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Messages - Ravager

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31
I played Expedition once with a 3 WIL character who had already beat the game.

She was able to "do the job" for the doctor at the end of the Health Centre, because she had already "seen things." (Presumably Tchort.)

If a character was just coming in from the Core City quests, around Level 18, would they be able to handle that segment? I am thinking of bringing a 3 WIL character to Expedition, but I don't want to have to just shoot the robot and fail the "quest."

32
One instance I can remember is when Gorsky's friend (Dave?) is helping you during the Beast battle. Dave emptied his pistol or whatever, and there was "Out of Ammo" many times before the turn ended.

33
General / Re: Hinted features/lore (spoilers)
« on: September 29, 2019, 01:25:47 am »
Completely forgot about that description......Jesus a Railrat's life is depressing, no coffee or trees :'(

Or bears.

34
Builds / Re: Optimizing a pure sniper build
« on: September 25, 2019, 03:34:00 am »
I haven't ruled out pistols. I'm already using one as a backup, but it usually takes an entire turn to deal with a single enemy.

I like that the Neo Luger doesn't require much AP, so I use it when I'm cornered and running, or in other situations where I've already done something. It can still fire using Blitz after I can no longer fire sniper rifles.

So it has a definite place.

But what feat would I take at Level 16? Steadfast Aim? Or Opportunist, with the hope of getting Execute later? Or maybe Gunslinger?

35
Builds / Re: Optimizing a pure sniper build
« on: September 23, 2019, 09:51:23 pm »
Okay, I think I am going to go with Shotgun.

I am at Level 16, and instead of choosing Paranoia (which is in the template Sniper build), I think will go with a Shotgun feat.

I could take Leading Shot and then craft a tactical short vindicator.

Then, I would have a weapon for close-in, and possibly multiple enemies.

It's either that, or go with Power Management and craft a Plasma Pistol. Then, take Steadfast Aim at L 20 or 24.



Overall, I need a backup weapon for my Sniper rifle. I have 5 STR, and a Sniper build.

Basically, I can take 1 feat right now, for the backup weapon. And maybe 1 around Level 20.

So I can go Shotgun (Leading Shot?), Energy Pistols (Power Management?), or Pistols (Steadfast Aim / Opportunist?)

[SMGs are possible too, but I want to avoid that].

Or I can take 1 Strength, and get Assault Rifles + automatic shotguns. But I'd rather put it in PER.

So what's the best strategy for Shotgun or Energy Pistol as a backup weapon?

36
Suggestions / Arena name suggestion: "Chop Notch"
« on: September 23, 2019, 02:57:34 pm »
I thought of an arena nickname for players that use the unique knives in the game. For players who kill an enemy using the Butcher's Cleaver or "Old Chopper's" weapon, the Kukri, they could get the achievement "Chop Notch." [As in, "Top Notch."]

Maybe you'd have to kill most enemies using that weapon, or take down an enemy from full health with one swipe.

[If you take down an enemy from full health from stealth with one of these weapons, perhaps you could earn the arena nickname "Dark Slasher."]

37
General / Re: What actually is/are the Gray Army?
« on: September 22, 2019, 09:09:15 pm »
I am not sure that base and particular faction are on the surface. After all, their imagery is all about being underground and subways. They seem to be building morale based on the concept that they are mastering the underground.

38
Builds / Re: Whats wrong with my build? (guns/traps/stealth/temporal)
« on: September 14, 2019, 11:56:46 pm »
That reminds me. Who sells Under Pie?

39
Discussions / Re: Wouldn't this be the perfect keyboard for Underrail?
« on: September 14, 2019, 08:47:09 pm »
And these would be the perfect keycaps for Expedition:



https://geekhack.org/index.php?topic=97325.0

40
General / Re: Offical Wiki and offical site slow/unreliable?
« on: September 13, 2019, 01:32:00 pm »
This is definitely the case.

Soon after publication of the video, this forum and the wiki both became very slow.

41
Builds / Re: General advice for a stealthy assassin build
« on: September 12, 2019, 05:41:14 pm »
A few more tips, mostly about economy:

-Fishing rods are a bit expensive in early game, but they are worth buying early on. Strategically place them at new towns you visit, like Camp Hathor. Be on the lookout for where the fish are biting by moving them around.

Securing a stockpile of fish (you can store them beside the rods for pickup later) will make it much easier to rapidly produce drugs in the future.

When you're doing your rounds, selling stuff at the merchants or revisiting towns for whatever reason, you can come and catch up on your fishing. It's not like you can surge it all at once later on.

-Never buy blueprints for things that you don't immediately need. You will be able to find blueprints for most things over the course of the game. Especially a stealthy, lockpicking character such as yourself. Just have patience. On the other hand, in the late game, I guess you could trade for blueprints at merchants when there's nothing else to buy, because at least they're weightless so you can sell them elsewhere.

-Once you get to around 70 lockpicking or so, you can start retreiving mines that you disarm, instead of just disposing of them. Use the trapper's belt whenever you're doing mine stuff of any sort. And if you have the jackknife, it gives another 5 or so bonus to mines. So use all that stuff together.

There are some nice people who leave you a big stockpile of mines for getting started. A certain menace of Camp Hathor was nice enough to leave me about 65 mines on the way to his lair. I avoided most of them, and came back later when I had 75 lockpicking + utilities, and was able to retrieve them all. Including some sweet Chemical Blob Trap Mk III that were useful in Foundry quests. And Dude sent me to retrieve something in a storehouse full of mines, which also became useful to me.

So do Hathor-area demining, Dude first quest demining, then use those mines for later quests. Free mines to garner you loot later!

42
Builds / Re: General advice for a stealthy assassin build
« on: September 12, 2019, 03:13:43 pm »
-Carry different armours with you. Not too many, just 2 usually. You always need a sneaking armour, with maximum stealth. But you can have a combat armour as well, for when you are going to be taking hits. If you know what you're going to be fighting, you can carry something specifically designed for that fight. (e.g. mutants, firebombers, PSI casters, electricity).

-You have to do a lot of walking and backtracking in the Foundry mission, and it can get tedious. Use the new time speed-up feature, which are the + and - buttons. As long as there are no enemies in the area, it makes some of the missions involving walking all over Foundry much more pleasant.

The Core City merchant run, when you go from merchant to merchant and then wherever you store your stuff, is greatly facilitated by this speed-up feature.

-You can leave stashes of gear / loot all over the place. I generally end up placing one stash in each town. The common passerbys don't seem to give it any notice. Keep the stash relatively close to the merchants. I even have a stash next to the gun dealer in SGS, because I have a backlog of stuff I'm selling him.

Just keep your stashes out of range of the overloaded guy in Core City. I don't trust him.

-Use charons sparingly. Once you clear out the underpassages and rail tunnels (which the assassin excels at), you can basically get free transit back and forth from SGS > Rail Crossing > Foundry > Core City. There are random encounters sometimes, so stay hidden. The + - speed-up feature makes this a lot easier than it used to be.

If you must fast-travel, try doing it via the boat at the SGS dock. You can use SGS money, which is otherwise much less useful outside SGS. I always sell trivialities to people in SGS to get the money which I use for the ferry.

You're gonna wanna save up your charons. You'll see.

-SGS gives you free healing, and so does Rail Crossing if you help the doctor. So if you are engaging in fights near those places, backtrack back to those locations instead of using consumables. Rail Crossing is at the end of some transit paths, so you can heal there after fighting people in the passages.

-You want to accumulate components for your drugs. You can regularly get free lake poppies by sneaking in the agronomy area of SGS.

43
Builds / Re: General advice for a stealthy assassin build
« on: September 12, 2019, 02:54:55 pm »
Also, in terms of more general advice:

-Have different knives on hand for different purposes. Use a tungsten dagger (or whatever has the best armour-penetration / overcoming of damage resistance) on robots and armoured enemies. Electric knives are also useful for robots. Otherwise, aim for more of a 'bleed-build' I guess, with serrated weapons bleeding living enemies.

Styg has updated the knife differences since I played it. There wasn't as much differentiation or usefulness to the different knife and material types in earlier builds, but there are now. So study up on knife crafting and subtypes. I remember carrying around a tungsten steel dagger for the aforementioned armoured enemies, and some kind of nasty serrated electrical knife for attacking organic creatures.

-Tasers are very powerful, and especially necessary for your build. You should probably have some electronics crafting ability for your knives anyway, so even a rudimentary level will be all that is necessary to craft a taser. You can use a low-grade zapper part from Junkyard, even, and a decent power core, at least 60 capacity.

The taser will help you immensely with crowd control. You can tase one enemy to keep them stunned for a bit while you focus on killing another enemy or two. Later, you can get an electroshock pistol, which might even bounce the bolt to other enemies, stunning them too.

I can't emphasize enough that stun is a powerful condition in this game, and the electroshock weapons are vital for your build.

You can loot some of the parts, I think, from the electronics dealer's lockers in Junkyard if you sneak in. And she probably sells the electroshock generator for cheap.

-I hope you are using cloaking devices.

-EMP mines trivialize most combat with robots.

-When you are doing the Beast mission in Foundry, you will have to take on some very high resistance creatures. Forget about knives (although a Tungsten electro-dagger or something like that might be useful). Use energy weapons on these creatures. At close range you can hit them, they are slow so just kite them along. Or you can use HE mines if that isn't working out.

-Also, stockpile traps and caltrops and throwables for that mission. You'll come to see why later.

-You won't be buying bullets, and won't be needing most guns. You can recycle guns and other useless weapons into repair kits. You'll have so many, hopefully, that you can use the repair kits on the loot you're selling. A 1324 q hammer will sell for more than a 724 q hammer, so you want to make the most of it. If you loot smartly, you'll take the high-value low-weight items back to sell, and scrap the low-value and bulkier crap to make repair kits.

-Drugs are very important for your character, so I hope you are keeping up some bio. You don't really need to put heavy points into bio until later in the game, though. You want enough for Jumping Bean and Focus Stim and maybe adrenaline stuff around mid-game. So stock up on those intestines and bug juice. Don't waste your animal hearts on crafting hypos, you'll have plenty of those and you should avoid being hurt anyway. Jumping Bean was absolutely critical for my build.

44
Builds / Re: General advice for a stealthy assassin build
« on: September 12, 2019, 02:32:18 pm »
You sound like you're going through a very similar playthrough as I did.

Level 9 sounds underleveled for Gorsky's Core City missions, however. So it is good to do easier things in the meantime.

Foundry is very rewarding. Just the oddities alone are worth a level-up or two. Search the garbage cans, etc.. all over Foundry. Search the slums thoroughly.

And the Balor mission that Foundry gives you is very rewarding for an Assassin type character, really one of the reasons your build exists.

Some people think you don't need traps and mines for a knife build, but the truth is that you picked NerdCommando's Assassin build. It's a stealthy glass-cannon, and you can't just run around stabbing everyone in the open. And it's not an unarmed psi monk build, which is very different. So stealth and traps become much more important.

Once you master the art of mines, you will stop fearing pre-positioned enemies. Anywhere you can walk in and see where the enemies are, they are doomed. Dead men walking (or standing). Mines are the most powerful weapon in the game against regular mooks.

For that stupid tunneler repair mission, I remember with my identical Assassin character, I ended up using traps, mines, and also a Molotov or two. I mined the narrow corridor / area leading roughly to the SouthEast of the Crawler where there are some hobos or whatever holed up. I lured the gang with a gunshot, ran as they followed behind and stepped on some mines, the stragglers stepped on the next line of bear traps, I used a Molotov, and what finally reached me I was able to handle. Prepare for a big fight, that's all. The mines have their own logic, which you need to learn.

Crawlers and stealth enemies are still a major problem. Learn to recognize the signs of crawlers and muggers. Save when you reach big cave areas, especially as soon as you see a Red Dream mushroom. Use Molotovs liberally to detect crawlers if you  intend to fight them. And hide behind other animals if there are more than one creature type on the map. I let rathounds expose the first crawler I ran into on the current playthrough, and then just firebombed it / gunned it down.

45
General / Re: I just can't do stealth properly
« on: September 12, 2019, 03:30:44 am »
Styg did a good job making the stealth element (and other elements of the game) fairly instinctive.

Lurking around in the shadows is better for you than walking in the white light. And there are a lot of broken lights in Underrail, so lots of shadows.

Guards are more alert than most citizens. Walking stealthily while people are turned away, going another direction, or generally distracted is generally a good idea.

Robots, gun turrets, and strange creatures of the darkness are things to be avoided until you are ready to confront them.

Shooting people from the shadows is more effective, if you have certain feats.

Dumb animals are often pretty blind. Even if they start to see you, just walk away. It's organic, not so much pass/fail as happens with the tutorial.

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