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Messages - Valor

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1
Builds / Re: Help Improve My build
« on: April 28, 2024, 07:33:48 pm »
Constitution is too high unless you really love it. Perception would offer you more.

Thick skull is bait imho. Not sure if you need that many point in TM.

2
Bugs / Re: Morphine and Aegis value oversight
« on: April 10, 2024, 12:02:18 pm »
Aegis does not have a side effect.

3
General / Re: Chem pistol synergies?
« on: March 04, 2024, 04:37:53 pm »
There is quite more perks that are good with chemical pistols (aimed shot, point shot, kneecap shot, execute, opportunist, steadfast aim, sharpshooter ...)

But best synergy for sure is with crossbow and deadly snares.

4
General / Re: question re lockpicking and hacking
« on: February 08, 2024, 10:16:13 am »
That is correct. You need to use them and have the necessary skill to unlock doors/containers.

5
General / Re: What build did you imagine Dread Lord having?
« on: February 05, 2024, 01:07:08 pm »
LMG + Grenade launcher. Thats why we never saw him because Heavy duty was not out.

6
General / Re: Questions about Coral spawn
« on: January 28, 2024, 01:13:27 pm »
It is linked to the world, so yes you can import. Coral works via trigger so you can meet her after 10h, even if you visit all locations she can be in, and many of them are also after drilling.

If you want guaranteed Booth, just use this mod: https://www.nexusmods.com/underrailexpedition/mods/12

7
Builds / Re: Build Advice - Knife TM or Spear MT
« on: January 23, 2024, 08:32:55 pm »
Build that has imho most interaction with crafting and has most engaging combat are crossbows. They are weak vs armour but have good versatility in special bolts that will force you to craft. Usually coupled with traps to guaranteed criticals when ambush is not available. Some people use versatility and pair them with chemical pistols for entaglement.

They are by no means strongest in underrail, but still good enough to complete the game (if you prepare well).

8
I'm playing on Dominating difficulty.
I can see a change in prices when I equip and unequip Waist Pack (+10 Mercantile), but there's no change when I upgrade my Mercantile by 10 or more.
Also after levelling up and upgrading my Mercantile skill, equipping and unequipping Waist Pack does not change prices anymore either.

Cap on sell price on DOM is quite low (25%) so you can reach it relatively quickly. I do not know exact numbers from top of my head.

9
General / Re: Make an Antagonist
« on: December 30, 2023, 09:38:51 pm »
Special trader with unique AI logic. Will always know what you need depending on your build, have it for sale and want for it a bit more than you have. When you return with more cash the price will increase, or the item will be temporrly sold out (and marked as such so you know.)

10
Builds / Re: Need advice for Dominating Psi-Punchman w/ a shield.
« on: December 10, 2023, 05:37:48 pm »
Fists are fine, and if you go without gloves STR gives you unique bonus that the %increase from STR (5%) is multiplicative not addditive. But you also suffer more DR/DT (140% compared to normal 125%). As for armour can go so called nimble tin can (Supersteel while trying to stay under 20% armour penalty for lightning punches) or go leather. For dex, generally 12 is cap as that will bring your AP cost to 4 per punch (7 base, -1 tabi -2 lightning). Con is overrated, your main defence should be running away with dozens of MP made via fancy footwork.

11
Bugs / Re: West storage depot gate bug
« on: November 28, 2023, 01:28:34 pm »

12
Builds / Re: Tin can + shotgun?
« on: November 26, 2023, 01:17:59 pm »
Saying that crossbows are most penetrating weaponsversus tin cans is strange ....

13
Builds / Re: Tin can + shotgun?
« on: November 24, 2023, 06:57:51 pm »
But thats decent build, you had melee skill. Imagine you put points equally into all skills ...

14
Builds / Re: Tin can + shotgun?
« on: November 24, 2023, 03:46:03 pm »
All builds are viable

I heavily disagree.

15
Builds / Re: Tin can + shotgun?
« on: November 24, 2023, 11:28:28 am »
Its kinda meh, as you want to have a degree of mobility. But get sprint + temporal manipulation and it should work. Or combine it with snipers to get range option before enemies close in.

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