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Messages - Firestalker

Pages: [1] 2
1
General / Re: Requesting Crossbow Build
« on: March 17, 2017, 03:34:11 am »
alright, thanks for the tips.
Didn't think about the eel sandwich and tchortist robe. Makes sense to lower dodge to 40 with the armor penality.

I considered Psychostatic Electricity, Neural overclocking and Cerebral trauma instead of Cryogenic Induction, Hypothermia and packrat hound.
But I guess with the low Psychokinesis and without recklessnes and Psychosis thats not really worth it.

2
General / Re: Requesting Crossbow Build
« on: March 16, 2017, 11:08:13 pm »
Thank you guys, your replies really helped me out alot!

Im currently writing up a build for every class with oddity system and am testing out the in and outs.

@destroyer anwered via steam, thanks alot and nice to see that you included that into your guide.

On a totaly different note:

Pure Psi Casters
Would that be viable on a normal oddity XP run?
http://underrail.info.tm/build/?AwGloJgVhBmOQEZT3ogbCAHGX4RSJKwxQxaiKIDsecmAnDqACy0NGIkgsxekx8yJDAg5YqTLAY8IPeC0xRa6IunjoY1TsGBA

my concerns are the extremly low hp, low stealth and the psi point drain - I planned to stealth in and wreak all enemies in 1-2 turns.
Is it worth going for meditation, neurology to balance the psi point usage?
Are Hypothermia and Cryogenic Induction needed for enough burst?
Maybe go for 6 con 15 will 6 int for more hp and fast metabolism?



3
General / Requesting Crossbow Build
« on: March 15, 2017, 07:31:41 pm »
Hey guys,

Im looking for a more up to date crossbow build which maybe includes bowyer, skinner (if it's worth it), hacking, lockpicking etc. since Im playing oddity system. Not sure about Crossbow builds at all. Wildans thread is bit out of date and has no skill point distribution. http://underrail.com/forums/index.php?topic=2136.msg12288#msg12288

Would put something together myself but since I have no experience at all on crossbow builds so Im not really confident about that.

Appreciate any help!


4
Suggestions / Re: Invisible Fishing Pole
« on: March 09, 2017, 11:00:05 am »
Yeah, Audio cue would be great

5
General / Re: Build for first playthrough
« on: March 05, 2017, 11:12:56 pm »
I would suggest this alternative Smg/Sniper Build

I know its kinda weak on the defence but I don't think its fun to abandon all crafting in the beginning of the game.

To the Build:

Build without Junkjard Suprise because I hate wasting time eating that stuff. With crafting benches and huxkey

http://underrail.info.tm/build/?AwGloJgVhGGYQA5YgIwDYQM6uNxizK4yoSgCcALGhBIaKrmqqFQnAkwOwN8GoQ9CBSyY4oqIKgIovdDG6huCbjW6KKQA

Level: 25

BASE ABILITIES
___________________________

        Strength:    5 (possible to go for 4 with +1 Rat Barbeque)
       Dexterity:   3
         Agility:    8   
    Constitution:    5   
      Perception:   10 (16) 
            Will:    3   
    Intelligence:    6 (Possible to go with 7 for Balistics/Skinner and Gun Nut)

SKILLS LVL 25
___________________________

   OFFENSIVE
            Guns:  135(272)
        Throwing:   0
   DEFENSIVE
           Dodge:    58 (90)
         Evasion:   135(180)

   SUBTERFUGE
         Stealth:  120(160)
         Hacking:   94(135) with Huxkey
     Lockpicking:   122(135) with Huxkey

   TECHNOLOGY with Crafting Bonus
       Mechanics:  113(151) enough for best Sniper/Smg
     Electronics:  110(147)(169) +2 int form Junkjard Suprise will give enough for best NV-Smart Googles/Energy Shield
       Chemistry:   43(60) special bullets
         Biology:   33 (50) focus stim and special bullets
       Tailoring:  117(156) enough for siphoner or tacvest armor

FEATS
___________________________
   lvl 0   - Aimed Shot
   lvl 0   - Sprint
   lvl 2   - Pack rathound (can't stand low weight, especially with multiple smg's/Snipers, bullet types in inventory)
   lvl 4   - Interloper (quality of life but replaceable)
   lvl 6   - Balistics (if you go with TacVest)
   lvl 8   - Snipe
   lvl 10 - Uncanny Dodge
   lvl 12 - Spec Ops
   lvl 14 - Expertise
   lvl 16 - Commando
   lvl 18 - Nimble
   lvl 20 - Critical Power
   lvl 22 - Sharpshooter
   lvl 24 - Ambush

Gear:
NV-Smart-Googles because the Burst/Aimed Shoot/Snipe skill counts as special attack
TacVest with Black Cloth or Infused Siphoners Leather Armor 15% armor penality (soft padded with Kevlar coat or black cloth) Infused Siphoner Tabi
Steelcat 8.6mm with Smart Module and Muzzle (Incendiary Bullets)
Impala 5mm with Smart Module and Muzzle (Shock Bullets)
Impala/Steel Cat 7.6mm Rapid Reloader, and Muzzle
Spearhead 7.6mm Rapid Reloader, Smart Module, Scope or Anatomically-Aware Scope
Corsair 12.6mm Bipod, Smart Module, Scope or Anatomically-Aware Scope (Contaminated Bullets)
Reaper 8.6mm Bipod Smart Module, Scope or Anatomically-Aware Scope (Incendiary Bullets)


Shield: Double High or High/Medium if high caliber bullets like sniper rifle or assault rifle bother you, double low or low/medium if melee attacks are a problem (although energy shields are always better for bullets). Unsure about High Efficiency Energy Converter or Circular Wave Amplifier

Thanks for any Reply!

6
General / Re: Build for first playthrough
« on: March 05, 2017, 04:36:22 pm »
Hey Wildan, not sure if this was changes in a recent patch.

it's much better to use a fast Assault Rifle as a secondary gun (11 AP 7.62 Hornet/RR 9mm Hornet/RR 8.6mm Chimera).

How do you get those AR's to 11 ap? RR 9mm Hornet/RR 8.6mm Chimera has a AP cost of 12. Sure its 14*0.2=2,8 / 11,2 but the game still puts it to 12 and not 11.
Well, this leads to 36 AP per burst or 1 burst per 70 AP which is pretty shit. In that case you have to use a RR 7.62 Marauder, 7.62 Hornet and a RR 8.6 Hornet.

So you have no 9mm acid bullets and a pretty medicore non crit dmg bonus assault rifle choice. Paired with the crippling strike problem + the move and shoot debuff. Im not even sure if its such a good idea to use assault rifles.

I would suggest switching to 2 Impala SMG's and Hornet Assault rifle or even a 8.6 Steel Cat for the flame rounds+ambush proc's. A 11 AP 5mm Smart/Muzzled Impala with Shock Bullets, a 11 AP 7.62mm RR/Muzzled Impala/Steel Cat and a 10 AP 8.6 RR/Muzzled Hornet with 8.6mm Incendiary Rounds.

I would also switch concentrated fire for Spec ops as this gives you 22 ap burst -> 24 AP Spearhead shot, 24 AP Spearhead shot, 22 AP 7.6mm Impala Burst for exactly 70AP or 3 Impala bursts for 66 AP.

Also Im not sure about ambush, how do you effectivly put enemies into the right light conditions. I also have the problem that this build has no throwing skills so molotovs and flares are pretty shit for the Sniper distance.

Anyway nice build/guides as always Wildan, thank you.

7
Thank you, great post.

8
Development Log / Re: Dev Log #51: New Weapon Types
« on: February 22, 2017, 07:10:23 am »
Looks great, looking forward to it. Keep up the good work. Is there already a release date?

9
Discussions / Re: What do you play right now?
« on: February 20, 2017, 01:20:31 pm »
good old stalker. Im currently playing an SMG build for Underrail (first playthrough) and a massiv amount of for Honor.

10
General / Re: Opinion on Riot Gear Build
« on: February 14, 2017, 03:17:19 pm »
How's your build looking know? You kept on playing it?

11
General / Re: Please help suggest a nefarious poison-character? :)
« on: February 14, 2017, 01:18:33 pm »
hey,
If you like to go with throwing knifes you should max throwing anyways as it also increases the dmg of them. For Grenades Im sure that you don't need a high skill. I mean you could even go with 0 throwing and just savescam until you hit the grenade. If you aren't a fan of many reloads just stick with around 80 for grenades.

From wiki
"A Throwing Knife is a cheap throwing weapon. Unlike most throwing utilities, the damage of throwing knives scales with thrower's Throwing skill. Their damage starts at 8-9 with zero throwing skill, increases to 28-49 at 135 skill, 38-69 at 203 skill.

Throwing knives are light weapons and thus benefit from Dexterity AP cost reduction. "

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"Toxic Gas Grenade is a type of gas grenade. Gas grenades release their gas slowly over 10 turns (or 50 seconds) and it dissipates slowly after that. The Toxic Gas cloud deals bio damage to anyone standing in it or walking through it.

Contact with toxic gas causes Contaminated debuff, which increases all damage taken by 10% and can stack up to 20 times, increasing damage taken by 200%. "

of course you can use any grenade as hypertoxicity does not increase the dmg of gas grenades but I kinda thought it works with the tick dmg theme as it also increase the dmg taken the longer they stand inside it. I think with a couple poison beartraps, caltrops, some lucky pinning knifes and a gas grenade on top the poison dmg can theoretically reach insane lvls (50% caveear, 100% Hypertoxicity, 10%-200% form gas Grenade). On the other hand you could just burst kill with frags, or have some fun with cryogrenades which slows them and even turns them into popsicles.

About the throwing net: I thought it shows the hit chance if you press the button and hover over the enemy. Not sure about that thou, gotta check later when Im home from work. I wouldn't use it anyway as there are far better uses for the limited utility space as it kinda gets full if you use Knife, Poison Knife, Gas Grenade, Flashbang and maybe something else like caltrops with Quickpockets. Utility belt is very useful for here too.

Sorry for the rambling, kinda got excited myself.  :D
Anyways if anybody knows better than me or is seeing a mistake pls correct me!

12
General / Re: Please help suggest a nefarious poison-character? :)
« on: February 14, 2017, 09:25:45 am »
Would suggest a build like this maybe:

http://underrail.info.tm/build/?AwGloJgVhBmECMAWEB2OICcH0NjJGcMNGBYCEADnSgDYS6UFpFWqGozXjeSJKrCOgjZYDWFTjYkUrmkqp4qbFXiZYQA
huxkey for 135/135

This would have more of a focus on smg's first turn rape fest than poison and disable

Gear:
Infused Siphoners Leather Armor 15% armor penality (soft padded with Kevlar coat or Black Cloth) Infused Siphoner Tabi
Steelcat 8.6mm with Smart Module, and Muzzle
Jaguar 7.6mm  with Smart Module, and Muzzle
Jaguar 5mm  with Smart Module, and Muzzle (possibly Silencer instead of Muzzle)

-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Another suggestion would be dumping smg's altogether and going for a pure knife thrower build:

http://underrail.info.tm/build/?AwGloJgVhBmECMA2RoAsdMHYyNjcXJATjxgA4UoFcpyyHKQoYF9dDOQIJuYIcEUrBSx6sUmnpYaWXuRrl6xeMTRA
huxkey for 135/135
I would go for as much dex as possible as dex reduces the ap cost of throwing knifes
I guess it would be interesting but more challenging also im not sure how many enemies are poison immune in the game

with feats like
Blitz (convert all movement into action points pop adrenalin = more knife throwing = more split spare = more poison = more suffering for the damned)
Pinning (seems cool to poison them and than pin them while running away, if you get suprised and are unable to lay some bear traps beforhand)
Split Spare (multiple Poisoning with one throw)
Fatal throw (finisher for ap reg so you are able to keep throwing would be your mop up)
maybe ripper (but I don't think this would be a crit heavy build)
Quickpockets (could be worth it, you got more slots for more knifes/grenades + ap cost reduction for equiping if you run out)

Gearwise I would wear the same as above. Start out with a tacvest and switch later on to infused leather

Skillwise put the gun skillpoints fully into throwing, evasion, stealth, mechanics, Electronics and Tailoring

You could use crawler poison caltrops for stunning, bear traps for immobilise and posion stacks + gas grenade/Split Spare than hide wait for dot ticks and fatal throw everyone to death. Don't forget to mix in some caveear poison for that 50% more dmg. Keep some Emp's rdy for robots.
 
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Hope it helps!

13
General / Re: Please help suggest a nefarious poison-character? :)
« on: February 14, 2017, 08:05:37 am »
For grenade throwing I would take around (80) effective skill it's around 45base with 10dex assuming you go full in +++Dex. Wouldn't be that savescumy.
For knife throwing im not sure but I believe it has to be much higher. I guess throwing a knife at someones head has to be more accurate than tossing a grenade at someone.

14
General / Re: SMG/Grenadier Build - Leather/Evasion - Improvements
« on: February 10, 2017, 07:51:47 pm »
thx for the reply

- yeah thats why I take pack rathound with lvl 2 already

- good to know I probably keep interloper in there

- Im not a friend of traps (at least for a smg build) kinda feel like with the smg build im rushing into point blank range and with traps I need to kite enemies into them. Feel like traps are better for snipers and crossbow builds

- well I guess its about getting into range and having enough bursts to kill as many enemies befor they even get a turn to react. Also dex increases some useful skills where as constitution does not.

- for the ammo I dual wield smgs with a bullet strap so most enemies are dead befor I run out

- but I see that you could go with 10 constitution for that sweet thick skull



15
General / Re: SMG build
« on: February 10, 2017, 09:05:48 am »
here are some thoughts for a SMG/Grenadier Build. Maybe it helps!
http://underrail.com/forums/index.php?topic=3000.0

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