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Messages - destroyor

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421
General / Re: Special shop selection for Mercantile players?
« on: February 26, 2017, 11:03:36 pm »
You get a wider selection without any notable increase in component quality. You don't get to buy any special or unique equipment.


No, special selection does not justify skipping crafting.

No, as far as I know you don't get to buy anything unique or special.

422
General / Re: Max required crafting skills for end-game loot?
« on: February 18, 2017, 05:53:28 am »
It really depends on your build and gear. Take a look at my steam guide, crafting section.

423
Suggestions / Re: Invisible Fishing Pole
« on: February 15, 2017, 05:00:16 am »
I second this suggestion. Fishing pole are very hard to see in dark area.

424
General / Re: Is this intended? (Spoilers)
« on: February 14, 2017, 04:51:49 am »
Or you can just bear trap every inch near the entrance before you activate the elevator.

425
General / Re: Nimble Psion build - looking for input and improvements
« on: February 04, 2017, 05:43:17 am »
His build will reach 32 mechanics with junkyard surprise INT+2 and workbenches crafting bonus. :)

This is an excellent build. I would change one single thing: take out Power Management and take Thermodynamicity. After invoking heat based psi ability you gain thermodynamicity which reduces the action point cost of your next cold based psi ability by 50% and vice versa. You will get the following:

7AP Cryokinesis
0AP Cryostasis (That's right, this is now a free action after a heat attack)
13AP Cryokinetic Orb

5AP Pyrokinetic Stream
13AP Pyrokinesis
5AP Thermodynamic Destabilization

With Blitz, adrenaline, premeditation and tranquility this will pump out crazy damage in one turn.

426
Thank you guys for the kind words, appreciate it! :)

hilf thanks for the corrections and psi advice, will incorporate them into the guide later.

sqeecoo - yeah I ran out of steam toward the end so I took the lazy way out on the character build section. I also suspect the upcoming veteran feats might fundamentally changed most, if not all, character class. I'll try to put in some work this weekend on character builds.

Er ... Altos, bro, super soldier drug does not increase wil nor int so it's not that useful for psi user. You could probably reduce effective biology to 80 for bullhead. Other than that, your build is totally viable. :D

427
I published a steam guide In-depth FAQ *contains spoilers* using publicly available information from Steam forum, official forum and the official wiki.

I linked a quite few posts from here so a shoutout to Wildan, hilf, GawainBS, Hazard, Altos, Kachajal. Special thanks and credits are given in the special thanks section. Please tell me if you don't want your post/name/whatever on the FAQ and I'll remove them.

Run out of steam towards the end so I'm sure there are lot of grammatical errors and weird sentence structure and my rambling just goes on and on and on ... critique/feedback/comment/correction are welcome.

428
General / Re: underrail.info.tm
« on: January 18, 2017, 01:59:23 am »
Completely forgot about synergies maximum - many thanks epeli.

429
General / Re: underrail.info.tm
« on: January 18, 2017, 01:42:30 am »
I see, but I thought level does not directly affect most character's stats. The only stats partially derived from level are health, fortitude, resolve and detection?

430
Development Log / Re: Dev Log #47: Announcing Underrail: Expedition
« on: January 18, 2017, 01:23:28 am »
Quote
where did you get those graphics mods? Looks pretty cool.
My own work epeli and far from being finished. Thanks for your nice word :)
[/quote]

Those graphics dominate! Any plans on a release in the future?

431
General / Re: underrail.info.tm
« on: January 18, 2017, 01:19:27 am »
Ok let's try the mega link again: link

Screenshot:


It's a discrepancy of 5 points ... not sure what's happening here.

432
General / Re: underrail.info.tm
« on: January 17, 2017, 11:48:08 pm »
I'm not sure it's the mad cow striking again but the build tool is off regarding skill point in my game.

This is my build and this is my save game.

According to the tool I should have 130 effective biology w/ 100 base bio, but this is not the case in my game. I only get 125 effective bio w/ 100 base bio?

433
General / Re: Sixth utility slot?
« on: January 17, 2017, 11:44:38 pm »
Speaking of utility is it possible to update the combat status menu to show the critical chance and bonus for utilities? I always wonder about the crit chance and bonus w/ throwing knives and grenades but could only guess at them.

434
General / Re: Highest hacking required *spoiler*
« on: January 17, 2017, 12:19:17 am »
After thinking a bit I think I'm wrong with 130 BASE hacking to reboot IRIS, must be mad cow. Anyway I think it's actually 130 effective hacking without the aid of any hacking tool.

435
General / Highest hacking required *spoiler*
« on: January 16, 2017, 08:17:28 am »
According to the wiki you can reboot IRIS w/ effective hacking skill of 130. However I remember (pre-experimental patch) you need 130 BASE hacking skill for the reboot?

Would anyone confirm if you can do the reboot w/ 130 effective hacking skill? And if Huxkey affect this as well?

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