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Messages - Benight

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Yeah, in general it's best to start with your most important stat at 10, and put most of your future points into it.

For example a Sniper usually wants 16 Perception.
A melee build using combat gloves wants at least 14 Dexterty.
Pure psi builds likely want 16 Will.

For psi, I think that it really depends on how/what you are planning to use it for.
As an example you can run 3 Willpower and most Temporal Manipulation abilities still work fine, as most of them don't scale.
A psi Sniper can have 3 Will and take Metathermics mostly just for Thermodynamic Destabilization, as it's still really strong for such a build.


So, in general, you should take most of your attributes only just barely high enough the get the feats you want, and sink everything else into your "main stat".

One big problem I see with your build is that SMGs are stat hungry.
They want 10 Perception and a lot of Dexterity (16?) to reduce their action point costs.
That doesn't really leave you with a lot of attribute points for things like Will.

You also have 4 STR for... some reason?

I'd also argue that Clothier isn't a great feat to pick.
It only applies to Black Cloth, Kevlar, Blast Cloth and Aluminized Cloth.
A 20% quality bonus to those isn't too impressive.

I'll admit that I've never played an SMG build, but I would imagine that they would always want Expertise.
It's bonus applies to each bullet separately when using burst fire.

I think that assault- or snipers rifles would work better for a Psi gun hybrid.
You'll need 5 STR and as much Perception as you can get, but you could dump dexterity to 3 and put those points into Will.
(Edit: 7 STR if you want Full-Auto for Assault rifle.)

Mind you that's not to say that you need a completely optimized character.
My current dagger-psi hybrid will only have 15 Dexterity instead of 16 because I put 1 point into Will for Locus of Control.
...but if your main stat is below 10 you'll almost certainly be in some trouble.

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General / Re: I made an animated artwork for the new steam library
« on: November 07, 2019, 02:12:30 pm »
Nice. You can actual make custom box shots for the game in your library?
Yeah, the new Steam library has a button for "Your collections".
It lists games as these big icons.

If you right click one of the icons you get a menu with options.
One of those options is "Manage", and you can set a custom icon under that.

3
General / Re: How to get "Meet Azif"? (Spoilers)
« on: November 07, 2019, 04:24:50 am »
Yeah, I'm gonna guess that disabling the cameras makes it count as imperfect.

Just imagine being a part of the prison staff.
You just freed a suspected murderer, and you later discover that the cameras weren't recording anything during the time they had a visitor.
Something seems fishy, no?

4
Since turrets can't walk you should be able to wear them down without taking any damage.
You'll be completely safe if you always end your turn out of their line of sight.

Just shoot at them, hide behind cover. End turn.
Pop out of cover. Shoot at them. Hide behind cover. End turn.
Repeat.

If your character has no ranged skills of any kind (Guns/Crossbows/PSI), then perhaps try chucking HE, plasma or EMP grenades instead.

5
General / Re: Wrestling specialization, wiki
« on: November 06, 2019, 09:35:22 pm »
That's interesting.

I know that in some games going over 100% chance gives you a shot at an another roll.
For example 150% would give you a 100% chance for an effect, and 50% chance for it to apply twice.

I have no idea if it works like that in Underrail, though.

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General / Ethan makes a comment if you name yourself "Chronos"
« on: November 06, 2019, 04:42:59 pm »
I normally name most of my characters "Benight", but decided to go for something different this time.
I named my newest character "Chronos", after the god of time.

Upon telling Ethan my name he said "Interesting name... Very interesting."
He seems to make the same comment if you name a character "Chrono" or "Khronos".

I tried other time related names, but none of them got this response.

Nice easter egg!
It makes a lot of sense after you uncover some of his secrets.
(Yikes, spoilers!)

I'm sure I'm not the first one to discover this, but I've never seen anyone mention it before. :)

7
Development Log / Re: Dev Log #63: Expedition DLC is Released!
« on: July 22, 2019, 07:53:17 pm »
WOOHOO!  :D

I've been lurking the forums, waiting for this for quite a time now!
I haven't played in a long time, just to make this sweeter.

Whelp, there goes my sleep rhythm.

8
Development Log / Re: Dev Log #51: New Weapon Types
« on: January 18, 2018, 10:50:37 pm »
I'm definitely curious to see what kind of roles Spears and Machetes fall into.
Well, besides the obvious defensive/aggressive.

Thematically they both look like medium-heavy weapons to me.
Spears closer to heavy and machete closer to light.

I dunno much about hammer builds, but maybe some of them could use a spear situationally.
I'd imagine that the defensive buff from spears work the best for characters that can afford to take a lot of fire.
35% isn't exactly reliable by itself, but I'd imagine that some of the spear feats involve defense, too.

Then again a dodge build using a spear could be fun to see.


A machete build will almost certainly use both STR and DEX.
At least 6 DEX for Cheap Shots, but I'd be surprised if some of the new machete feats didn't need DEX, too.
Looks like a very crit-focused weapon, and DEX gives 1% crit chance per point to melee weapons.

I guess 16 STR, 3 DEX would make some sense from the point of a madman waving a sharp object around, but looking at how Cleaver and Kukri are both light weapons in Underrail I feel like machetes shouldn't be THAT far off.
Granted, machetes in Underrail seem to be sword-sized rather than big knives.

I wonder if Machetes will find a use in knife builds, or if they will simply need too much STR and not benefit enough from DEX.

Might even be interesting to see a build using both spears and machetes.
Machetes on offense, spears on defense.

9
Suggestions / Early game suggestions/tweaks
« on: January 15, 2018, 09:21:38 pm »
With a new expansion underway a lot of new players are coming to Underrail, and old players are returning.
This would be a great time to do some tweaks for the early game.

For instance it's really easy to make a horrible first character.

A little text box with some contextual advice would go a long way.
Some examples:

Player has no base stats at 10 points:
"Consider having at least 10 points in your main stat."
"You gain an extra ability point on every 4th level up. These can be used to bring stats above 10 points, if you wish."

Player has 3 base stats at 4-5 point range:
"Your stats are somewhat spread out. Ignore this if you need the points for an important Feat."


Player has high Perception, low/middling Dexterity and/or Strength:
"Light weapons such as Pistols and SMGs depend on a high Dexterity stat, heavy weapons such as Rifles do not."
"Heavier weapons such as rifles are unaffected by Dexterity, but need around 5-7 strength, depending on the weapon."

Yes, this one ^ is mentioned in the tooltips but let's be honest, people are lazy and it's a long tooltip.

Player puts points in a PSI skill, low-ish Intelligence and/or Will:
"PSI-point regeneration is heavily influenced by your Will and Intelligence."

I feel like this would lead to fewer people getting pwned by rathounds and then complaining about difficulty on steam forums.
Yeah you can't help everyone (some people just refuse to read anything...), but it would ease-in many new players.

Other stuff:

The starting Pistol is horrible, whereas the Crossbow and Dagger are pretty alright.
Make the pistol a little better.
Raise it's quality, perhaps even give it a laser attachment (+10 Precision).
Right now you are just best off selling it and buying an SMG ASAP.

One more thing:
When you first enter the caverns, have the SGS gatekeeper hand you some (3-5) flares and say something like "Hey, new guy/girl use these if the rathounds surround you."
Jonas does mention that rathounds are afraid of fire, but I didn't really realize how useful flares are until my second or third character.


I feel like these changes would help new players get into the game without dumbing down the difficulty or feeding them a dictionary.

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