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Messages - Shredded Cheddar

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Builds / Re: Psi Pistol Build/Theorycrafting/Questions
« on: July 23, 2020, 07:16:14 pm »
I just read the patch notes and some of the psi stuff doesn't apply. Didn't read it all but looks like Styg nerfed using multiple psi schools as talked about. I'd still say some of your feat and ability point distributions arent good though.

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Lol oh snap! Thanks.

I hope that's not the change Styg talked about.... just a boring nerf to a boring (but powerful) feat.

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Builds / Re: Psi Pistol Build/Theorycrafting/Questions
« on: July 23, 2020, 07:08:32 pm »
I miss the old days where people actually played the game before they started trying to theory craft.

Anyway, you didn't mention what difficulty you're on. That will change things. I have several suggestions for you, but I am not going to make a build for you - that has been a lot of the fun for me playing this game.

- You are using strafe but plan to use pistols. Pistols don't have a move and shoot penalty and you don't have the strength or skill to use any weapons that do. Wasted feat.
- You plan to use pistols, but didnt take gunslinger (requires 7 dex) which is basically the number 1 pistol feat (and also gives you 7 initiative in addition to it's other affect - just the initiative bonus is better than trigger happy and it has an additional -3 ap on mechanical pistols)
- You have trigger happy and paranoia, but also over 100 points in stealth. Most of the time you will be initiating the fight from stealth - probably around 90% of the time. Imo these feats are wasted. Max initiative and run an antithermic coat or go stealth and save two feats. Some people may say it's nice to have both but unless you're doing DiD/Ironman, I wouldn't bother.
- You can pull those skill points out of dodge and evasion and put them into psychokinesis and temp manips. This will give you access to utility psi skills such as forcefield and psychotemporal acceleration/ dilation. You can use these skills to increase your mobility, and stop enemies from getting to you / attaining line of sight. In this way you can prevent the enemy from ever getting off an attack instead of relying on RNG to keep you safe.
- If you look at your feats, you don't have a single feat which requires 7 agi. That means you are dumping 4 base ability points on agi in order to get a 24.5% skill bonus on two skills you're not even maxing out. This is a huge waste of ability points.
- Hacking and lockpicking are luxury IMO - completely unnecessary and if anything a hindrance on hybrid builds. IMO you will benefit much more from having some bio and more electronics so you can craft psionic gear and energy shields (plus energy pistols for certain types of enemies).
- You don't have 6 int for premeditation. Get premeditation. Go read premeditation so you know what it is. Just to be clear... GET PREMEDITATION.
- You're gonna wanna take locus of control at level 14.
- If you drop 30-40 points into nades you can actually use them without having to worry about bopping yourself. Grenadier can go a long way in a drawn out fight.
- For some psychotic reason :P you have psychosis but not psionic mania. If you decide not to take the other two psi skills for utility, I would suggest psionic mania in the build. You can get massive alpha strikes with cryokinetic orb + nade. If you don't I would suggest skipping these feats completely (you don't have to take the other branch either you can just put the feats elsewhere) - the reasoning here is that psychosis increases the costs of psi abilities that don't do any damage (no benefit, just downside).
- Hypothermia is shit, skip it.
- SHARPSHOOTER WITHOUT CRIT POWERRRRRRRRR?!?!?!??!?! NANI!?!
- Point shot is actually quite good, I would pick it up.
- The more I look at this build the more I'm confused why you don't have temporal manips. Pistol builds tend to rely on special attacks for their damage - the best way to increase you damage then would be to get off more special attacks. Your biggest limiter is gonna be cooldowns. Limited temporal increment with future orientation will reduce your cds 1 turn every 2 turns. Let's say you stealth alpha strike and kill like half a group of enemies with cryokinetic orb followed by a nade. Youre gonna wanna - aimed shot (3 turn cd), rapid fire (2 turn cd), point shot(1 turn cd), kneecap shot, LTI, point shot again. Let's say you end turn there. Next turn, nade AGAIN (with grenadier), point shot, rapid fire, use a psi booster, more psi abilities, maybe a regular attack. Next turn point shot, aimed shot, LTI, point shot again, rapid fire, another fucking nade ?!?!? You get the point my dude.
- Mercantile can be real useful
- Combining metathermics/pyromaniac with ambush can be quite strong, lots of crits and lowers enemy evasion. Also ambush doesn't require agility.

I think that's all I got for now, have fun

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First off critical power gives 1.5% crit damage for every 1% critical damage over 100%. Therefore if you are just using a vindicator you will have 120% base + (120-100)*1.5 =  150%

I dug this up because I remember reading it a while ago, not sure if still applies or if it was changed. https://underrail.com/forums/index.php?topic=4334.0

Also I just booted up a shotty character from a few months ago who has both fragmented chaos and crit power, the character info sheet doesn't show any bonus from fragmented chaos at all, so I'm guessing they don't stack.

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Bugs / Re: Crawler bug
« on: July 08, 2020, 03:20:42 pm »
Very nice breakdown Elite, I just wanted to add that I believe they often appear near red mushroom patches in caves.

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Builds / Re: Help me create Robocop!
« on: June 09, 2020, 03:32:45 am »
Bro I was writing up a whole thing for this but I accidentally closed the window and it all got deleted.

starting stats:

str 8
dex 8
agi 3
con 10
per 3
will 3
int 5

Rough level 30 - http://underrail.info.tm/build/?Hg0IAwoDAwZQRgDCoAAAKAAAAABuWlpaWgAAAAAAAFUmYxcNwqNbEhEWRVUkKMK2fOKfhAHioowD4qeCAuKqngPita4G378

left out lots of skill points and a couple feats for customization. Keep in mind this is a very defensive build - i play with 1 life usually. You could change a decent amount of feats here to be geared more offensively.

Later on you're using a rapid laser .44 hammerer, 4x super steel regen armor, super steel striders, super steel helmet with shaded visor. Keep in mind this build is very gear reliant IMO, you may need to play outside your envisioned playstyle to get through the early game, especially on higher difficulties. Thats where some points in stealth come in handy you can also use traps or the container/ door opening skills.

Basically your playstyle is to let enemies come to you, while you shoot them with a big caliber pistol and blow them up with nades. You have nades, dirty kick, taser, (cheap shots if you want), for ccing your enemies, you are immune to stuns, and if they do get close you can beat their heads in with your choice of fist, fist weapon, or sledge (but that's a little outside the vision of the build). With your stats your max AP is usually gonna be 70 with adrenaline- ap costs are 30 for rf, 20 for pistol, 15 for nade, 15 for dirty kick, 14 for metal gloves, 10 for leather glove, 10 for taaser, 9 for fist weapon. When you consider your belt options you can see these values work pretty well with either a bullet strap belt for 4ap reloads or doctors belt for 2 ap drugs, which youre gonna want to be using quite a bit. I would recommend d belt. You're also immune to poison caltrops, and can use throwing nets even later on if you up your throwing a bit more.

This could be really rough for a new player on dominating, but if you're playing normal or hard and you know some of the strategies you should be able to use this and get the flavor that you're looking for.

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Bugs / Re: Fatal throw does not refund AP against burrower egg
« on: June 08, 2020, 05:53:03 am »
I think because it's functioning like an explosive barrel or something it's not technically an enemy unit. It should probably refund AP though since you're definitely killing something lol

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Suggestions / Re: Add a "shopping list" + merchant tweaks
« on: June 06, 2020, 06:25:33 pm »
Bro this sounds like your own problem completely. Maybe just stop trying to become the richest individual in underrail for no reason?

What I do is I go to my "home base" wherever that happens to be, drop some of my heavier gear usually, especially on low str char, fill up on loot with sledge belt, and then run to some key merchants in the each of the major cities, selling whatever I can as I go. You can also just leave loot stashes in each of the cities, so you can just grab the stuff you have there if you don't have some of the stuff they're looking for. I pretty much never have issues with cash even on Dominating.

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To answer topic, I wouldn't say it's stupid, since it is a major damage increase. However, after playing hundreds of hours of gun builds I have to say why use an smg when your char is capable of using an AR. smgs may be able to put out massive amounts of bullets but AR bullets just shred once you hit level 14 or so. Using jhp or w2c at appropriate times just adds onto the carnage. I think part of the main draw of using an smg is saving stat points and skill points by gimping str and having massive bonuses to tons of skills.

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Builds / Re: Shotgun LOC Grenadier dominating
« on: May 13, 2020, 01:52:03 pm »
I am skeptical about not having 45 psychokinesis. Seems over invested in throwing even with three pointer. I think the tactical options having those points in psi is much greater than a few % on nade crit chance.

For equipment Im guessing you're using tac vests with psi beetle carapace. No stealth seems pretty bad, you can use equipment and like 40 hard points to not have to initiative roll fights with stealth. You can take tons of skill points out of crafting and still get a lot of use out of those skills.

Tons of people put 10 will and then only do 2 schools or something, at this point you may as well invest in all schools. You get a lot of bonus skill points from skill synergies, plus your equipment (tac vest + headband is like +50 points to all psi skills) and this adds a lot of new tactical options. Especially psychokinesis, having imprint, forcefield, and tk punch gives you so much more cc than you could without - and you have the investment already. (force user is a really good feat btw).

With this kind of build late game you're going to want to use your shotguns to deal the majority of your damage. Shotguns can sort of just blast through everything with raw damage. You want your psi skills to carry you early with your high will and then transition later into being a massive damage dealer with guns.

I have built a very similar build with ARs (because they take almost no feats to be effective) and it was insanely powerful on dominating. Once I got past the early game I had so many options on how to kill people - w2c bullets, cyro orb, mass AR spray into thought control mass cc into next turn nade + more AR spray.... you get the point. Shit's wild. Basically any gun build with 10 will and LOC should be able to stomp all over the place just because of the sheer number of options on cc and damage types.

I would suggest diversifying your skill points a bit and trying it out. For a new player it might be hard to run a more hybrid build like this but as an experienced player when I ran a build like this it was probably my easiest playthrough ever.

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Builds / Re: Riot gear non-flurry sword PSI tank build Dominating
« on: May 07, 2020, 05:36:27 am »
Bruh I died laughing from this because you have will at 9 with max thought control!

But seriously, you need to +1 will, remove iron will and then just take locus of control. You have the bio to craft bullhead as well so you can pop before fights and then use locus of control to ignore all disabling effects - a truly tanky ability! Obviously it also has that other effect of thought controlling a whole area whenever it's convenient...

Im not sure about having max strength sword with no flurry or onslaught? strength scaling on weapons is based on the weapons base damage and swords get like what, 50ish upper range with max quality tungsten and then machete scaling is 18 (adrenaline obviously)str - 6 = 12 * 7% scaling for machete = 84% * 50 = 42 bonus damage on upper range and this is like max level.. this doesn't scale with your weapon skill. You'll probably wanna use red dragon so it's even less.

With this setup your just gonna be blasting people with pure psi and then getting a decapitation off whenever it's convenient lol - but  maybe that's what you want. Max recklessness means you will not be tanky especially with tabi, crits are like the main thing that hurt you when you're running a tanky build that has high physical protection. Also advanced psi empathy just makes you 10x more into a cave wizard so youll just be blasting away with thermodynamics metathermics and having even less HP. I think youre just gonna end up being pure psi because you'll actually be pretty squishy in combat.



Very interesting build. Your movement speed will be an issue, but maybe not with all the psi abilities and utility you'll have going for you.

I would recommend drop Psycho-Temporal Acceleration and pick up Opportunist instead. PTA not going to do too much for you (you can already slow with cyro and speed with adrenaline) and Opportunist is going to make you hit hard, esp for those easy decapitations.

Did you in all seriousness just say drop psycho-temporal acceleration?.... You bring up mobility issues but that is one of the main ways he can solve his mobility issues. Since he has future orientation even if the fight goes longer than 3 turns, he can keep it up basically indefinitely as long as he drinks his blue juice.
Stop it. Get some help.


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If it wasn't a problem for you why even ask? I have regularly gotten past silent isle on iron man runs before with all different builds, just silently kill the rathounds and then sneak past the bugs with some stealth gear. Also you can drop caltrops all over the left side of the island - the bugs tend not to walk over them so they won't randomly get aggroed or aggro your way off the island. It was pretty depressing to survive that fight at level 8 one time only to have Capn Broderick eat it while fighting the bugs and not have a way off the island.

Generally I don't like toning down the hardest difficulty - it's not there so you can easily win. The only thing I dislike about dominating is the economy squeeze - feels just a little too harsh. maybe 66% on normal and 33% on dominating...

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Builds / Re: Looking for pointers on my Tank AR/Sniper build
« on: March 28, 2020, 09:18:36 pm »
So I did a build based off of this thread: https://underrail.com/forums/index.php?topic=4619.msg25477#msg25477

Basically I did something similar but with more con, juggernaut whatever.... and I found that even with 10 will 10 per my psi and AR later in the game were more than enough to kill almost everything instantly.

With adrenaline & PTC I could get off 3x27AP burst for 9 shots each plus once something dies another ar burst for free + 9 ap from commando specialization. Basically if you bring the right bullets, everything is deader than dead.  You have enough ap for a nade or psi power after as well and this is just the first turn... Basically with 15 per I wouldn't worry too much. A lot of the time you want your accuracy to be lower than optimal so your burst spreads around and kills everyone.

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Development Log / Re: Dev Log #65: Codename Infusion
« on: March 12, 2020, 04:21:42 pm »
Something gaming related to actually be excited for - how refreshing   8)

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General / Re: Question about crafting shotguns
« on: January 30, 2020, 10:59:24 pm »
I like the 8 shot one for burst because you don't need to take full auto or tube mag in order to not waste shots on bursts. It also has decent damage - I would suggest forward grip for +10% precision on bursts. Note, that precision doesn't need to be terribly high on shotguns, especially when bursting, unless there is only a single enemy.

For the single shot shotties, I like the vindicator - bonus crit damage, highest damage range (which doesn't hurt so much because you'll be shooting 12 & 20p in the later game) with a forward grip. This lowers AP cost to 20  which fits much more nicely into standard AP values for most builds than 25 - it's part of why spear is for the most part superior to sledgehammers - free belt slot (doctor's belt anyone?).
 
I suggest though, that you make a save and then buy a couple of frames and mods once you get to mid levels and then see the differences between the shotguns yourself. There is a quite a range of difference between different shotgun types and mods, and you can then decide if you value range and precision on your shotgun or close range devastation. Have fun!

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