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Messages - Shoutaxeror

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Builds / Re: Ultimate Specialization Guide
« on: September 24, 2022, 11:34:43 am »
Flurry's cooldown reduction is also top priority IMO, makes you vulnerable for fewer turns when you miss. Blade builds are way too much flurry dependant to be top notch.

Flurry will fail eventually, so sword builds have a backup weapon. Flurry cost is way more important, cooldown comes later. In a normal turn, you can use flurry three times, with full spec it becomes five. A base cost of flurry activation is 35, if you missed a single swing, you just wasted 35 AP and now have 15. If it was specced, you would have 20 left - which is enough to use spear or hammer once, or a knife two or three times, or two meds without doctor belt, or taser together with throwing net.

I agree, didn't say flurry AP cost is less important than its cooldown reduction. The question is : if you play a blade build, what do you prioritize after the 5 spec in AP reduction? Cooldown reduction is "only" 2 points of specs, I find the ratio of investment/quality of life quite good, I might be wrong.

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Builds / Re: Ultimate Specialization Guide
« on: September 24, 2022, 11:02:26 am »
Flurry's cooldown reduction is also top priority IMO, makes you vulnerable for fewer turns when you miss. Blade builds are way too much flurry dependant to be top notch.

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Builds / Re: Advice on finishing the game (and build help of course)
« on: December 18, 2021, 09:42:28 am »
Hey, I'm kinda having the same problem here. I've been to deep caverns with my first op build on dominating (but too lazy to beat the final boss), then I've come to the point where I do have the most fun by creating new awkward builds and trying to make it work. When it's not working, I make a new character. When it does, I want to try something else and make anew character.

This is OK to use the game like this but my knowledge of the game is kinda odd, as I Iack some late game content to it.

Maybe just create a new op character that is not overwhelming to play early game so you can move faster. Or maybe, create a versatility build that is actually versatile so you can use different game play approach with the same character.

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General / Re: Energy build feedback on dominating
« on: February 24, 2018, 08:57:22 pm »
Obligatory -- Gunslinger only applies to firearms. Better take Critical Power.

Also, Stealth will greatly help you with save/reload vs stealthy enemies and crossbow users in general. It does NOT help w/ Death Stalkers though. Only napalm baths will. One thing that helps the most with Death Stalkers (and Black Crawlers) is the smell of Napalm. Give yourself some breathing room and limit the amount of flanks they can come from. Then throw flares where necessary.

Question #1: Does Steadfast Aim help with energy pistols?
Question #2: Is it feasible to do decent energy damage (vs AP spent) without high-cooldown abilities? One thing that comes to mind is Ambush, Critical Power and an amplifier. 500% critical damage guaranteed.

Yeah, Gunslinger is a waste but I didn't notice it didn't apply to energy weapons when I made thi build.
Stealthy enemies were indeed a pain, and incendiary are damn effective against it.

About your questions : Steadfast aim is in my opinion a waste, you'll rely mostly on aimed shot with a high AP pistol in the beginning and laser pistol spam, once you'll get a higher level laser pistol  is the one you'll use the most, even for the aimed shot. Ambush is really good with incendiaries. I invested in stealth mostly for that feat. Critical power is a must have for many builds and energy shouldn't avoid this.
I was playing without effective stealth (striders boots + antithermic overcoat which allows you to walk into napalm fire) and could get a lot of critics from ambush, I think it only relies on stealth skill points investment. I really would like confirmation on this.

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Hello there, I wanted to know if every core city faction sell advanced catalyzing belt. I know that Harlan sells it and you can gain it from the acid hunter though but I can't remember if you can get it before finding Cornell. Thanks!

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General / Re: Build for Hard difficuty
« on: February 11, 2018, 06:43:06 pm »
I would recommend leaving plasma alone, even with buffed damage it still has bloody 40 AP per shot, which makes it mostly gimmicky weapon for making screenshots of big numbers when you do critical hit on execute. Aimed shot from Electroshock Pistol with smart module and amplifier is a very good way to start a combat on the other hand.

I think you're right for the most part. Plasma pistol is still very useful to one shoot large health pool critters with aimed shot.

Steadfast aim is indeed useless as you spam with the laser pistol. Late game it's crazy and yeah going for 14 dex must be cool.

About intelligence vs perception, maxing intel allows you to get the crafting skills very fast and I found it was useful mid game to craft op guns. You can invest in plenty of others skills. 10 perception is enough for hitting most of the critters. For the more evasive one flashbangs and taser can help. I didn't get to deep caverns yet so I might be wrong, can't remember how hard to hit critters there are.

Agility must be very handful indeed. So I made this :


You start with 5 intel and max it. No 14 dex but I think it's pretty balanced. What do you think?

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General / Re: Energy build feedback on dominating
« on: February 07, 2018, 01:15:18 pm »
Critical hit with Execute makes some amazing damage.


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General / Energy build feedback on dominating
« on: February 07, 2018, 08:25:58 am »
Hello there!

Since I used to play a lot of Underrail but am a lazy person, I didn't play it until recently when I saw an update. Anyway, I didn't even notice the energy pistol buff but wanted to create a pistol build as I never played it and it seemed to be interesting.

Starting stats were

Strength : 3
Dexterity : 10
Agility : 3
Constitution : 3
Perception : 10
Will : 3
Intelligence : 8

Feats : Aimed shot, Gunsligner

Goal was to mostly play with energy pistols, use grenades and max intel for getting the best of high technicalities and play with nice firearms. No points in traps and stealth. It was very hard in the beginning, and I understood quite quickly that incendiary grenades were my best friends. Quite afraid with the number of enemies in dominating but I get used to it. Bear traps were also useful but I didn't want to invest into it, and it's quite doable even without quick thinkering. My only mistake were to think that firearms would be useful : gunslinger was a waste. I also took Opportunist to get Execute. Opportunist is not a bad choice as it synergises well with kneecap shot, flashbanged and trapped enemies when you need it, but execute is quite situational as I don't use electroshock pistols and the only way to use it is with flashbangs, but it's way more rewarding to get a 95% chance against an evasing enemy and aimed shot.

I'm now level 20, the only stats I maxed were guns and throwing (didn't get three pointer yet but gonna get it soon). I use an energy pistol (4 shots in a turn) and a plasma for aimed shots. I finished the Core quests, beat the beast (with traps and bio grenades) and Carnifex, and I think it's possible to finish the game with this build. You can have all the crafting skills maxed with high intel (I think I have 12 intel now), invest in mercantile to get the best gear from Harlan and even in stealth to get ambush. I'm now investing only in guns/throwing/stealth.

Conclusion:
It's a very fun build to play (unless you don't want to use saves) in the end as you get insane aimed shots from your smart amplified plasma pistol (300+ crit damage bonus), thanks to practical physist, sharpshooter and critical power (2000+ damage). I plan to get more sustain crits with ambush (good with incendiary nades as well) and focus stims. Recklessness can help to but I don't think I'll take it.
You have a really low healthpool so you need to craft a lot to have good guns, lots of incendiary grenades and avoid critters and melee enemies to get to you, even with very low mobility. Good boots help to balance the low agility stats. Rathound King armor also helps, with the +1 strength for your moving between areas and movement speed.
I think the only way to improve this build would be to play 14 dex to get 5 energy pistols/turn without meds (13 dex + eel sandwich, 11 intel).

But in the end, it's doable even without a perfect build (like not taking gunslinger) and that's amazing! I also did some little mistakes with my previous build in hard difficulty but it was still very powerful. That's why Underrail is so good, you can do a looooooot of different builds and it's still gonna work. Anyway, have fun!

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General / Re: Are there any fishing rod in deep caverns?
« on: July 06, 2017, 08:20:23 am »
I just found one at Leo's place!
Thank you though.

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General / Are there any fishing rod in deep caverns?
« on: July 05, 2017, 04:38:05 pm »
I just realised I needed fishs to craft supersoldier drugs....

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General / Re: Kidnap Sarine (Spoiler)
« on: March 30, 2017, 10:54:56 am »
Don't wear the rathound regalia once back in camp Hathor!
Well I made this mistake and was wondering what I did wrong. Hope this will help.

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