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Messages - tyrtix

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try electric pistol with aimed shot and bonuses to crit damage...it's so insane powerful that even by not using a crafted pistol, you can get 2400 damage easily and it will bounce between targets, still getting the crit bonus damage...really, it's totally broken.

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Discussions / Re: Underrail PnP RPG
« on: February 20, 2026, 05:21:22 pm »
Hope you'll like it! The adventure inside the package was tested quite a bit along the core game mechanics, but any advice or question is welcome!

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Discussions / Underrail PnP RPG
« on: February 13, 2026, 02:56:13 pm »
Hi all, i've worked on a PnP rpg and now i've put a starter pack in drivethru for free, if you want to check it and tell me if you like it even a bit, i'll be happy!
Check here:

https://legacy.drivethrurpg.com/product/556886/Chemlight-Starter-Pack

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General / Underrail miss this! Some food for Styg mind.
« on: May 17, 2022, 09:16:14 am »
While i am still tinkering with a pen and paper version of Underrail-ish game, i remembered a thing from my past, and i thought iot could be a great inspiration for Underrail lore to be added to it.
There's a small city in Italy wich have a "tribe", "commune" or whatever you like to call them, appropriately called Mutonia, also Mutoid waste Company, wich is a group of artists wich uses metal waste as a form of post-apoc form of art, and everything rotates around the relationship between the waste, art and industrial culture. They build those creations from only recycled parts, and look at how they are cool! They even made an hybrid gorgone-robot-motorcycle wich breathes fire! Oh, they also used to rave and create electronic and techno music, i knew them from that, when i saw one of their concerts in a techno disco around the 2k years.

https://www.santarcangelodiromagna.info/mutoid-waste-company/

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Builds / Re: Advices with suboptimal machete build
« on: April 20, 2022, 06:50:17 pm »
oh, i did wrong in the first part of the build as if i wanted to get a lighter material shield to gain MP, obviously juggernaut won't work, so i've displaced a bit that feat, and took nimble instead, as doing the math, nimble was better at reducing armor penalty with riot armor (even with both metal boots and metal shield, i got just 14% reduction if i used steel for both iirc, or maybe it was even with tungsten, while nimble is a flat 15% less no matter the armor).

Escape artist is definitely interesting and i didn't took it into my plans but may probably do, and may even add another 10 points in dodge to get fancy footwork maybe, so using a shiv to push up back MP could be viable, and will let me keep my metal boots for those nice high crit damage with dirty kicks, and retain use of poisoned caltrops...

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Builds / Advices with suboptimal machete build
« on: April 19, 2022, 05:43:15 pm »
Hello all, i'm back at underrail after some updates and found that with the last one a lot of the game has changed.
A while ago i tried a machete+ shield tanky build, but i was not able to make it work especially because of the robots resistance, and i tired pretty soon of playing with it.
This time i'm trying again:  what i'm putting up is a melee build with shields, wich will make use of a riot armor + shield and metal boots to push up damage with shield bash (specced in the future to be free attack) and dirty kicks, then use sword to carve enemy and also use parry+ riposte.
In my old try i was almost totally impervious to melee, but i made a few errors in the build and on hard, the autoturrets were a royal pain (even if i could get around them), so this time i'll also take expose weakness a bit before junkyard.

Up to level 8 the build will look like this:
https://underrail.info/build/?CAkHBgcDAwcAHgAyAAAAKCgoHjIZFB4tAAAAAAAAAFU5Jg3CqhLfvw

I'll stop putting points in pickpocketing (playing oddity on hard with this is pretty nice..), and will probably stop with biology and chemisty too to take full advantage of the sinergy points, but my problem is: i will need parry + riposte, onslaught and probably will pick cheap shots for the huge crit bonus...

Now my doubts: i also need some more movement, because the heavy riot + shield sucks up MP...besides sprint, i was thinking at picking probably nimble or armor sloping, tho i've made the math and the former is a bit better than the latter; i've came up also that i could swap the heavy metal shields with a psy carapace, and adding boarding up will raise a lot the block bonus, giving me a lot more damage too with free bash. Anything to add or change for more movement? anything for more efficiency against heavy armors, especially non-living ones?

Oh, btw, while trying the build playing, i found that shiv is impressively fast, ande can be poisoned....huehuehue

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Builds / Re: Feat Priority List (Feedback requested)
« on: April 19, 2022, 01:39:33 pm »
i think most ppl do not give ballistics the credit it have: with only 3 spec points you get 6 total treshold, with a tacvest it's 18 more treshold against bullets, with riot is 12 against bullets and same addition against melee...not too bad, will let you ignore most of the low damage weapons like smg, knives and fist weapons, and greatly mitigate damage up to swords and AR.

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General / Re: Impressed With Expedition Writing (Early Spoilers)
« on: December 20, 2019, 02:49:33 am »
i liked a LOT the LemCo style, both in buildings and interior graphics, and the fact they are inspired to his leader by Jules Verne (iirc, i've read that he was fond in 20000 leagues under the sea), and the chance to explore those ruins to find loot is a satisfactory experience for my playstyle: to be honest, i've liked a lot more the DLC experience than the original one, not because the latter is worse, but because the DLC inspire me more, with his aura of mystery that gives the idea you can find a real treasure just behind the next corner, or death... and you will find both, many times XD
I loved the ski jet ideas, and even the fact that the sunless sea do not have too much human presence around, except where it's concentrated, the only drawback i've found so far are the fact that jets are not exactly that useful as i hoped for, it's way too hard to refit them with good components are they're too hard to find, and combat with them is a royal pain, as i got killed a pair of times because enemies hits my jet with a sniper attack, instantly sunking the jet with me on top.

Anyway,  the whole place is great, the quests are okay and sometimes a surprise (like having pickpocket this time proved to be very nice)

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Bugs / Re: This has bugged me for a long time
« on: December 20, 2019, 02:18:18 am »
tbh, adding nvg to a fixed button to light it exactly as the shield one, should be the thing, else you always need to drag it to the bar whenever you change it with another one.

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Suggestions / Re: Saving should be disabled in the under-passages
« on: December 16, 2019, 01:51:07 pm »
first, i may "suggest" or "push" whatever i want here, second, it's fun to see a comment and the opposite in answer of a post i've made, both blaming me for saying a single thing.
Both of you anyway, forgot that underrail is not a chess game, it's an rpg, and in game design following certain patterns to cater some contents to the players is important: in this case, the idea was that the "save/safe point" it's also in line with the idea that underrail, besides the small human settlements is a dangerous place, and the fact that you cannot feel safe everywhere adds to this feeling.
About difficulty in games: spiraling up the hardness to hit your enemies, adding more of them or just raising their stats to make the game "more difficult", it does not actually make the game more difficult, but often more tedious: as i said already elsewhere, most of the underrail players then just adapt their general build to be "more efficient", but in fact they are just playing the game as "power players", or those who use the rules, or bend them, to overcome the problems in the game.
In this way, you just pick stealth as there are no other options to get into some areas and not be instakilled, pick all the initiative feats, build an energy pistol wich is game-wise broken af.
In other words, you're not RP anymore, and in this, completely forego a part of the game and his intents, making the game "easier" actually.
Ah, i know this post won't be useful anyway to most of the power players here, but hey, be happy with your playstyle, but leave the others have theirs.

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Suggestions / Re: Saving should be disabled in the under-passages
« on: December 14, 2019, 12:16:59 pm »
well, a real, cool difficulty setting could in fact be able to save only in "safe places"...

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General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 09, 2019, 02:16:13 pm »
tbh, most players plays by knowing already how many enemies and what kind of them they can find around, so after the first run, you get a great advantage from that. As i said elsewhere, based on the game mechanics, there are areas in wich you simply have either to know the enemy, or you need to reload.
You yourself later on point out that going into a new zone in stealth is also a perfectly viable third option.

The point is: if i have to make a build only to beat dominating if i don't want to reload, then there's no more "difficulty" added, it becomes all specific to what you need to do to win, it's like a chess game where you already know all the enemy moves, pretty easy.

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General / Re: Player character's backstory
« on: December 08, 2019, 01:13:16 am »
Pc of Underrail suffers from using psy: he actually is far more fragile, about one fifth than it could be, a serious drawback actually.
While psy abilities seems to be genetic tied, we have the manifestation of psy even in physical and non physical forms both of matter and toughts (see a certain dlc cemetery or a certain hollow earth lab), and some of those, like the mysterious pillars or the tooth at the jaws in expedition, are there from before probably even underrail or been built with who knows wich weird tech, this can mean psy abilities were gained from humans only AFTER they were discovered in other forms, and human psy capabilities can be a mix of genetic predisposition and manipulation.
This thing, coupled with godsmen ability to probably perceive future in a limited way, may make PC of Underrail the target from Tanner to be the cube retriever... along a single, to me, most important fact: you are NOT KNOWN in SGS, so you surely won't have any suspect in Tanner behaviour.

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General / Re: Next expansion speculation thread
« on: December 08, 2019, 12:52:13 am »
hollow earth have reports wich predates your descent there by, iirc, 187 years and some months, anyway the difference is minimal, and also, we are totally unsure of what really powers up ALL of the actual underrail part (while we know that lemco had underwater geothermal power plants).
I have surely missed a good part of the in-game lore, but something tells me that the Omega thing had something to do with Tanner: he's him to send you to get back the buildings at the first mission, wich were omega, and it's again him to send you, along with gorsky, to find what happened into omega... then you go to junkyard and, after that, the cube "vanishes"...also: tanner asked to see what is in gsm compound, wich was omega too, and after that, gorsky "flee" from sgs, never to return...is gorsky fleeing from tanner? Maybe  he didn't approve what was done to omega, wich were wiped EXACTLY a bit before the earthquake? Maybe Tanner then found the cube and opened it  for a bit, so the faceless tracked it nearby and provoked the earthquake?

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General / Re: Thoughts on 5/5 spec'ed disassemble.
« on: December 08, 2019, 12:43:07 am »
tbh, most players plays by knowing already how many enemies and what kind of them they can find around, so after the first run, you get a great advantage from that. As i said elsewhere, based on the game mechanics, there are areas in wich you simply have either to know the enemy, or you need to reload. Example: i'm doing my first run on dominating, with an hybrid psy/pistol build with riot +shield and use of opportunist and cryo.
First time i got into the psy beetle to save the guy at warehouse, combat started the exact moment when i stepped foot into the external area of the warehouse. One psy win initiative, drops on me a cryo and crit with neural overload, for a total of near 60 damage. Character dead before i could even do anything. The only way i can possibly handle this is by just taking stealth, else i always have chances in wich i cannot scout area or combat starts in advance and i can't do anything but reload.

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