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Topics - deanisi

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Builds / Grease hammer build | Sledgehammer, nimble tin can, no psi
« on: October 06, 2023, 12:54:41 pm »
Firstly, this build is named "Grease" hammer because you will be:
  • Hard to kill
  • Hard to hit
  • Hard to run away from
  • 400+ dmg from super slam alone

Here's a first iteration of this build: https://underrail.info/build/?HgsDCgoDAwYAPADCoMKgwqAAAAAAAG5aKFpfAAAAAADCoFAIJDlELQ1jVWBBRUcfGcKyfHHip4IC4qmiCOKrkAXfvw

Now explanation:
This is somewhat RP build, in a way that I don't want uncover any secrets or lore and just dominate everything through pure physical might.
Main idea of this build is being an unkillable pain train that makes people shit their pants, no second thought, no remorse, no cunning shit, just unstoppable greased brick wall of death.
Only weaknesses of this build are some immobilization effects, and resolve based effects.
 
Base stats:
  • 3 dex, wil, per - aren't needed. Only useful feats that can be picked from them are escape artist and stoicism, but it's no psi full con build, so no will. I really want to take escape artist but it doesn't justify spending 4 points in dex
  • 6 int for armor sloping to run and dodge more freely in heavy armors, also helps with crafting
  • 12 con for survivabulty, superslam damage and other cool feats
  • 10 agi for dodging, evasion and mobility
  • 11 str for sledges and their feats

Skills:
  • no psi schools because no psi con build
  • full melee and 60 throwing to don't drop grenades on yourself
  • No subtefuge because we're too cool and chonky for that
  • Crafting skills for making best armor, weapons and drugs
  • Intimidation for further survivabilty and RP
  • Mercantily for getting super steel if needed

Feats:
  • Mobilty feats: nimble, sprint, hit and run, armor sloping, body weight training
  • Survivabilty feats: conditioning, yell, juggernaut, last stand, uncanny dodge, increased con, tempered:electrisity
  • Attack feats: pummel, dirty kick, super slam

Equipment:
  • Head: Shaded metal helmet, Praetorian Lawgiver, Tchortist Bioscrubber (preferable),
    Aegis Sec-trooper Helmet
  • Body: Any armor works, but we have feats for metal armor so it's prefferable, just not tungesteen and not untill we get armor sloping feat. Personally prefer full super steel
  • Belt: lifting belt
  • Feet: super steel boots, pig/cavehopper/bison/siphoner leather boots/tabis, personally prefer siphoner tabi boots
  • Weapon: Sledgehammer :o , Use spikes for main sledge and use super slam with it for 4xSuper slam, for secondary use shock hammer for aoe

This build is based on Tytyger's Dominating Dominator

2
    Recently I've discovered Ninja Gaiden and thought that Ryu-like build would be pretty cool, so here we are.
https://underrail.info/build/?FAcPBgMDBQYAPABuQVAeSzIAABkAAAAAAABGRgAAACs5JDHCjGHCiypRXMKNHADisogF378
If someone unfamiliar with Ryu Hayabusa here's what he uses in game:
  • Sword as main weapon
  • Throwables as secondary
  • Ninjutsu as ultimate (usually some flavor of fireball)
  • Ninja speed and acrobatics

Now how to adapt this to Underrail?
Sword and throwing are self-explanatory.
For ninjutsu I use MT, and for speed TM and bio for adrenaline and other drugs, for acrobatics I use dodge/evasion. And some stealth because ninja.
Also we need mandatory underrail crafting and lockpicking/hacking skills

As you see we have our skills spread on too much categories, so how do we balance it out?
As said above our main focus is Swords, then Throwing, then psi, then dodge/evade, then lockpicking/hacking.
After we get enough dodge/evade and lockpicking/hacking only then we can start investing in our crafting skills, except chemistry because we have methathermics so grenades will be used less.

Now time for feats:
  • Sprint - it's a melee build with 6 AGI
  • Nimble - dodge/evasion + more MP
  • Recklessness - we don't use EW and go for crits
  • Flurry - it's a melee SWORD build
  • Sure step -  ninjas don't step on their caltrops
  • Decapitate - because Ryu used this alot, also it's cool
  • Premeditation - to use one of our psi abilties in a pinch
  • Hypothermia -  softening targets up via cryo orb. Can be replaced with Pyro or dirty kick
  • Fatal throw - more AP
  • Ripper - works well with Fatal throw, decapitation and shatter
  • Onlaught - SWORD build
  • Weaponsmith - more crits = good


Now we have our Ninja guy, but ninja is still pretty weak without his tools.
EQUIPMENT:
  • Armor - every stealth armor with less than 15% penalty is good enought untill we find Infused Rathound Leather
  • Boots - Siphoner or black cloth Tabi
  • Head - psi headband with additional slot, or one that increases MT abilities
  • Main weapon - sword (Red dragon for fun)
  • Secondary - thrownig glove
  • Belt - doctor pouch

Psi abilities:
  • Psycho-temporal Contraction - I'm fast as fuck boiiiiii!!
  • Cryostasis - disable, gets replaced by stasis later
  • Stasis - best for long fights or disabling one strong enemy
  • Pyrokinesis - early nuke, gets replaced by Cryo orb
  • Cryokinetic Orb - nuke + softening targets up via hypothermia
  • Exothermic Aura - for molotov or stasis combo, also helps against crawlers.
  • Cryokinesis - loooooong range where throwing knives don't reach, also hypothermia.

That's pretty much it. I won't be showing lvl30 build because every build gets OP after 20th level.

Please share your opinions and suggestions, preferably ones that don't go too far from original idea.[/list]

3
General / Heavy weapons and modular armor
« on: June 03, 2022, 11:52:33 am »
I don't know what Styg's opinion about these things, but personally I love to RP as heavy machine gunners, and seeing new armor and equipment system makes me think about how many new mechanics can be implemented, especially when heavy weapon come in equation.
Most intresting idea is modular parts, like different mods for different armor parts which can enchance weapon capabilities, for example  installing ammo belts in torso part of metal armor, which will remove need for reloading but also will make armor much heavier and less protective because some plates were replaced by ammo belts. Or pretty much the same thing for rpgs and flamthrowers but also if torso armor get damaged enough or when attacked by special skill, fuel will spill out and rockets will explode.

Another examples I have are:

Reactive armors -- armor for meatallic/heavy aromr that can protect the wearer and damage attackers. Reactive tank armor that negates damage that deals quite big % of weares hp and deals heat/mechanical damage to melee attacker but destroys armor by a set amount. Tesla armor which deals damage around user but pretty heavy and flimsy compared to regular one.

Alternative to ractive armor, additional layer for elemental protection -- like hazmat/fireproof suit which defense relative to armor integrity. Or little shields for arms and legs for additional protection (basically adding more metal plates while crafting hand/leg armor).

Exotic upgrades like exo skeleton that makes armor weight less and makes burst fire more accurated when it's powered. Or sytems which can get rid of debuffs like being on fire or acid (aka built in extinguisher/shower). Or system that allows to use 1 drug without using any AP. Drawbacks are increased weight, decreased integrity and need to be powered.
 
I can go on and on about this, but I more interested in your opinion guys. What ideas you have about new armor system and what do you think about adding heavy weapons?

4
Builds / Chemical Warfare Build
« on: June 06, 2021, 12:18:42 pm »
I wanted to break rules of geneva convention as much as I can.
Main idea was to trap all exits  from room with poisoned bear traps or acid chemical traps and gas it + toss some magnesium grenades or flashbangs.  I made this build just for that specific moment, but it came out much better than I thought.
Basicly with that build you can make any place into an absolute death trap and freely walk there while your enemies die painfully. Also works pretty well in frontal confrontation.

Starting stats: https://underrail.info/build/?AQUIBgMIAwcPAAAAAAAPDw8ADwAADw8PAAAAAAAAACdh378
Current stats at level 12: https://underrail.info/build/?DAUKBgMIAwhBHgAAAAAeNzcAKDI3NzcyAAAAAAAAFCcBFkDCkVZhMN-_
Current equipment:
Weapons: All kinds of chemical pistols, sometimes energy pistols.
Armor: Chemical Assault Unit Armor, Ancient rathound leather armor with insulating padding (when I use cryo grenades)
Head: Coretech tactical respirator
Boots: Black tabi boots
Also shitload of ALL kinds of traps and grenades.

Finally after 200h of different builds I found one that fits me and now I can finish the game.
I tried to use a lot of people's builds but I got bored pretty fast, so I made my own build and wanted to share it and get some  pointers.

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