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Messages - Jamolotl

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1
General / Re: Curious about my builds viability
« on: December 23, 2015, 02:57:11 am »
Bearing in mind I'm still learning myself, at first glance the main issue seems to be two things:

First (as you suspected) you're spread very thin. You don't really have enough perception to use assault rifles well and you don't really have enough dexterity to use pistols well. The second issue is a similar one - because you've spread yourself thin and haven't specialised you seem to have gone almost entirely for utility feats, with your only damage feat being expertise.

Depending on the difficulty you could probably salvage the build by committing to assault rifles, starting to take feats that synergise with them and pumping the rest of your stat gains into perception. Personally I would also think about using heavy armour and forgoing dodge/evasion for something like throwing to give you extra crowd control.

Hopefully someone else with a bit more experience will show up to help you.

2
General / Re: Old Music
« on: December 19, 2015, 03:29:25 pm »
Gotta say I agree. The old music really reminded me of some of the dark ambient tracks Mark Morgan made for Fallout.

https://www.youtube.com/watch?v=mRWx8pCYfWE

3
Development Log / Re: Dev Log #44: New Trailer; Release Date Moved Forward
« on: December 11, 2015, 10:01:40 am »
I really hope you guys get the recognition you deserve. Judging by the (almost exclusively) positive reactions I've seen I think you will.

Enjoy the release and have a great christmas!

4
Development Log / Re: Dev Log #41: Noise System; Vacation
« on: August 14, 2015, 05:12:10 pm »
Yes! Been waiting for a noise detection system.

This game is really shaping up to be a cult classic. Can't wait for release.

5
General / Re: GOG.com - let's get Underrail on!
« on: June 07, 2015, 11:55:20 pm »
Voted and commented! Already owned the game on steam for a long time, but GoG is a perfect fit.

6
General / Re: Making character run
« on: June 07, 2015, 11:34:24 pm »
You should pick up the Sprint feat if your character has 6 agility. Big quality of life improvement with some great utility in combat too.

7
General / Re: Stats and Skills calculator
« on: May 11, 2015, 05:05:22 pm »
Very helpful, thanks guys. : )

8
General / Re: Permadeath
« on: May 11, 2015, 05:01:34 pm »
I usually aim to play roughly as the developer intended. If that includes permadeath I usually jump at the chance. When a game is designed around the mechanic, it definitely adds a whole new level of risk/reward that when turned off makes the game feel kinda dead. As you say, everything feels more alive when the prospect of death is always just round the corner. Roguelikes are obvious, but I generally always play loot-based aRPGs and grand-strategy on hardcore mode too.

Games like this don't really feel like they were designed with permadeath in mind though, so it's something that I'd maybe try after I know the game very well, but still have a thirst for more.

9
I kinda agree with UnLimiTeD that it's not really important enough to spend development resources on it, which makes it the perfect type of thing to mod somewhere down the line by someone with more specialist knowledge. In fact I remember a very similar mod for Fallout 2 becoming fairly popular. It would be harder to balance because of the inclusion of magic which plays by it's own set of rules, but still doable. Apparently modding will be supported some time after release. Let's hope so.

Off topic: this is the sort of thing that reminds me how detrimental it can be to know too much about something. I don't know a thing about guns so I would never notice these types of inconsistencies. I do however know a lot about history so whenever I play a historical game my immersion is sometimes broken constantly by things that don't make sense. In the perfect world developers would have the resources to hire specialists for every aspect of their games but obviously that's just not the case. Ignorance is bliss.

10
Discussions / Re: Valve now allow modders to charge for their games
« on: April 25, 2015, 08:09:57 pm »
It's too early for me to form much of an opinion either way, but my initial reaction is mild disgust.

If anything it will just push people away from Steam workshop to places like the Nexus surely.

11
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 02:19:06 pm »
@UnLimiTeD - Yeah, the plan I think is to pump Biology early on at the expense of the other crafting skills then gradually max those once I reach 40-50 Biology. Early armour/weapon crafting seems to be more about a quick cash boost than anything else in the early game and since Biology is great for cash AND has the utility too it seems to be a far better early game choice. I really haven't come across money issues so far anyway.

@Epeli - Yeah, after doing the maths I've started to realize that too, which is very encouraging. I'm thinking I can easily get at least 11 different skills to where I want them, which is more than enough to create a character that feels fully fleshed out both thematically and mechanically. The fact that trappers are so underplayed just makes me want to play one more, hah. One day I can be one of those 0.4%!

Silly thing is I've barely got my head around this build and I'm already getting excited about other builds. A chemical pistol build with throwing for example sounds awesome. Having to use my very limited willpower to stick with this build because the different options are so interesting, which is a pretty rare thing for me nowadays.

12
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 01:34:42 pm »
I was thinking the same with stealth, maybe 80 or so. Obviously I'm ranged so figure I don't need quite as much stealth as a melee character, since I can generally set up traps/ambushes without getting too close. The bonuses on gear are pretty big too as you say. It doesn't seem to have any requirements linked to it either, just scaling. From a quick calculation I gather that the skill cap is 135 for the moment which seems far more than a lot of the skills really require.

After looking at the wiki it seems like Biology crafting materials don't really have any scaling requirements like most of the other crafting skills do, with the exception of Regenerative Vests which I wouldn't use anyway. At a glance the max requirements seems to be 50 for poisons and 70 for drugs/extraction, so that would make a great half skill alongside stealth and traps. Hunting things and using their body parts to create deadly poisonous traps for more murder just sounds too awesome to pass up.

Yeah, Deadly snares definitely seems fun. I'm thinking it may be worth dropping Recklessness in that case. 10% crit is great, but when you have two ways to consistently guarantee crits it really starts to lose it's value in a game with so many good feats.


13
General / Re: Stealthy crossbow/crafter build
« on: April 25, 2015, 12:24:52 pm »
That's exactly the sort of information I was looking for and nearly all of it ties in nicely with my initial thinking. Maybe Nimble, Opportunist, Skinner and Clothier as the extra 4 feats. If I do go down the traps route (which is looking increasingly likely) I'll switch out Nimble or something else for Deadly Snares. Traps do sound a lot of fun, my only gripe with that route is being so starved of skill points. I'll think about what skills I could feasibly take as 'half skills'. Any advice in that regard would be great as I have no idea how most of the skills scale or when they stop being useful.

Ninja Looter is a remnant of the little text document I made of possible stats/skills while I was fleshing out the idea. It shouldn't really have been listed, oops. Pickpocketing on a crafter just doesn't seem worth it at all.

Thanks for taking the time to write these lengthy posts guys, much appreciated. Really friendly forum.





14
General / Stealthy crossbow/crafter build
« on: April 25, 2015, 03:28:42 am »
Hi folks, looking for some general advice on my build. Going for a build where I can experience just about everything the game has to offer, including (non-asshole) dialogue and crafting. Melee and psi can wait for the next playthrough. I'm only at the GMS compound so restarting is still a possibility. I couldn't find any relatively up-to-date advice on this type of build so hopefully it can also help others. My plan so far is:

Stats:
Str 3
Dex 6
Agi 7
Con 3
Per 10+
Will 4
Int 7

Main skills:
Crossbows
Stealth
Hacking
Lockpicking
Mechanics
Electronics
Tailoring
Persuasion

Possibly 15 into biology for Doctor feat, 30 into dodge for Uncanny Dodge and some points into throwing for utility.

Feats:
Critical Power
Recklessness
Aimed Shot
Sprint   
Interloper
Marksman
Kneecap Shot
Special Tactics
Ambush
Sharpshooter

This leaves 4 extra feats, additions could be:

Nimble
Ninja Looter
Opportunist
Burglar
Power Management
Snipe
Expertise
Doctor
Uncanny Dodge
Disassemble
Sure Step
Skinner
Clothier

Any advice/criticism is welcome. I also have some more specific questions:

Is 15 points into Biology worth it to get Doctor for some extra healing and the quest?
How many points is required in throwing to really make it accurate enough to be useful? Utility is priority over damage.
Is a non-chemistry crossbow build viable enough? I figured serrated and shock bolts would be enough, but my experience is very limited.
Is persuasion worth it at all? I've read both of the dialogue skills are fairly underpowered but I'm someone who loathes missing out on dialogue options/content.
Is Disassemble worth it? It seems more a money-making skill than an ultimate crafting skill due to the -10% quality but I'm unsure.
Is Power Management worth it? What about other crafting feats?
Is 40 dodge worth it for Uncanny Dodge?

Cheers folks!




15
General / Re: Critical Power?
« on: April 21, 2015, 04:18:12 pm »
Time to start stocking up on flares then. Thanks again. :-)

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