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Messages - Vokial

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106
General / Re: Custom Portraits
« on: May 10, 2020, 10:17:55 am »
Nice.
I corrected the one I attached in my previous post (smaller pic still had the black bg), also tossed in another clear faced, more sophisticated guy, so worthful to check the previous page again. I don't know why they are only visible when I'm logged in, but here's a few more with this post - now for characters with goggles.
These two were part of some pack from earlier. And although they seemed to be one of the better ones, they were facing to the left - so towards the edge of the screen instead of towards the game, so here's the correction.

107
General / Re: The Endgame Sucks Too
« on: May 07, 2020, 10:34:16 pm »
I agree with DC being "tedious" but not with it being hard. The only really aggravating area for me was the Labyrinth - happened to be really easy for my build, but still annoying. I guess I made the correct choices throughout the game, since Faceless were friendly with me. I guess I'm lucky for thinking for a minute and managing to befriend the Tchortists and getting access to their shop. I guess I made the right choice to play on Oddity XP and didn't have trouble finding all mutagen samples because I explored everything. I guess I just had a good build, since I killed Tchort in 2 turns. But that's what I like about the game - it doesn't hold your hand, it's difficult, but gives you all the tools to deal with all the obstacles. I think Underrail is just tedious in general and DC needs preparation just as any harder area in the game

I like this post. Never got to DC yet because of my mind changing and rerolling my character so we'll yet to see how it goes, but the above is a good description of the games I like. The ones that actually trusts the player to have some god-given wits and treats him accordingly, not assumes it to be a dummy. And propose a challenge with that in mind. When the game is not only made of just a single part, the entertainment it offers through visuals, sound, story and gameplay, but a combination with the second part - the one that the player have to put in, realizing that his abilities are actually required to reach the conclusion. Games where the person of the player actually matters are much more satisfying.

108
Builds / Re: Commando Build
« on: May 06, 2020, 11:00:36 pm »
Now that I'm playing around with reallocating points and stats, I found a few other good versions too.
Although I don't have much experience with throwing. Did not even use grenades that much to be honest despite having a lot of them. If I need to make a guess based on just gut feeling, I would say that throwing knives might not be the best option to take.
Actually I think there's nothing to fear from being noisy. You'll have an SMG, that is considered to be one of the best means of offense in the game and also able to hit multiple targets with a single attack, so you probably won't have to worry. Also, since riles are able to one-shot most enemies, I felt quite safe and comfortable with sniping from a distance despite it being loud, especially from the point I was able to shoot twice per round.  And if I realized that the coming wave is more than what I could handle, I reloaded the quicksave before engaging and placed some traps or caltrops before my ambush from afar. Kneecap Shot also works wonders to slow enemies down.

Traps and mines I also found more useful than grenades, despite not being able to deploy them in combat (without Quick Tinkering). Usually I just kited the enemy with a rifle. Restealth when possible - which could result in them loosing track, but even just for the purpose of using Snipe again.

109
Builds / Re: Commando Build
« on: May 06, 2020, 09:45:31 pm »
Assuming I'm fine with just 160 quality components that would mean I only need crafting skills effect to 135, correct?

So 135 = 160 quality items? And 160 quality items are more than enough for end game? I'm just trying to establish some rules of thumb.

Kinda yeah... for example tactical vests need 80% of the quality in points points of tailoring. So a quality 160 vest (which is the max) need 128 tailoring. If you add any other components, like a black cloth for example, this number will increase though. So it all depends if you plan on using Hypercerebrix or not. If you don't, maybe you can reduce Biology in favor of some other crafting skill. I choose 70 Biology since I might need it anyway should I decide on Regenerative Vests (however Sturdy seems great as well) because of my low Constitution and the option to produce other chems doesn't hurt either. Although Hypercerebrix boosts all skills significantly that are governed by Intelligence, it is hard to come by because of rare ingredients, so it's usage will be limited.

110
Builds / Re: Commando Build
« on: May 06, 2020, 09:13:38 pm »
The reason of me having relatively low on Machanics, Electronics and Tailoring is to save points and put it to somehere else. While using a bench or a Hypercerebrix that we can craft independently with 70 Biology, we can have these 3 skills on an effective 135. That should be enough for us to produce level 3 emp and plasma explosives and to use components of 160 quality.
Still, since top quality components will make our end-game gear, we don't need to have our skills raised to a level where whe can mass produce those items anytime and anywhere - we will only craft equipment of this kind once or maybe twice. If upon being ready to craft our final instruments, we can even pop a Hypercerebrix AND use our bench too, raising the 3 crafting skills to 155.

Thanks to that allocation of points I can now have a Mercantile skill that will grant me better prices and most importantly I can raise it to 105 (with Hypercerebrix + UnderPie) and get all the access of secret stashes from all merchants. Hoping that they will grant me access to those elusive items of 160+ quality we want to work with. No use of having high crafting skills if we don't have the materials we need them for.



As for pistols, it just makes the build more wholesome in my opinion. With those, everything connects better, the stats have more purpose, strength for feats and weapon requirment too - it will also make crits frequent and more devastating benefitting both weapons, initiation will be boosted... everything just fits.
SMG's are have good damage with bursts, so that's allright I guess - don't intend to change your mind, just provide a different view which I thought will be better for you to know about upon making the choice you prefer the most.

111
Builds / Re: Commando Build
« on: May 06, 2020, 07:01:20 pm »
Crit Power means better additional damage when a critical hit happens. If you use for example an anatomically aware scope on your rifle, then you get 50% boost to your crit damage - now it being 150%. And with a basic Crit Power feat, that becomes a total of 225%, which is awesome for single shots with high chance and of course guaranteed crits with Aimed Shots alike (which you should use sometimes every round with Shooting Spree). It worths to specialize on Crit Power a lot more than Snipe - which is good on it's own with high enough Stealth.

As for your build, I think you're overinvested in Hacking and Lockpicking. For example an effective 100 with Jackknife should be enough for the latter to reach 130 with Engineer's Suit, Haxxor and Eel Sandwitch. Temporal is enough for 55 (56 for an effective 50 for a better Entropic Recurrence) if you're not planning to use Stasis, however I heard it has it's uses. Do pick up and specialize in Psycho-Temporal Acceleration for that sweet MP, AP buff, so you can shoot your Rapid Spearhead 3 times for an additional round too.
Also, exactly to have better even better Initiation aside from the Paranoia boost + to make the most out of the Sharpshooter feat, I went for pistols as a sidearm. Better crits, and more chance too upon picking up Steadfast Aim as well, especially since a sniper rifle need 5 STR, so I really had no excuse. Biggest bonus is granted while using a 44 Hammerer, whih means that we get to use explosive rounds too (a true wonder that happens to be pistol exclusive only) although Falchions are great too for additional crit chance. And unlike the bursts from SMG's, pistols actually make good use of smart modules.

I went for a hitman kind-of character (just some firearm assassin, no relation to agent47) that has Mercantile instead of pickpocket after I pictured him gearing up from a secret stash of weapon storage before a mission (enable Jackknife and Trapper's Belt pls).
http://underrail.info.tm/build/?HgUICAMNAwbCoDgAAADCncKdTToAPmVlNz5lAAAAOAAATRcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_

Alternate take with lower agility but higher intelligence and perception, now with 100 on pickpocket too, enough to serve you well (steal oddities even the one from the Faceless boss and the symbol from Mordre for the appropriate quest). And while still able to craft the best Incendiary grenades and Hypercerebrix, explosives of mkIV and Bullheads are now also restricted to a bench in addition to top tier plasma and emp:
http://underrail.info.tm/build/?HgUIBQMOAwjCoDgAAADCoMKgRDtLO1paKjBaAAAANwAARBcBMToeRn41K8KHM0tbKAIwwqTCteKnjAPip74I4rGWBN-_
(with 8 INT, it becomes debatable not to switch out something for Power Management too)

112
General / Re: Custom Portraits
« on: May 06, 2020, 05:14:23 pm »
Yep, there's no reason to choose a bald guy if your character model always have regular short hair. Having a muscular build? Model will still look like you're playing with an anorexic person with the body proportions of a 10 year old.
Some in-game portraits got faithfully modeled through the game as NPC's, and I can only imagine what some players feel when they meet one that has the exact same portrait what they choose, but rendered much better with a model that's actually fitting. One of the main reason why I use portraits found elsewhere.

If there would be some awesome dude who would make, or modify portraits and make several versions, each personalized according to character models wearing different armor, would be greatly appreciated. We don't even need a mechanic that changes between them according to what we equip, a player can decide what he 'll wear as part of pre-crafting his build, so he can choose the fitting portrait that at the start of the game (and hopefully do not change his mind later).



However, this one I'm attaching here, present from one the above posted packs I find really good. It's generic action hero apprearance is fitting to many models with light armor or tac-vest (even has goggles hanging around his neck so it qualifies to my build wearing tac-vest with black cloth). It still shows some possibly shady personality so I like it quite much rolling with a character being invested in subterfuge skills.
Really like how it's carefully checking out his enviroment like the main protagonist in the original wolfeinstein 3d and basically that's what I imagine him doing 99% of the time prowling around dim-lit hallways of abandoned military bases, or moving through the alleyways of Core City slums anyway - so it's close to perfect.
Thanks for whoever made it!

113
General / Re: Custom Portraits
« on: May 05, 2020, 06:31:17 pm »
I wonder how difficult it would be to have dynamic portraits that changed whenever you wore different armor.

I think it's fine. I understand where the request comes from though. You probably found a nice portrait that you see as a possible manifestation of your character, but on the picture, the armor looks different than what you plan to wear through the whole game.

I'm happy that the background and lighting conditions change - thats a very much needed touch as the portraits would stand out too much otherwise. Great feature. What I don't really like is that far too many portraits are wearing respirators while not many models have them. Still, you can find some good ones in the packs online or make your own if you find a nice picture somewhere and crop it, even with MsPaint (for the background to be non-filled).

I just don't seem to find good ones for various character archetypes on the base game.
Where's the older, battle hardened sniper visibly having his glory days behind him? A hobo with a shotgun? Or the rogueish swaschbuckler trickster guy? Maybe the Judge Dredd kinda enforcer? Or the Riddick close combat specialist? Oh maybe the afro guy in tank-top qualifies for that I guess - if we could choose the skin of the model. Right now it's a total white guy with an afro portrait.
But tha main problem is that most of the male portraits are about total zoners that would easily fit as random burned-out Foundry mineworkers or zombie-like junkies from the slums of Core City. They look like crack-addicts not soldiers.

I reall look forward to see a new pack posted here by some generous person, or even a 1$ extra portrait DLC by the original artist so it'll fit with the rest.

114
Builds / Re: Riot strongarm warlock
« on: May 05, 2020, 06:37:18 am »
Max melee, max intimidation? It's a sin not to squeeze in the Brutality feat (and equip Death's Grin).

115
Builds / Re: Would this smg sword build be viable for dominating?
« on: May 02, 2020, 09:51:38 am »
I'm a bit pessimistic about versaility builds. Sword and a bursting smg are both close range weapons, so one should be enough to cover the same territory of offense right? Also, if you choose the dex influent smg, then why not go for knives instead of swords? Also you need to finish fights fast as you can't take too much hits standing toe-to-toe with the enemy with low con and wearing light armor (infused rathound leather probably) on a difficulty setting where dodge does not help you. Two different close range weapon might result in a too spaced out build instead of proper specialization, which might hurt on higher difficulties.

HOWEVER

Since I love to meddle with the wonderful character builder basically as much as playing the game itself, here's my take on the character:
(please enable trapper's belt + jackknife, order of feats doesn't necessarily have to be like this)

http://underrail.info.tm/build/?HgcQBwMDAwdQbgDCoCh-wqBJJQAlYGAtNGAAAAAAAABIMSbCo0ISEwAGSxU3Fkk-MCnCs9-_

Juuust look at that eye-pleasing layout of only 3's, 7's and that sweet 18. DEX based build, so naturally excellent infiltration skills, lots of hits, fat crits & wet clits. High dex also means that we don't need to invest too much skill points to take advantage of professional employment of various explosives and traps, utilizing oppurtunist and vile weaponry with a single bear trap boosting damage significantly (and to detect enemy contraptions). Superb usage of grenades for both utility and precise, devastating AoE attacks thanks to the 3 proper feats. Knives mean tons of melee hits per round, so we'll be quite mobile thanks to fancy footwork and can take cover at the end of our turns and of course generally be stealthing everywhere. Yeah, so we'll bringing out the most of having a high dex value with appropriate weaponry, the feats to back them up and skills involved.
Since it's knives & smg's could've gone for 7 con and 3 strength not the other way around. It's a questions between having better bursts with Full-Auto with more carrying capacity, or instead of Full-Auto we can take the awesome Cut-Throat with significantly more hp.

Regards of crafting, you'll be able to bake hypercerebrix that will allow you to produce a good selection of consumables up to bullheads, grenades and mines up to mk IV + reach 105 mercantile with an additional underpie. Will also make items of max tier plasma and emp warfare with long lasting electroshock blades (due to power management) and that sweet high quality infused rathound leather armor to further boost those crits with both weapons. And despite planning to play on dominating difficulty, we still need decent evasion in order to not be torn to shreds from a single enemy grenade.

Oh yes, and no psi. F@ck that. This is a kickass post-apocaliptic 80's action hero build - don't care about any fancy magic!

116
Still, some kind of Resident Evil-style interdimensional footlocker present in each major location would be nice. Where you put stuff in at SGS and can acces them in Core City too.
Or a Fire Emblem-kind of bank (only played the two GBA versions back then) where it's the same scenario, you deposit stuff to the clerk like you'll selling them), they hold on to it for a nominal fee and you can take them out from other banks.

Hauling is still doable, but really tedious and unfortuantely gathering all the loot is kind of a must in Dominating.

117
This is just my humble opinion, but I think lockpicking and hacking are very useful skills. I also can't stand the feeling of not being able to open doors and containers and missing out of stuff - even while already rich.
However it's generally a good thing to get them since you're playing on oddity. The above mentioned effective 93 sould suffice (so 100 with jackknife, 110 for Expedition with the lemurian suit).

118
This guy already did the UI part (no feat-icons visible)
https://steamcommunity.com/sharedfiles/filedetails/?id=182562041
Look at the top and the bottom of the screen, much better stuff that actually looks professional. He probably did it for lulz only, but he's good. The work he done is indeed worthy to be added to the game.

119
I think the most important thing to be revised visually is the game UI.
There are some screenshots over steam about some revised version that looks way better than what we curently have and also fits well into the whole aesthetic. Something like that would be awesome, since the current one (especially with those horrendous feat-icons) looks like it's made by an 8 year old in MsPaint. No exaggeration on humour here, simply that's how they look.
It would be nice to have a better UI and game menu.

120
Suggestions / Re: Bullets-to-casings recipe blueprint
« on: April 02, 2020, 09:52:17 am »
I really like this idea.
Best solution would be if the game would let us break down the bullets to casings with the normal recycle blueprint.

I'm a huge fan of the custom bullets with different effects, but empty cases are very rare to find and I did not see them in shops either. One can buy or craft the other ingredients like acid vials and micro shock dispensers and whatnot, but empty cases of any kind are super rare. Need more of that 44 pls.

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