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Messages - harperfan7

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1
Builds / Re: Crafting : Skill Points spreading / Leveling
« on: April 20, 2026, 06:01:48 pm »
Then its even more build dependent, and more, dependent on you; how you play through the game.   Some people beeline to the best merchants and pass the mercantile checks for essentially endgame equipment right away.  Also, right now most people can't give good answers on this stuff because the last update changed the crafting values on the high end so much.
There are crafting guides online, but like I said they're gonna be out of date now.


2
Builds / Re: Crafting : Skill Points spreading / Leveling
« on: April 20, 2026, 04:36:14 pm »
It depends on your build.

Chem up to 20, unless you're using chempistols
bio up to 40 for adrenalines and morphines
electric up to about 30 or 35 for a taser; I'd probably only go higher on an epistol build; nobody else is making something better than they can find until after depot A
mechanics depends heavily on build; some will max it
tailoring up to about 50 for a good siphoner or mutant dog leather set

3
Bugs / Re: Report spelling/grammar errors
« on: April 19, 2026, 04:16:29 pm »
If you say they were a breeze then say you were kidding.

I'd say "Figured you were." but "Figured you must've been" works too.

4
Builds / Re: Is there a 18 int epistol build somewhere?
« on: April 19, 2026, 02:27:00 pm »
Electropistol + laserpistol is the go-to weapon combination for epistol builds anyway.  And yes, there are 18 int versions that do higher per-hit damage at the cost of less attacks per turn.  They can make stronger items earlier, and if you have psi you get the most psi slots of any build. 

Here's an old one, but its from before the update.  It doesnt have polymath or specialist, and the crafting points would need to be a lot higher.  Feats arent in order.

https://underrail.info/build/?HgMIAwMKAxDCoGAAAADCoMKcLUlQAA0yBjM3AC0AwqBjAB8rwrRsw5zCnsKdwq7DiyQmKAEpP8KaWgIqwofCvcKIM0vCheKijAPiorUC4rGgBeK0lAXfvg

5
Suggestions / Rare secret mushrooms
« on: April 18, 2026, 04:50:26 pm »
Small hard-to-spot mushrooms scattered around in isolated caves that require a certain perception score to find, like secrets.  They are the only source of an ingredient to a particular drug you can craft.  Maybe a few already picked ones in certain places or for sale as one-time special merchandise. 

6
Suggestions / Re: Stuff to read in SGS library
« on: April 18, 2026, 04:48:37 pm »
You could also have some int/per/hacking/crafting skill checks in there to learn certain things, maybe acquire some blueprints. 

7
Suggestions / Re: New Late Game Dungeon Idea: Drop Zone Depths
« on: April 17, 2026, 10:03:01 pm »
They originally intended to have such a "Rock Bottom" place, but ended up cutting it.

8
Bugs / Re: Meet Aran bug
« on: April 14, 2026, 06:43:48 pm »
If you ignore Aran and never talk with him and kill him eventually in your house, you get stuck with "Meet Aran" quest in your journal. It should be marked as failed if this happens.

but you did meet him; it should be green-checked

9
Bugs / Re: Warmed up turrets
« on: April 07, 2026, 06:37:33 pm »
Can't heal, can't move, practically immune to cold already, already immune to freezing....why contain it?

10
General / Re: Prednisone Solution after beating the original game?
« on: March 30, 2026, 02:52:16 pm »
You can go back to DC, but you won't find any more brains.

HD is as hard as it gets.  I was popping SSDs for every fight, but like you I made a ton of them first.

11
General / Re: Prednisone Solution after beating the original game?
« on: March 29, 2026, 04:06:24 am »
You need to farm them here.  There is at least one outside of DC somewhere (can't remember), but basically just DC.

12
My first run was a sneaky xbow trapper as well.  Try a sledge metal armor juggernaut build for your second run; it's about the most opposite thing you could run and will feel very different.  If you're like me, you'll walk out into a hail of gunfire that tickles you and you'll laugh.

13
General / Re: Oddities
« on: February 19, 2026, 06:10:02 pm »
.

14
Builds / Re: On Ammo Calibers and Weapon Building (Early Game Spoilers)
« on: February 17, 2026, 08:51:59 pm »
It all depends on your ap costs and your available ap per round; if you can get two shots/bursts with a lower caliber but only one with a higher caliber, the lower caliber is generally the better choice, but if its one each, the higher caliber is better (though you could use remaining ap for grenades or medicines or whatever).  Earlier on, higher calibers are better for sniper rifles because you will struggle to 1hko enemies.  Later on, smaller calibers are better because you can fairly reliably 1hko but get more shots.  SMGs only really make sense as a weapon if you have high dex + spec ops feat; otherwise ARs are better if you can meet the str prerequisite.  Marauders are the worst frame for ARs; hornets have the lowest ap cost, huszars the highest damage per shot, and chimeras the best critical damage.


15
Suggestions / A problem with current crafting
« on: February 13, 2026, 06:53:07 pm »
In my humble opinion, its too hard to craft a good suit of metal armor, and too easy to craft a good psi headband.   Metal armor builds have the least room to buff int; a lot of good tincan builds got neutered pretty hard by the update.  I think that right now its too hard, but before the update it was too easy; something in between would be ideal.   Psi headbands dont get an increase in crafting difficulty from enhancements, which is odd.  Metal armor gets harder with each enhancement. 

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