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Messages - Vokial

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1
Builds / Re: Help Improve My build
« on: April 29, 2024, 08:27:54 pm »
140 (or 130) in TM is a waste. You should either get (effective) 55 for Contraction (or maybe 70 for Stasis I guess, although I never once used it) or 100, or 150. The latter two are the thresholds for better Dilation + Recurrence (and Rewind, which I didn't use either). While at 150, you can enjoy spamming continuous Contraction (with Future Oriented Increment) as the chance of getting Dilated is merely 30%.

Same with your Crafting skills. I would either increase Machanics and Tailoring, or just do not invest in them. 100 points will not result in anything substantial (I would recommend increasing them). While Chemistry and Biology are a complete waste in my opinion. With Chemistry, you pretty much only need 60 at max if you want Napalm Grenades (and a min of 20 for Gas Grenades and Molotov), but Frag and HE sucks on all levels. They just barely dent the enemies.
Same for Biology. You will be drowning in various drugs you loot, allocating points to Biology only makes sense if you want Crawler-poisoned Bear Traps (50 effective points) or Regenerative Vest. But since you don't have points in Traps at all, you can leave it at 20 for Gas Grenades. But aside from the usual stuff you find on literally every corpse, there's no point in crafting any drugs - especially the high-end ones. Those usually require you to spend hours on the wiki to track down and travel to the most hidden Expansion locations or in DC at engame level when the game is about to be over anyway and try your luck fishing for rare aquatic creatures with a 1 to 232342345435345634 chance and congratulations, you can craft like 3 of these super drugs during the whole game for fights you should win without these anyway - but now you won't, because you wasted all your skill points on Biology instead of something useful.

Crawlers are easy if you spot them. With high PER comes high Detection, put on a Motion Tracking Goggles (Night Vision recommended due to the usual darkness). The problem is, without Stealth they will notice you and come forth to attack. With Stealth they are oblivious to your presence and with Detection, you can see their shadows in the near distance. It's a race of who notices the other first. Once you won the match, you can initiate attack and with your Paranoia (which is pretty much the anti-Crawler feat for it's boost to Detection and damage) you can finish them by attacking first. I would not go glass cannon without maxed Stealth (and preferably a ranged approach), but why these builds are so powerful is that not raising CON saves you an immense amount of stat points.
Coil Spiders are even easier. I always scout ahead in Stealth, notice them in the distance and can leasurely initiate alpha-strike, so they won't shoot me. Stealth is your best solution against these critters and aside from this, there are tons of other benefits involved with it (especially with Interloper). In general if your Initiative is low (sub 30), then you pretty much have to be a tank or have Stealth.

2
General / Re: Why Amber UI?
« on: April 23, 2024, 09:03:23 am »
This is why the player character in Castlevania NES is also in amber. It's what POPS OUT the most from the dark blue, grey, green color palette.

3
Builds / Re: Do i need a proper build to finish the game on normal?
« on: April 20, 2024, 02:32:19 pm »
As others mentioned, it's fine - however the satisfaction and general fun factor is definitely higher when you're rolling with a real nice, well thought-out build.

4
General / Re: Heavy Duty speculation
« on: October 03, 2023, 05:48:36 pm »
P.S. And about enjoying playing a Sniper build - man, you and me both! I played quite a few variations, and i think i ended up figuring no less than the most powerful build the game can possibly have. I mean, more powerful than all the Psi, melee, AR, energy pistol and all kinds of hybrids i am aware of. I was thinking to post it - my sniper build - in the "builds" subforum, but so far i saw little welcome for longer posts i do, so now i'm in doubt if i should. What you think? Should i?
Bit off topic about me logging in just for this, but please do. I also have a perfected build myself, but definitely open - actually hoping to see something new that I didn't think of.

5
General / Re: Heavy Duty speculation
« on: October 01, 2023, 06:06:38 pm »
What I am most interested in are the new feats involving these guns. Feats were always the bread and butter for me when it comes to this game.
As for their actual use, I can suspect they will cost a lot of AP and ammo, have a huge weight and high STR requirement - potentially involving Armor Penalty too, reducing MP. So mostly for Metal Armor or Riot Gear users.
Minigun will be most effective in corridors as it sounds like a long range burst weapon with minimal spread. It will be devastating with Expertise (does that count with the burst of an SMG or AR?)
Grenade Launcher should definitely belong to Heavy Guns skill. They should only be compatible with HE or Frag Grenades to give them some edge at least as they are kinda mediocre in the game, especially compared to Plasma. Throwing is useful with just 80 effective points and the Gas, Incendiary and Flashbangs all seem to be vastly better.

I will probably begin a new playthrough just to see enemies using these, but like being a Sniper so much, that I will probably play with the same build again:)

6
Builds / Re: Temporal Sniper build
« on: May 11, 2023, 06:17:23 pm »
I revised the build a bit since.
In order to bring out the absolute most of this build, it has to be like so:



  • With a heavy heart, I let go the wonderful Paranoia feat in favor of Sprint and the Pickpocketing skill to boost Temporal Manipulation to 150 thus reducing the probability of Dilation to 30% and not having to worry about it happening. While further boosting the effect of Recurrence is welcome.
  • Another change is to lower WILL to a controversial 4. That is the minimum to reach 150 on TM while using the hereby gained stat point to increase DEX. This will allow me to shoot my 7.62 Falchion for 11AP or a .44 Hammerer for 20AP.
  • Also while still keeping the intent to use a Leather overcoat made from Infused Pig Leather to reach 4 CON and a HP bonus of +90-95, the character should fashion an Infused Cave Hooper Leather Tabi Boots to lower the cooldown of Sprint and get +1 to AGI so it will be the same as DEX. I always found Sprint to be mediocre due to it's 10 turn cooldown, but with a base of 5 that is further down due to Future Oriented Increment so it can be almost always in effect.
  • Yeah, so we're no longer specializing on Critical Power, but focusing on Temporal Feats now - namely Future Orientation and to reduce the cooldown of various other abilities. This will allow me to cast Increment every second round for it's base AP cost (if not Premeditated). And that exponentially boosts the effectiveness of the character.

    CONSTANTLY be under the influence of Contraction (with a significantly reduced Dilation chance).
    Sprint could be on 2 rounds out of 3, and just use attack abilities all the time, even throw grenades and lay traps a lot more often should the need arise as their cooldowns are also affected with Increment and Grenadier. The option to restealth every second round for Snipe and activate Shooting Spree a lot more often.
    Specialization on Premeditation and Kneecap Shot cooldowns are also passively reduced with one turn - yet these two can be exchanged with PT Acceleration to have 72AP per round.

7
General / EOS Complex
« on: May 07, 2023, 11:52:05 am »
I was pretty okay when it came to enviromental hazards before, but this is on a whole other level.
It's crazy cold inside to the point that it can kill you. Just for this occasion I crafted Infused Ancient Rathound Leather Armor and IARL Tabi boots with a Balaclava, popped some Canned Fish and got some +80% cold ressistance. It turned out, that gear is nowhere not enough as there are some areas that can kill me within mere seconds. I have to destroy ice blocks that are immune to Molotov, so I have to waste tons of bullets while my health sinks by every passing moment and Med Hypos have a minute of cooldown. I cannot even imagine what other builds are doing here, like psionics or chem pistol users, how they even deal with the ice walls here.
I eventually ended up getting to the top with this boss creature and without it even shooting cold projectiles at me, I die just due to enviromental damage. I heard that there's a puzzle that you actually have to figure out while the boss is shooting at you and conjuring ice blocks in your path. How could anyone even hope to figure out something, let alone solve it under these conditions? I mean I didn't even get to the puzzle, the cold just kills me in 5 seconds. did the devs even test this dungeon? It's pure BS.
Since there's wind you can see and hear and this is a tower, I suspect that this level is actually on the surface.

Is there anyone who did it? If so, can you provide an actual "recipe" on what to do?

8
General / Re: How do I free the rejects, what am I doing wrong
« on: May 05, 2023, 01:21:00 pm »
Might not matter now after a few weeks, but I recently did this. It might require a certain build however.
First off, I tend to explore places wherever I go, already saw the Rejects before meeting with Nevil, who I convinced to help me free them.
Then I went tothe cells, checked the vent down the corridor that led through an orange corridor (that included a nice oddity) ending up in an area of the west wing of the Institute and killed the spiders again (not sure if that was needed).
Unlocked the cell doors through the terminal and talked with Sharp about them leaving and the option came up to sneak them through the vents. After choosing that, the game did it for me. I never needed to lure any guards to a different part of the map, it was super smooth. I suppose this requires some level of base Stealth though and certain PER to notice the vent leading out.

9
General / Re: Utility Station 6
« on: May 05, 2023, 12:41:37 pm »
What's the deal with this place? Walked around in stealth but it leads to nowhere. There's a level with lunatics and a bio-gassed basement area, but none leads anywhere and both seems without any purpose. There's a pipe that leads to the other lunatic base that is quest related with the Tchortist Institute.
Eventually I decided to mow down every hostiles and still nothing... no bosses, no special item. I don't care about loot, even if it's nothing special - I just want to know in order to not miss out something or worse, mess up something. I was lucky enough to deal with the Lunatics peacefully below the Oculus - I really hope I didn't blew any nice normal interaction in this area with violence.

10
However if you play on Oddity, it's rewarding to have it throughout the whole game as there are a lot of those behind locked doors and containers (same with Hacking).

11
General / Re: Phreak's quest can fail for seemingly no reason
« on: February 21, 2023, 03:34:14 pm »
If there's a valid reason I am not supposed to know then only a bit later, then I am glad. At least it's not something that happens without justification. Still, this way I learn about the motives of the oligarch's from the acid hunters which I can only hope it's ok. It just seemed a lot more sensible to just grab the cables while I'm there for whatever reason as Phreak himself mentioned that he could not care less about the group. Anyway, thanks for the answers, I had a strong hunch I need to make a save before enlisting to an oligarch.

12
General / Phreak's quest can fail for seemingly no reason
« on: February 21, 2023, 11:44:55 am »
I met him and accepted his quest to get the cables he's after from the Acid Hunters. Then joined JKK, met Endstrom who assigned me to find the Acid Hunters too. This immediately rendered Phreak's quest to fail. WHY? He just want his cables that happen to be left where the Acid Hunters are, a group he couldn't care less. I thought about doing 2 quests at once, but apparently that's not possible... I don't get it.
Since Phreak's quest sounds like the road less travelled, I'll be reverting to a previous save and won't be joining a faction until I finished with Phreak. I just hope that I will be able to join JKK after I finished with Phreak despite the fact that JKK's reason to contact the Acid Hunters is quite specific. Then I will be meeting with the Acid Hunters again? This makes even less sense than allowing both quests to be done simultaneously. Especially since Phreak just wants his stupid cables.

13
Builds / Re: Temporal Sniper build
« on: February 12, 2023, 01:03:05 pm »
My experience is that I cannot utilize Ambush all that much. With each shot being critical hits, there won't be all that much need for Snipe yes, but that's nowhere near the case and in order to set it up is often just too much effort. It definitely has it's uses, but assuming that all your hits are critical, so you don't even need offensive abilities (not even Aimed Shot in this case I guess), is kinda far fetched.

14
Builds / Re: Temporal Sniper build
« on: February 06, 2023, 03:36:02 pm »
I took Strafe with my level up just to see how it is now that I actually have a rifle. Yet my tests show that it only mitigates 10% instead of 15%. Using a Spearhead, Strafe should completely elliminate the aiming penalty after moving right? That was never the case. My chance to hit the target was 95% (I've chosen an easy one). Then I move a tile away and it is 90%. This is a letdown and just reinforces me to reload and drop it just get Sharpshooter instead and save a slot, focus on shooting while keeping still with a Reaper.

Anyway, I won't be using a shotgun which would require me to invest in STR with tons of feats and sure as hell won't be using some spear.
Snipe is awesome. It's damage is scaling with Stealth so it gets better with each level up while my armor and boots will also contribute to the damage. On opened up areas I was able to Snipe, Aimed Shot and then disengage two rounds where I was able to re-stealth again. Repositioned myself and repeat. I also learned that with Flashbangs, I am able to re-stealth on spot and even END COMBAT TO QUICKSAVE MID BATTLE. That is waaay to OP.

Anyway, the main topic I wanted to talk about is to defend Pistols. They lack the damage output, but the with the introduction of the rifle and Shooting Spree to shoot twice, there's no point. It is an unconditional firearm, it doesn't have any STR requirement and I am able to shoot for less AP with Gunslinter - which gives me a very sweet Initiative bonus. I'm just roaming around with my handgun on default and able to shoot first all the time as with Paranoia (that is a very nice anti-Crawler perk for many reasons), my Initiative is 31. I initially looked at Trigger Happy, but Paranoia gives me so much more in exchange for that -2 point.
Pistols can be quite pleasant if they crit, but their main role is to provide utility. Their range is near double of the shotguns which is absolutely crutial for Kneecap Shots to stop incoming melee's. Are more precise, doesn't have any stat requirement, cost far less to shoot (especially with Gunslinger), gives huge Initiative bonus, gets a hefty damage increase from Sharpshooter - which now benefits BOTH my guns.
Though I'm not going to take Bullet Time as it will just give me a single extra shot per battle at the cost of a feat-; and 2 stat points. Ideally, I won't fire much with it, it's just to dish out that occasional Kneecap Shot.

Ambush seems great as there are a lot of bandits circling around lid up barrels, so I will definitely intend to pick it up in the future. Using Flares more is something I should be doing probably as well. However, Hit and Run while seem great to use but it implies me moving first to the point to use up most of my MP and shoot afterwards with the criteria to have a fatal shot. Upon observing, I rarely found any usecase for this and I don't want to tailor my approach around this. Even in cornerfights I always had enough MP to move back to cover. Which reminds me to mention the importance of Interloper. After restealthing behind a corner, it gives me 15 MP to step out and Snipe again the next round. That is very useful to have, as without it I was left without any MP and had to move using my precious AP. Also, the move speed while being stealthed is amazing. It really boosts my ability to carefully maneuveur between enemies and get far away from them before they notice me. Can't wait to get Quick Tinkering and just drop a Bear Trap in front of an enemy then dash away quickly, so that when combat begins, they will be stopped immediately allowing to distance myself better in confined areas. BTW 50 biology will be just enough to produce Crawler poisons, so that's great:) Nimble gives me more Stealth (thus more damage) and MP. Grenadier seems good as I just dipped into Molotovs and Gas Grenades. Their utility is great, but Frag and HE seems lame - the damage is far to small. But all in all, I rarely use grenades to be honest, so I might drop Grenadier in favor of something else, like Opportunist or Future Orientation.

15
Builds / Temporal Sniper build
« on: February 04, 2023, 10:05:36 pm »
Picking up this game again and I just want the good people here to take a look at what I have in mind and share their opinions, maybe submit any corrections to things I overlooked.



https://underrail.info/build/?HgUHBwMLBQjCoFAAAAAAwqBDQ1BDaXArIWkAAABdOAA0KBcBHh01M35LK8KHKiR_AhYwwrXip74K4q-8BOKvvQHfvw

As you can see, the build is pretty spread out, not too much min-maxing here, a bit of a jack-of-all trades character. Guns and Stealth is maxed out obviously, can craft and throw all incendiary, gas and special grenades (+ plasma) and craft endgame equipment. Able to hack or pick most locks and harvest enemy traps as well.
Included Pickpocket to access more stuff like money, ammunition, meds, quest items and of course oddities.
Regarding Temporal skill, since 70 base points is a given I realized it's worth to invest a bit more for an effective 100 as that seems to be the treshold from which gives a hefty boost to Dilation, Rewind and most importantly Recurrence. I forsee that the latter ability will be amazing to cast on bosses after a chunky Snipe at 165%.
I also have 8 INT and 5 PSI to reinforce this - give enough slots, regeneration and skill points for crafting, psionic and social skills. In addition, the character will now be able to use the Hypno Goggles for an additional +30 skill points and have the full hidden stock from Constantine with the Large Waist Pack.
But due to the 3 CON, I plan on using Infused Pig Leather Overcoat and Boots instead of a Regenerative Tac-Vest and Ninja Tabis (finiding good quality Pig Leather could be a problem however). Better resistances yet lower DT, more HP but no regeneration and less move speed. Wielding a Smart Rapid Spearhead with the Anatomically-Aware Scope and an also 7.62mm Smart Rapid Falchion.

My main question regarding this is that will I be okay on Dominating with 13 PER - I mean I guess I could just go with 3 PSI, but the difference in Guns between 13 and 15 will still only be merely 27 points.
Still in order to mitigate this, I'm a bit intriqued by the Synesthetic Refocus boosting PER with 2 or even 3 points when focused. That sounds amazing on it's own, even without the -30% psi cost reduction and +70 detection bonus which are also lovely and appreciated. Sounds amazing as long as we're in a nicely lid-up area where we don't need night vision.

What do you guys think?

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