is useful too, since you are going to need additional crit damage.

My last crossbow build was something like that http://underrail.info.tm/build/?GQMHBwMQAwcAAMKHAAAAwodfRgAybnhVUHgAAAAAAAAoMQEiNTgzS2owHScmXQ

As you noticed, i don't have Deadly Snares, mostly becayse it's usefullness is very limited. First, because enemy that is caught in a trap is not a danger to you for the most time and you can wait before finishing him. Second, because my build had critical chance around 75%, so most of my shots were already critical. For the same reason you probably should avoid taking Ambush, because you crit chance will already be close to 100%.

I used two crossbows: Pneumatic Cyclon + high res scope and Monsoon + superstring + high res scope. Other gear was infused rathound leather armor and seeker goggles, all increasing crit chance. With all of that it is possible to have a very high crit chance and with Elemental Bolts it will even negate most glaring crossbow weakness - high mech resist. With Expedition, you can boost you crit even higher, to almost 100%.

Crossbow is the strongest when you start the combat out of stealth (though it will be a bit boring after a while, since you are making mostly dame thing over and over). For other battles there is food that boosts your init (which is already decent). Maybe even take Trigger Happy in place of veteran feat to be sure.

Shock bolts are best out of bunch. They have nice damage and they stun both oraganic targets and robots. Couldn't be better, really. And you can even buy them from vendors.

As far as crafting goes, you should get a very good shield, you will need it for a couple of tough fights. You should have enough chemistry to craft mkIII fire bolts (60 effective chemistry i think), they gonna serve you great in a final fight. Corrosive Acid is also good, since it reduces  the resistances, takes a bit more chemistry (around 70-80). Poisons...are meh imo, at least compared to elemental ones. The only solid use i had is hunting bladelings with them (and gas grenades for a big fight).

P.S. Ambush became better after Styg tweaked illumination mechanics.

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