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Messages - Tahoefox

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1
Bugs / Re: 1.1.2.0 Unknown Item in GMS
« on: July 24, 2020, 03:22:17 am »
Sure enough. I'll have to see why GOG didn't automatically download the most recent version. My bad.

2
Bugs / 1.1.2.0 Unknown Item in GMS
« on: July 24, 2020, 02:55:58 am »
First area of GMS.

3
Builds / Re: Looking to make a Spear build need help/tips
« on: July 17, 2020, 12:27:18 am »
Okay so I have a few more questions for you. If I do change my mind and want Temporal Manipulation in my build How would it look at the start and end?

Let me start by saying that I'm no expert on psi builds. With the exception of psi/monk builds, I don't really enjoy playing it. This is what I would do, but TheAverageGortsby usually has the best answers for getting the most out of psi.

Level 1: https://underrail.info/build/?AQoFBgcDAwYADwAPAA8AAA8AAA8PAAAPAAAADwAAADlVK9-_
Level 30: https://underrail.info/build/?HhAFBgcDAwYAwqAAwqAAwqAAZGQAAGluXwBuABkANwAAZCQ5K1XCryoSwpXCrMKUwpNFwoIAwqsPfMK24qK1AuKligXis44C4rOiA-KzpAPfvw

The idea here is just to reach the minimum requirements for Psycho-temporal Contraction. As long as we have Evasion we aren't going to have too many skill points to play with. It also gives you access to Temporal Distortion, Limited Temporal Increment, and Psycho-temporal Dilation, all of which are useful with very little investment in Temporal Manipulation. You want to make sure you have 40 points invested in the skill by level 6 so you can take Premeditation. It would probably be worth it to find 25 points for Psychokinesis as well, Force Field is super useful. Your crafting skills will be a bit lower, but with the workbench bonus you'll still be able to craft great gear at endgame. Once you have around 80-100 points into your crating skills you can start investing in Hacking and Mercantile.

The build you posted of your psi-less build looks nice but I am not sure where to focus my skill points early game or how to spread them at creation (do I just go with that other starter setup you posted earlier?)

The links from my earlier posts are the same build at level 1 and level 30. Always make sure you're keeping Throwing, Melee, and Evasion maxed out. When you have around 100 in your crafting skills you can start investing in Hacking and Mercantile. If you decide you want Shield Bash then you can absolutely drop Decommissioner. Just carry a few extra EMP grenades and be aware that my version of the build uses a supersteel shield which will not deal as much bash damage as tungsten.

Also what do you recommend I do to farm out money to get the things I need? Because I always get stumped on where to get enough money for these materials/blueprints or where to grind EXP for the points to craft these things. ( I do not plan to play oddity as I did not enjoy that method of leveling up)

TheAverageGortsby had some great advice here, I don't have anything to add.

As for tabi action points reduction, meh. Its's 4 AP per round in your scenario. It helps to achieve 2 attacks + throw, but realistically how many turns are like that? I usually move around, open doors, cast spells, throw grenades in between and use medicines. Also, adrenaline shot and psi haste have different breakpoints. Tabis are good and work in your build, sure, and their movement points bonus is great too, but you can get more tanky instead and achieve similar amount of attacks per round without them (at the cost of mobility).

Almost every turn in the Sormirbaeren village was like that. It's why I specialized in Sprint, so I could reliably retrieve my spear during combat. You won't always need it and sometimes a grenade is a better option. It's less efficient if you're taking Temporal Manipulation, you'll have more AP with Psycho-temporal Contraction and you'll have other psi abilities to use instead of throwing a spear every turn.

4
Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 10:34:25 am »
This looks interesting though I am not really sure where to get shields.. never really made it much further than depot in any build I have tried out.

Shields are actually part of riot gear. You'll have to craft your own, you can buy the blueprint for it from Len in Junkyard.

Lightest Riot Gear + Tungsten shield (it has most dmg) has 46% armor penalty. More if you want regenrative vests, metal helmets and/or metal boots. Do not get evasion. Spend points on melee, throwing, electronics and other crafting/subterfurge skills. Skip armor penalty feats, get Sprint and Psycho-temporal Acceleration. Craft cave hopper stealth armor for stealth sections.

Regenerative riot gear with supersteel shield is exactly 50% armor penalty if you have Armor Sloping. You don't need tungsten if you take Boarding Up and Shield Arm.

Metal boots aren't an option because you need the AP cost reduction from tabis to attack twice and throw a spear every turn. A metal helmet is probably not as useful as night vision detection goggles, because they can help low Perception characters spot traps. If you wear 50% penalty riot gear, taking Nimble and Body Weight Training will bring you down to 25% penalty. You won't have the highest Evasion ever, but it will be enough to keep grenades and mines from instantly killing you.

Spear/shield blocks melee attacks, Evasion helps you avoid ranged and AOE, and Juggernaut gives you enough health to tank anything that actually hits you.

In the mid-end game most of your attacks (spear throw, shield bash, sweep, impale) will have cooldowns so LTI is great. You can taki psi later in game if you struggle with first section.

Temporal Manipulation is extremely strong on basically every build. I tried this build because I had just done a full psi character and I didn't want psi on this one. If I was optimizing for Dominating I would recommend taking it. It's certainly not necessary on normal though.

Edit: I also don't think Shield Bash is worth taking. One turn of Daze against a single target just isn't that strong, especially when you'll have Throwing and enough Chemistry to craft flashbangs.

Another Edit: For reference, this is what I had at the end of the game.
https://underrail.info/build/?HhAFBgcDAwYAwqAAwqAAwqAAc3MAAHh4XwB4AAAAAAAAcyQ5VcKvEsKVwqzClMKTRcKCAMKrD3zCtnnipYoF4rOOAuKzogPis6QD4reJAt-_

5
Builds / Re: Looking to make a Spear build need help/tips
« on: July 16, 2020, 04:44:25 am »
Here is what I would start with for a spear/shield build. I had no trouble completing the game on normal with this, but it isn't optimized for higher difficulties.

https://underrail.info/build/?AQoFBgcDAwYADwAPAA8ADw8AAA8PAAAPAAAAAAAAADlV378

Spear/shield builds will naturally have good melee defense so you won't need Dodge. Evasion can help against ranged attacks and grenades, but I would take Nimble and eventually Body Wight Training if you also plan to take Juggernaut. Make sure you craft armor with exactly 50% penalty if you plan to go this route.

6
General / Re: (spoilers) expedition shard question
« on: August 04, 2019, 10:05:23 am »
1) where exactly is the shard located

The Sormirbaeren Graveyard. It's exact location is randomized each playthrough. If you have enough Intelligence you can talk to Yngwar and the ferryman to find out where it is. While it is possible to obtain the shard by searching every part of every corpse, it is quite time consuming to do so.

2) if i return to the institute questline to gain access to the elevator can i just go to ocolus without compromising the original underrail storyline (which i have not finished and was saving for after i was done with expedition)

You don't have to do any of that, the entrance to Oculus is not in DC. You can access it from the caves near Rail Crossing, assuming you've completed the necessary quests.

3) i read about keeping the acorn and that only then i'll be able to get my hands on samurai armor and sword unique items. what are the consequences of this? do i have to fight my way out against AEGIS?

You will not need to fight Aegis, you can just tell them that you didn't find it. I don't know of any other consequences.

Personally I've chosen to keep it for myself, foolishly hoping that I'll be able to find some obscure way to open it.


Edit: I had to type this twice because the forum eats posts with special characters. Now that the word Sormirbaeren is going to be used here frequently it might be time to address that bug.

7
That makes sense with some effects, like Tackled or Off-Balance, but with Siphon Blood it seems like it would be necessary to break the skin to drain blood from the target. Similar to abilities like Crippling Strike or Kneecap Shot, you have to deal damage or you don't get the effect.

Idk you could be right, it might be working as intended. It just seemed strange with this particular ability.

8
Bugs / 1.1.0.10 Blocking Blood Siphon Hook Doesn't Prevent Siphoning?
« on: July 23, 2019, 08:50:13 pm »
Reducing the damage of blood siphon hook to 0 with Spear Guard and threshold doesn't prevent it from siphoning.

9
Bugs / 1.1.0.5 Zone Boyz vs Praetorian Security
« on: July 21, 2019, 09:46:55 pm »
Throwing a molotov into the doorway before placing the T-ray emitter seems to cause the Zone Boyz to path into a fight with Praetorian Security. This can result in a very strange conversation if Johnny survives but Drek and/or Mullock don't.

10
General / Re: Heavy Punch is useless?
« on: July 04, 2019, 03:25:11 am »

Minimum AP cost is 4 so 12 attacks is your maximum.
That's a pretty bold (and limiting) assumption, that you only have 50AP.

Well, you've got me there. Sources of extra AP usually have a short duration and a long cooldown, so I don't consider them when I'm building a character. You're right though, I think you can get 22 attacks if you use adrenaline and Blitz.

One thing to consider with fist builds is that you can get your AP down to 4 without tabis, eventually.  So you could actually use infused rathound spiked boots.

This is a good argument for taking dexterity to 16 +1 from food. I usually stop at 14 because AP cost is the same from 14 to 16 and I usually end up needing those points elsewhere.

11
General / Re: Heavy Punch is useless?
« on: July 03, 2019, 07:55:00 pm »
This absolutely works, but combo triggers on the third hit, so it takes some management to get them to line up.
High Dex builds can still get 12 or more attacks a turn without too much trouble.  It's pretty nice when it all comes together.
What's your favorite fast-attack psi-monk build? 16DEX? What secondary do you prioritize, WIL or STR?

Minimum AP cost is 4 so 12 attacks is your maximum. With tabi and Lightning Punches you can reach this with 14 Dexterity, assuming you're using leather gloves. If you're using metal you'll probably want to go to 16.

For a fast attacking build I would probably take Will over Strength. Psi-monk builds are usually pretty MAD, you'll often find yourself wanting at least 8 Dexterity for Lightning Punches, 7 Will for Force User, 6 Intelligence for Premeditation and Cheap Shots, and 6 Agility for Sprint. If you dump Constitution you might be able to reach 7 or 8 Strength, but I doubt that's worth it.

12
General / Re: Heavy Punch is useless?
« on: July 02, 2019, 11:15:13 pm »
I've never tested it, but couldn't you get a FALCON PUNCH by using heavy punch on the 4th hit of combo and the 4th hit of pneumatic gloves?

This absolutely works, but combo triggers on the third hit, so it takes some management to get them to line up.

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points spread out too much?

This really depends on what difficulty you're playing on. I think this build could work on easy (Although as TheAverageGortsby mentioned you may have over-invested in a few non-combat skills) but on higher difficulties you'll want to specialize a bit more.

6 Perception just isn't enough for Crossbows. Your hit chance will drop quite sharply as you progress and with their high AP cost you can't afford to miss, especially if you're using them as a fallback. Dropping crossbows and lowering Perception to 3 lets you start with 10 Will and opens up some skill points that you could use for more crafting skills or maybe take Metathermics. You might consider doing the same thing with Lockpicking and Dexterity to open up more points for Constitution which would qualify you for the Fast Metabolism and Stoicism feats.

I hear crafting armour is the best way to go. What would I use as a PSI dude?

Psionic tactical vest is really your best option. It reduces psi point costs by 10% and increases your psionic skills, in addition to stopping bullets pretty well. You'll probably want to take Nimble to reduce the armor penalty though.

14
Bugs / Re: Report spelling/grammar errors
« on: June 21, 2019, 05:31:27 pm »
Redundant "are" in difficulty descriptions. Both Hard and Dominating are worded this way.

Edit: Reading it again, I think it's supposed to say "Items that are sold by the player are valued at 50%."

15
Development Log / Re: Dev Log #61: Expedition Release Date
« on: June 21, 2019, 05:08:33 pm »
on July 22nd 2019.

Fantastic news! Very excited to see a release date, and it's so close!

finally releasing it

Saying what everyone was thinking lmao.

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