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Messages - Gr8jak

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Builds / Re: Terminator build for dominating difficulty
« on: April 17, 2020, 04:48:31 am »
And on armor sloping and nimble, do not underestimate mobility, and you do get some worth out of dodge + evasion, not max but some.

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Builds / Re: Terminator build for dominating difficulty
« on: April 17, 2020, 02:05:42 am »
Hmmm ok, juggernaut am still not convinced gonna try it, i did evade those 2 crossbow shots at start and not many other shots were fired at me, you arent gonna evade much in leather aswell i think. So it is some worth, specially if you spec full combat.

Far as lockpicking and hacking and traps, what do you need those things anyway, there are no legendary drops in game as far as i know, something worth looting. I had left 100 corpses unlooted because i couldnt sell all of that, never had problem with money, so i dont see any point in those. Traps you will spot all, just walk around them or throw a grenade on them. So traps could be used for even more experience, hmm im swimming in it allready.

Lockpicking, hacking is worth imo only lorewise, but if you want to go for lore you spec into psi aswell and some other nonsense.

And just saw some speedrun on underrail he was using oddity so i guess it is abusable even more.

And power managment if i go for uncanny no room for it, seems sweet, but somehow you take more shield damage than health damage, so skipable.

With more research and thought put into skill points you can easiliy trim them a bit and put into 1 skill branch you want. But as i said i dont see a point.

And on juggernaut, seems i was right, you just have to put plates in untill you have 50 percent. But i put full plates in it i believe, cant remember been awhile, but pretty sure i go full plate in it, super steel ofc.

https://steamcommunity.com/app/250520/discussions/0/3140616601483626465/

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Builds / Re: Terminator build for dominating difficulty
« on: April 16, 2020, 12:36:39 pm »
Read juggernaut carefully (unmodified).

And about dodge evasion, look at my video on youtube and see how it plays out, initiative aswell, just type in gr8jak underrail. Hmmm only video with super steel i got on youtube is in free drones base.

And yes it is abit late gamish, you can remove uncanny and go for smth else (2 points in perception and expertise, or 1 point perception, 1 point int, and gun nut might be better now when you mention late game), but experience in dominating is also massive, unless you level up as sseth says "hobo", you can easily hit level 25 by not even coming to core city. Kinda broken but it is what it is. Easy targets are those lunatics and ironheads, free exp and money.

Evasion pays quite good with suppressive fire, dodge i didnt try didnt have room for it in underrail non expedition, but you gonna dodge smth for sure, nothing better to put in anyway.

And you dont use tabis, where you can stack super steel you stack super steel. Even when smth hits you it tickles, only headwear is for crit chance.

Only problem are dopplegangers, but drugs help and sprint runing away. Psi users aswell, but with initiative you just burst them down first, so only dopplegangers really.

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Builds / Terminator build for dominating difficulty
« on: April 16, 2020, 12:10:47 am »
So terminator build, name inspired by comment on youtube.

Well this build will make this difficulty laughable. All around survivability against everything, including dopplegangers which were counter for similar build on ordinary underrail.
So main weapon would be 7.62 hornet Ar with muzzle brake and rapid reloader (27 ap burst), and just in case same smg for 20 burst ap cost in offhand. Smg is here just when you fail to 1 burst someone with AR, should be rare, and when you use this new psi abillity that gives you 20 ap, or when you use adrenaline shot. Since i need to test this build but should be golden from previous experience, in case damage is low, just remove 2 agility bonus and put points into perception and int and take gun nut (that would be overkill imo).

Feat order is not included use your brain while you level up, was just clicking as i saw feat. No lockpicking and other non combat skills, you could easily squeeze in lockpicking but only that. Money isnt an issue but rly. Skills are good with crafting bonus.

Armor, what else super steel with hp bonus, and head with crit chance.

So that gives you constant 3 bursts +reload per round all 3 with ar, or worst case scenario 2ar, 1 smg. When you have that new psi +20 ap, you get 3ar bursts and 1 smg. Op id say. Plus you are wearing super steel with low penalties, uncany dodge, bunch of hp, nice initiative, maxed dodge evasion in combo with suppressive fire, makes this build feel like cheat mode.
Link

http://underrail.info.tm/build/?HggDBgcNAwbCoHcAAMKWwqB_AAAAAHZ2SFNiAAAAPAAAACskJjFVOTsVwoc3ScKkKEVKwojCsUHin6IF4qKNA-KiowLip4IC4qeqA9-_



Just started playthrough with this build, and after hitting brick wall with that quest for gsm compound where you need the key (in locked container), modified the build a little, so unfortunately no uncanny dodge. Want to make smg shots more reliable, and put a little bit of lockpicking to help in early game. If you really want lockpicking dump dodge, or biology (to 100 with crafting bonus) if you dont want to use supersoldier drug.

So final build is this one (unless i improve it a bit).

http://underrail.info.tm/build/?HggDBgcMAwfCoHcAAHzCoMKDABsAAHZ2R2BgAAAAPAAAACskJjFVOTsVwoc3ScKkKEVKwojCtVPin6IF4qKNA-KiowLip4IC4qeqA9-_

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General / Underrail expedition dominating difficulty
« on: January 21, 2020, 10:13:46 pm »
Hi guys, been awhile, so 1 question. Can anyone tell me if dominating difficulty has been increased in expedition? (like monster hp etc). Since underrail dominating was quite easy, and with specializations and extra feats is gonna be even easier. Did they balance it out, or left it as it was. Need info for new build ty.

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General / Re: Smart Modules on ARs and SMGs now useless?
« on: January 22, 2019, 10:18:53 pm »
Well for ar, i think the future is anatomically aware scope (+50 crit damage) and muzzle brake + critical power (on both ar-s mentioned). 7.6 mm hornet (33ap to burst) in main hand and 9.0 chimera in offhand for free bursts and nice aimed shots (16ap aimed shot), while rapid fire would be used with 7.6 hornet (16 ap rapid fire), or you could always throw a grenade (15 ap). Seeker lense ofc, and full auto for 9 bullets, even more buttrape then b4, or just as same.

and therefore id like to link yet another build for expedition,  full op combat assault rifle build. +5 extra expedition feats i would put in are critical power, commando, concetrated fire, gun nut, power managment.
Full super steel armor with specialization in armor sloping, and you got yourself a walking god.
Only con for this build is no ease of life skills like lockpicking and traps, but its managable (you could drop a little dodge, but why). Combat wise, well your a god.

http://underrail.info.tm/build/?GQgDCgMMAwfCh2MAAMKHwod2AAAAAHZmSj1nAAAAAAAATyQmKDEBRTk7AhVBW0c

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General / Re: optimizing an SMG build any further?
« on: January 18, 2019, 01:58:50 pm »
that dominating difficulty.....

https://www.youtube.com/watch?v=RA61IE5UdNo

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General / Re: optimizing an SMG build any further?
« on: January 16, 2019, 06:17:52 pm »
Wow big nerf, well what else is there, muzzle brake and seeker lense so a build with something like this. 7.6 smg btw in both hands. Idea is crit chance.

http://underrail.info.tm/build/?GQMIBgUOAwfCh0EAAMKHwodlAAAANGZuSj1uAAAAAAAACE8kJjFTXTk7FjdJPic

So you have quite a bit of survivability with aegis+ conditioning + ancient rathound boots or tabi boots and infused rathound leather armor for crit chance all comboed with skinner feat, you can also remove 3 perception and put them into dexterity to use steel cat in combination with critical power, but i think jaguar and 3 perception would be better, might be wrong.
Ofcourse eel sandwich is a must now, or i think there is some crit food now, not sure, well -1 perception and put into dex so you have 9. And dont forget +5 extra feats, fuck it no lockpicking, but there is loot all over the map, money rly isnt an issue. And yes next breakpoint for extra burst is at 7 stat difference, is a trap atleast for dominating difficulty imo, u are better of with those points in perception, more damage and accuracy thats why you can even use 7.6 smg, coz of all that perception + you also have gun nut.

Or you could go with previoulsy mentioned build which iam playing now is rly imbalanced with ar, smg, Long range burst ftw + extra smg burst. Hit and run totaly dumpable.
In expedition though, you would lose out on crit chance from leather armor but you would get extra 2 bullets, since no smart module or smart lense. But in current state this is by far strongest burst build i played, and i play only burst builds (nothing compares with that firepower).

http://underrail.info.tm/build/?GQgGBwMNAwbCh0oAAADCh8KEAC0AO8KHdk9BZwAAAAAAAE8kJkU5OxYVSTcxSigZ
7.6 hornet and 7.6 jaguar

Will give link to some replay as soon as it uploads on youtube

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General / Re: optimizing an SMG build any further?
« on: January 10, 2019, 05:54:51 pm »
Got 1 even better build, though maybe an overkill. Idea is using 8.6 hornet assault rifle for 30 ap burst and 7.6 smg for 16 cost burst, and you are left with 1 weapon to reload every turn. Super steel again ofc with sturdy vest etc. Now 7.6 smg does around 19 percent less damage than 8.6  which is enough to 1 shot something + extra perception + concentrated power seems good, you are guaranteed effective kill or 2.

http://underrail.info.tm/build/?GQgJBgMLAwbCh0YAAADCh8KEACUAOMKHfE9BZwAAAAAACU8kJkU5OxYVSTcxPkoo

Now you can change a feat or 2, maybe paranoia for pack rahound if you plan on dexterity food to cap yourself at 9 dexterity so you can carry all that junk and get 1 extra perception, but initiative is good. Dont recommend quick tinkering, melee guys arent your problem, in full metal with all that stoping power. Maybe add in point shot feat and try 7.6 assault rifle for 27 ap burst or aimed shot and smg, to finish smth off, but not sure didnt try that 1. Actually think it would be good to get aimed shot and use it on smg, assault rifle with 7 bullets is overkill anyway, might use weakest 1 so you get more control with that 1 extra crit on cooldown maybe even get critical power feat for extra reliability, but thats maybe better left off for expedition, when more feats are in play. You will not even suffer reloads.
Dominating difficulty only.
errm better version with 7.6 hornet and  7.6 smg
http://underrail.info.tm/build/?GQgGBwMNAwbCh0YAAADCh8KEACUAOMKHfE9BZwAAAAAACU8kJkU5OxYVSTcxSigZ

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General / Re: optimizing an SMG build any further?
« on: January 10, 2019, 04:18:31 pm »
Trust me, the closer they are, more bullets they eat, rly dont remember them as problem with previous smg build, and didnt use quick tinkering once out of neccesity, only because i picked the feat, so i had to use it, so it doesnt feel like a waste

11
General / Re: optimizing an SMG build any further?
« on: January 10, 2019, 03:47:58 pm »
Got 1 even better build, though maybe an overkill. Idea is using 8.6 hornet assault rifle for 30 ap burst and 7.6 smg for 16 cost burst, and you are left with 1 weapon to reload every turn. Super steel again ofc with sturdy vest etc. Now 7.6 smg does around 19 percent less damage than 8.6  which is enough to 1 shot something + extra perception + concentrated power seems good, you are guaranteed effective kill or 2.

http://underrail.info.tm/build/?GQgJBgMLAwbCh0YAAADCh8KEACUAOMKHfE9BZwAAAAAACU8kJkU5OxYVSTcxPkoo

Now you can change a feat or 2, maybe paranoia for pack rahound if you plan on dexterity food to cap yourself at 9 dexterity so you can carry all that junk and get 1 extra perception, but initiative is good. Dont recommend quick tinkering, melee guys arent your problem, in full metal with all that stoping power. Maybe add in point shot feat and try 7.6 assault rifle for 27 ap burst or aimed shot and smg, to finish smth off, but not sure didnt try that 1. Actually think it would be good to get aimed shot and use it on smg, assault rifle with 7 bullets is overkill anyway, might use weakest 1 so you get more control with that 1 extra crit on cooldown maybe even get critical power feat for extra reliability, but thats maybe better left off for expedition, when more feats are in play. You will not even suffer reloads.
Dominating difficulty only.

12
General / Re: Mechanics workbench
« on: January 07, 2019, 04:34:01 pm »
No requirement? For some unknown reason i didnt get any option for tailoring workbench at all 3 freddys there, but ok lets say no requirment for mechanics.

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General / Re: Mechanics workbench
« on: January 07, 2019, 08:00:02 am »
Nah, not for discounts, just to get that mechanics workbench whatever the price.

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General / Mechanics workbench
« on: January 06, 2019, 08:26:50 pm »
Can anyone confirm requirments for mechanics workbench, seems like wiki data are inaccurate, becaues in one walkthrough i could get it with 6 inteligence and 105 mercantile. Now is it mercantile is it 6 intelligence or something else?

15
Builds / Re: How to make sniper rifles work?
« on: January 05, 2019, 08:00:55 pm »
Well i was using this build with 5mm jag and 8.6 steel cat smgs with +1dex from eel sandwiches (super steel ofc with sturdy vest) on dominating was rather easy, spare few occasions of dopelgangers 1 shoting me and coil spiders almost 1 shoting me scaring me to death. But then they got bursted down.

http://underrail.info.tm/build/?GQgJBgMLAwbCh0YAAADCh8KEACUAOMKHfE9BZwAAAAAACU8kJjFFOTsWAhVJNzA-

Was gonna play pathfinder kingmaker, got bored with it to slow, go styg get that expedition going do it a bit harder, since we will be getting + feats and specializations, actually make it alot harder XD

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